SnuggleSnail wrote:AlexNT wrote:How about fixing Raw Hide to not be "fuck up any noob who dares to use a horse
Somehow a hot take: raw hide is not and has never been an issue for new players
Ye, maybe you got immobilized (not stunned btw) without knowing about the mechanic, but if you didn't know about the mechanic you were so inexperienced that you were fucked anyway
Blaming raw hide is purely a coping mechanism. When people lose at anything, the first thing they do is assign blame, and it's pretty fucking rare for people to blame themselves. It's always the teammates fault in league of legends because that's the first thing that comes to mind that makes it not your fault, 1:1 same with raw hide.
It's one of the elements of PVP that is easiest to learn/understand. Nobody's dumb enough to die because they got raw hided then not understand what happened afterwards. It self teaches really well, immediate and glaring feedback. Also, I can understand not reading a tutorial, nobody's reading the tutorial popups. But RAW HIDE??? You unlocked a tab called MAGIC and you didn't even read the tooltips??? And you expect to win at anything, ever??? In a PVP game??? Delusional.
rawhide is if anything underpowered btw
I get your point that Raw Hide is readable and learnable. My concern isn’t “I didn’t read tooltips,” it’s risk–reward: a long-range, low-commit, off-screen dismount turns “use a horse in the wild” into “accept a forced fight,” so horses stop being a QoL tool outside walls. That’s a systemic design problem, not a newbie problem.
Design goals1) Horses stay best-in-slot for travel/scouting.
2) There’s real counterplay to careless riding.
3) The counter is local, intentional, and clearly telegraphed.
Low-impact changes that keep counterplay but fix the feel1) Require line-of-sight + a short trace; no through-trees/through-walls “beams.”
2) Add a brief wind-up + visible/audio tell so riders can juke/turn.
3) Replace instant dismount with a 2-step: first hit applies a strong hobble (speed/stamina drain), second confirm within a few seconds dismounts.
4) Range discipline: full effect at on-screen distance, rapid falloff beyond; remove 3-screen snipes.
5) Real cost: meaningful cooldown/exp drain so spam is a choice.
6) Optional rider defense: a consumable saddle strap that blocks the next dismount once per couple of minutes (cost vs safety).
7) Gate/grace safety: brief remount/delay protection on entering your own claim/gate to prevent “door murders” without helping escape abuse in the open.
Why this is better:1) Keeps horses viable for everyday play (retention/QoL) while preserving chase tools.
2) Shifts Raw Hide from “remote toggle to force combat” to “earned, readable catch,” rewarding skill on both sides.
3) Easy to test: run an A/B for a week and track % time mounted in wild, dismounts per fight, chase duration, rider death rate.
I’m not asking to
delete counterplay—just to
make it closer, louder, and more earned so mounts aren’t a trap in normal play.