Game Development: Another Touch of Fix

Announcements about major changes in Haven & Hearth.

Re: Game Development: Another Touch of Fix

Postby DeadlyPencil » Wed Mar 08, 2017 4:52 pm

Nooby/nobody same thing.

You said nobody had claimed that red was hard to defend against. and I quoted the conversation of you responding to someone saying just that. so obviously some people think it. and I do feel his argument has merit. if u spam red attacks over and over, they will have to do artful or zig zag to remove it, giving u more IP to spam red, a never ending cycle of attacks. while before, you actually couldn't do red attacks over and over because you would eventually run low on IP and have to start doing Thinks to continue.

Until DIS and fire and ice get into a big fight again, I don't think I really trust any of your opinions.

for example, people claiming parry is overpowered.... well that's only if you fight back against the guy. which basically never happens at the moment. Its either you have more guys than your opponent or your running. So its actually kind of weird to see people talking about using parry decks in big fights as to me its pointless and oak stance/shield/combat meditation would probably be better. I can only see parry working well in a duel type situation, which is probably how people are testing the combat changes right now, which is why they feel its overpowered. Not saying it shouldn't be changed though. its just I don't see myself running parry while either on the defensive running away, or on the offensive attacking someone.
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Re: Game Development: Another Touch of Fix

Postby ChildhoodObesity » Wed Mar 08, 2017 7:01 pm

Zig-Zag being the only good move to reduce red now giving your OPPONENT(S) endless coins to spam the most overpowered attack (knock teeth out) is a bit ridiculous, especially considering the ip is going to every single person you're aggrod to.

There is no proper defense for blue/green, if someone were to run both flex and punch and simply just use Uppercut they would deal insane amounts of damage and stand no chance at defending themselves. The same goes for just punch/flex spams if two people are just using opknocks against you there's no possible way to lower blue/green where with red/yellow it's balanced.

Artful/Dash cooldown is so high that no one will ever use them again.

Combat will most likely be people spamming sidestep, quickdodge, and zig-zag while getting beat on. As COLESIE said once someone starts attacking you and you are defending it's extremely difficult or impossible hehe to properly transition into going on offense.

If people actually test this combat and try decks like this you'll see defense spam isn't the best strat hehe.

TBH the combat system before was pretty amazing, better than it ever was regardless of spar coins. I think the best response to artful coins is just adding a coin limit of 50 and making it so that spars drop immediately upon entering real combat. Obviously that doesn't fix stacking on friends but 50 coins isn't anything ridiculous and in a real fight you will burn through 50 on just defenses extremely fast. 50 is also a good number for attacking/defending when prestacked coins aren't involved. The cap would also allow for more coin management to be a nice skill you gotta get down hehehe.

DDDsDD999 wrote:Could make it so using an IP move (or at least defensive ones) drains IP from all aggro instances.

in response to stacking 50 on multiple ppl
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Re: Game Development: Another Touch of Fix

Postby dafels » Wed Mar 08, 2017 7:54 pm

ChildhoodObesity wrote:TBH the combat system before was pretty amazing, better than it ever was regardless of spar coins. I think the best response to artful coins is just adding a coin limit of 50 and making it so that spars drop immediately upon entering real combat. Obviously that doesn't fix stacking on friends but 50 coins isn't anything ridiculous and in a real fight you will burn through 50 on just defenses extremely fast. 50 is also a good number for attacking/defending when prestacked coins aren't involved. The cap would also allow for more coin management to be a nice skill you gotta get down hehehe.


idk if you're talking per aggro or summed up, you could aggro 4-5 friends and still have up to 250 coins, someone from Dis would make custom client feature that a key would instantly switch to your friendly aggro( would be determined by green in kinlist or whatever) that you have most coins on to spam defences, another key to aggro the last aggro you had on enemy or closest one and still do the same old shit effectively.
Making that you can only have 50 coins on ALL aggros summed up total would be a really effective workaround(if you would have spammed 50 coins on your friends, you wouldn''t be able to get any coins on the enemy or lets say, 30 coins on your friend, you would be only able to get 20 on your enemies), but that would be a bitch in mass fights, unless we would have an ability to clear coins on particular/all aggros in need.
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Re: Game Development: Another Touch of Fix

Postby DDDsDD999 » Wed Mar 08, 2017 8:01 pm

dafels wrote:
ChildhoodObesity wrote:TBH the combat system before was pretty amazing, better than it ever was regardless of spar coins. I think the best response to artful coins is just adding a coin limit of 50 and making it so that spars drop immediately upon entering real combat. Obviously that doesn't fix stacking on friends but 50 coins isn't anything ridiculous and in a real fight you will burn through 50 on just defenses extremely fast. 50 is also a good number for attacking/defending when prestacked coins aren't involved. The cap would also allow for more coin management to be a nice skill you gotta get down hehehe.


