Game Development: Fighting Quail

Announcements about major changes in Haven & Hearth.

Re: Game Development: Fighting Quail

Postby D0fuz15 » Thu Mar 08, 2018 2:31 am

Kito its too op at this moment, make it not have the cooldown increase on the target effect or remove the dizzy one, i would say its better to remove dizzy, that way ppl will have to use another ability to trigger the "dizzy" effect
Good idea!
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Re: Game Development: Fighting Quail

Postby synaris » Thu Mar 08, 2018 2:32 am

Ninijutsu wrote:
loftar wrote:If anything, we might consider make armors repairable.

That would be an excellent idea. It's definitely beneficial to the game to remove invincible armors one way or another.


fuck yes i have wanted armor to be repairable ever since i started seriously using it.
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Re: Game Development: Fighting Quail

Postby ChildhoodObesity » Thu Mar 08, 2018 2:33 am

tbh this combat is reallllly ridiculous and in group combat i cant imagine not seeing like multiple chars dying without being able to do anything, a rollback to the old 1 for now would be good because idk what to suggest even theres just nothing you can do really
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Re: Game Development: Fighting Quail

Postby Syndras » Thu Mar 08, 2018 2:33 am

loftar wrote:
Syndras wrote:I hate this already, armour damage/weapon damage is never fun when you cant avoid it.

I disagree. It makes sense that there's some material cost to being involved in combat. It sucked that armors lasted forever.

If anything, we might consider make armors repairable.


I'm just out here killing some shite animals, don't want to have to maintain a steady supply of high q bronze just to punch some badgers. Should i make some worse equipment that i don't mind taking wear which i will be inevitably wearing if i got attacked by a player, a player being something that has a chance at actually killing me/getting through armour?
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Re: Game Development: Fighting Quail

Postby Thedrah » Thu Mar 08, 2018 2:35 am

dizzy seems odd, but looks like a combo attack which i don't think can be avoided or dizzy get removed
ua should have combo attacks and unrelenting while mc should be more prep and finding an opening imo

having trouble keeping my defense up against a couple bats at 177mc+shield up. feels like i need to burn them before i get burnt
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Re: Game Development: Fighting Quail

Postby Forik » Thu Mar 08, 2018 2:35 am

loftar wrote: If anything, we might consider making armors repairable. I'm also open to the idea that their durability should be further increased. Needs a bit of testing before determining.


Repairable armor sounds good, but it sounds and feels like fights are gonna take a lot longer, and armor's going to eat a lot more damage. I hope it doesn't boil down to the winner of fights being whoever still has their armor on by the end of it.
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Re: Game Development: Fighting Quail

Postby jorb » Thu Mar 08, 2018 2:37 am

ChildhoodObesity wrote:tbh this combat is reallllly ridiculous and in group combat i cant imagine not seeing like multiple chars dying without being able to do anything, a rollback to the old 1 for now would be good because idk what to suggest even theres just nothing you can do really


Not in any rush to rollback, and you'd at least have to describe your problems before I can act on anything.
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Re: Game Development: Fighting Quail

Postby Ants » Thu Mar 08, 2018 2:37 am

The turban looks like a giant onion.
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Re: Game Development: Fighting Quail

Postby ChildhoodObesity » Thu Mar 08, 2018 2:39 am

jorb wrote:
ChildhoodObesity wrote:tbh this combat is reallllly ridiculous and in group combat i cant imagine not seeing like multiple chars dying without being able to do anything, a rollback to the old 1 for now would be good because idk what to suggest even theres just nothing you can do really


Not in any rush to rollback, and you'd at least have to describe your problems before I can act on anything.

dizzy is way too op, no good moves to get rid of it any new char can readd it on punch spam is insane and even with these new defenses u can just punch spam until the go through all their defenses then kito then ravenbite and theyre ded

id probably remove dizzy entirely its just too insane
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Re: Game Development: Fighting Quail

Postby Zephron » Thu Mar 08, 2018 2:40 am

I don't think increasing cd on cleave and raven's bite is helping the fact that you're probably ko'd after one raven's bite if it's done with decent openings, any opp knock and dizzy
Last edited by Zephron on Thu Mar 08, 2018 2:41 am, edited 1 time in total.
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