I heard that Jorb was willing to try some simple changes that would significantly change the game. I was think this might fit that bill.
After making an attack while in combat, you travel 10% slower for the duration of the cooldown. After the cool down has completed you travel 11% faster for an equal amount of time you were slowed, interrupted by any additional combat actions.
This should have the following effects.
Running away from animals faster than you will still result in large damage reduction
You should be able to stick to players running away
Chasing down a player running away puts you at a significant combat disadvantage
MooCow wrote:I heard that Jorb was willing to try some simple changes that would significantly change the game. I was think this might fit that bill.
After making an attack while in combat, you travel 10% slower for the duration of the cooldown. After the cool down has completed you travel 11% faster for an equal amount of time you were slowed, interrupted by any additional combat actions.
This should have the following effects.
Running away from animals faster than you will still result in large damage reduction
You should be able to stick to players running away
Chasing down a player running away puts you at a significant combat disadvantage
Even more running while fighting
how the fuck are you gonna ever catch someone that doesnt want to fight? dude is gonna be running in a straight line grabbing speed buffs while your ass lagging behind with a 10% movement debuff
wonder-ass wrote:
how the fuck are you gonna ever catch someone that doesnt want to fight? dude is gonna be running in a straight line grabbing speed buffs while your ass lagging behind with a 10% movement debuff
If need be, make the speed up part 15% or 20%. If timed correctly, You could literally run ahead and get the speed buff before them. The main point being you are literally faster while attacking, but also have longer accept a longer cooldowns to get that speed. It isn't like getting away should be impossible.
This would make combat meditation completely useless since you cant use all your attacks in a short amount of time because of the distance between you and the target after the first attack with combat meditation, so how exactly are you supposed to kill people if you cannot ever land more than 1 or 2 attacks on them?
i think generally the idea is to get away from the enduring long chases that is our current combat, its half fucking tedious to spam water. I'd prefer a more engaging combat that locks the movement down more. darting in and out is fine, but these like 20 tiles marathon sprints with 3 troll belts full of water needs to be killed off. This idea doesnt help anything, just makes it worse. Cant chase anybody or open them if you are constantly slower. Some attacks literally require attack spam, and you cant do it if you are immediately slower.
Taking into consideration the need to spam attacks, and reduce marathon fights. I suggest the following in addition to the slowdown speed up mechanic from the OP.
Add combat advantage, a balance of scales that goes from +5 to -5.
Every time you damage SHP you get +1 advantage, and your opponent receives -1.
Every point above 0 gives you a 2% movement speed buff.
The speed buff is reduced if you are not traveling towards your opponent. You get no additional speed when traveling in the complete opposite direction of your opponent.
combat advantage travels towards 0 every 30 seconds without a hit.
This should result in the following effects
As you gain advantage in the fight you will be able to control the movement in a fight. Bobbing in and out of the fight more easily.
Running away form a losing fight is much more difficult. At +5 advantage your opponent can't escape.
People who's singular goal is running away should still be able to escape as normal.
We need a lasso that you can use to catch players running away from you!
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019 http://i.imgur.com/CRrirds.png?1
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