dagger and sledgehammer

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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wonder-ass
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dagger and sledgehammer

Post by wonder-ass »

dagger: low damage but high armor pen.
sledge hammer: no armor pen but high damage and armor break.

2 new combat moves.

Armor bash: increases your opponent's openings by 20% and deals damage to armor depending on openings.
Slice&Dice: depending on how damaged opponents armor add % armor pen and deal damage depending on openings.

with this would come the new armor repair also.

i feel like this would bring a new type of play style where the team is divided in armor breakers and damage dealers.

the % on combat moves are prone to change for balance reasons this was just an example.
tell me what you think about this idea.
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DDDsDD999
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Re: dagger and sledgehammer

Post by DDDsDD999 »

Armor breaking in the middle of fights being a core thing in combat sounds like cancer tbh
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wonder-ass
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Re: dagger and sledgehammer

Post by wonder-ass »

DDDsDD999 wrote:Armor breaking in the middle of fights being a core thing in combat sounds like cancer tbh
yes very true but this would bring a nice touch of difference in fights. rather than everyone carrying a b12.
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DDDsDD999
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Re: dagger and sledgehammer

Post by DDDsDD999 »

MC is already fine, you'd see people using cutblades or steel swords if everyone didn't already invest all their lp into UA this world, and if there was actually pvp. Variety for the sake of variety is a shit reasoning anyway.
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MagicManICT
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Re: dagger and sledgehammer

Post by MagicManICT »

Armor breaking in the middle of fights was a very real thing, even if a soldier kept very good care of it. I'm not sure it adds value to gameplay with the current mechanics. Would like to see some changes that would make it so, though.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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DDDsDD999
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Re: dagger and sledgehammer

Post by DDDsDD999 »

MagicManICT wrote:Armor breaking in the middle of fights was a very real thing, even if a soldier kept very good care of it. I'm not sure it adds value to gameplay with the current mechanics. Would like to see some changes that would make it so, though.
I guess wounds for armor would make sense, and could be balanceable and not complete cancer. But armor being designed ingame to just disappear in the middle of fights is terrible. Though I doubt jorb would be able to balance it in a good way.
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MagicManICT
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Re: dagger and sledgehammer

Post by MagicManICT »

DDDsDD999 wrote:armor being designed ingame to just disappear in the middle of fights is terrible. Though I doubt jorb would be able to balance it in a good way.
Yeah, my thoughts. There's a lot of great things about Haven, but combat has been a difficult thing to get right.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
drewannrez
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Re: dagger and sledgehammer

Post by drewannrez »

wonder-ass wrote:dagger: low damage but high armor pen.
sledge hammer: no armor pen but high damage and armor break.

2 new combat moves.

Armor bash: increases your opponent's openings by 20% and deals damage to armor depending on openings.
Slice&Dice: depending on how damaged opponents armor add % armor pen and deal damage depending on openings.

with this would come the new armor repair also.

i feel like this would bring a new type of play style where the team is divided in armor breakers and damage dealers.

the % on combat moves are prone to change for balance reasons this was just an example.
tell me what you think about this idea.
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neeco
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Re: dagger and sledgehammer

Post by neeco »

DDDsDD999 wrote:Variety for the sake of variety is a shit reasoning anyway.
Variety for the sake of diversity and counter-play though, is something I would very much like. it would be nice to have more deck variants to run rather than everyone running basically the same core moves that are acknowledged as "best". Being able to make a move-set that can help counter the most meta deck would promote more experimentation and diversity. I'm not suggesting a rock-paper-scissors setup, but something with more meaningful choices would be welcomed.
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Lyrroth
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Re: dagger and sledgehammer

Post by Lyrroth »

neeco wrote:
DDDsDD999 wrote:Variety for the sake of variety is a shit reasoning anyway.
Variety for the sake of diversity and counter-play though, is something I would very much like. it would be nice to have more deck variants to run rather than everyone running basically the same core moves that are acknowledged as "best". Being able to make a move-set that can help counter the most meta deck would promote more experimentation and diversity. I'm not suggesting a rock-paper-scissors setup, but something with more meaningful choices would be welcomed.
The problem is that it doesn't matter how big variety of the stuff game gives You, people will always find either optimal or most efficient "meta" deck, the only way to counter that is to make changes just for the sake of change. Very annoying.

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