idk, you could aggro 4-5 friends and still have up to 250 coins, someone from Dis would make custom client feature that a key would instantly switch to your friendly aggro( would be determined by green in kinlist or whatever) that you have most coins on to spam defences, another key to aggro the last aggro you had on enemy or closest one and still do the same old shit effectively.
Making that you can only have 50 coins on ALL aggros summed up total would be a really effective workaround(if you would have spammed 50 coins on your friends, you wouldn''t be able to get any coins on the enemy or lets say, 30 coins on your friend, you would be only able to get 20 on your enemies), but that would be a bitch in mass fights, unless we would have an ability to clear coins on particular/all aggros in need.

Could make it so using an IP move (or at least defensive ones) drains IP from all aggro instances.
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Re: Game Development: Another Touch of Fix

Postby Aceb » Wed Mar 08, 2017 8:12 pm

DDDsDD999 wrote:
dafels wrote:
ChildhoodObesity wrote:TBH the combat system before was pretty amazing, better than it ever was regardless of spar coins. I think the best response to artful coins is just adding a coin limit of 50 and making it so that spars drop immediately upon entering real combat. Obviously that doesn't fix stacking on friends but 50 coins isn't anything ridiculous and in a real fight you will burn through 50 on just defenses extremely fast. 50 is also a good number for attacking/defending when prestacked coins aren't involved. The cap would also allow for more coin management to be a nice skill you gotta get down hehehe.


idk, you could aggro 4-5 friends and still have up to 250 coins, someone from Dis would make custom client feature that a key would instantly switch to your friendly aggro( would be determined by green in kinlist or whatever) that you have most coins on to spam defences, another key to aggro the last aggro you had on enemy or closest one and still do the same old shit effectively.
Making that you can only have 50 coins on ALL aggros summed up total would be a really effective workaround(if you would have spammed 50 coins on your friends, you wouldn''t be able to get any coins on the enemy or lets say, 30 coins on your friend, you would be only able to get 20 on your enemies), but that would be a bitch in mass fights, unless we would have an ability to clear coins on particular/all aggros in need.

Could make it so using an IP move (or at least defensive ones) drains IP from all aggro instances.


Or make a move that depletes all parties IP down to 0, while restoring everyone like, all openings for 25%, making that move just to simply reset overly stacked IP and lowering openings just nice - or not so nice - bonus. Like 20IP move that resets everyone's to 0IP (in combat with You).
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Re: Game Development: Another Touch of Fix

Postby Mafious » Wed Mar 08, 2017 8:17 pm

im not a pvp guy but could move chains be an alternative to coin stacking ? like for instance you need to use shittier moves from the blue deck before being able to use cleave, or something like idk using punch 2 times + left hook, gives the option to use chop and then sting.

im just thinking out loud. feel free to call me a noob and shit like that lol.

but if someone plays or played lotro, there is a class called warden, wardens have 3 "base" skills, and use combinations of these skills to build more powerfull moves, for example 2 punches and one block unlocks a power stab, 3 punches and 2 blocks unlocks a powerful stab that also deals damage over time, another one is 2 blocks and one punch unlocks a move that gives you better block rating. those are examples of another game, but i think the idea is fun although it could mean reworking more stuff than the devs have time for.
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Re: Game Development: Another Touch of Fix

Postby NOOBY93 » Wed Mar 08, 2017 9:01 pm

Mafious wrote:im not a pvp guy

redundancy 101
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Re: Game Development: Another Touch of Fix

Postby Pan_w_okularach » Wed Mar 08, 2017 9:21 pm

ok i got an idea
what if you start combat with 50 coins and it's capped at 50 - can't get above that
but IP's are no longer bound to specific targets instead becoming an inherent parameter of your character the same way your openings are. in other words you can spend IP's on attacks against any target or to reduce your openings
with a little bit of rebalancing(cost of attacks should probably be increased) this could be a solid fix imo
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Re: Game Development: Another Touch of Fix

Postby Mafious » Wed Mar 08, 2017 9:32 pm

NOOBY93 wrote:
Mafious wrote:im not a pvp guy

redundancy 101


yeah never got into pvp, not much sense going against 2k stat characters last world with 80 stats my self, this world is still young tough and im playing with people that know how to play, fps drop is still a limiting factor for me atleast.
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Re: Game Development: Another Touch of Fix

Postby NOOBY93 » Wed Mar 08, 2017 9:32 pm

Mafious wrote:
NOOBY93 wrote:
Mafious wrote:im not a pvp guy

redundancy 101


yeah never got into pvp, not much sense going against 2k stat characters last world with 80 stats my self, this world is still young tough and im playing with people that know how to play, fps drop is still a limiting factor for me atleast.

ok
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