The State of Combat

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The State of Combat

Postby jordancoles » Thu Mar 24, 2016 2:55 am

Combat is really boring right now, and there's potential to stalemate in a fight very easily.
If you are not running with zigzag and steal thunder you are very unlikely to break the defense of someone who is actively putting up their maneuvers, and parry/shield up makes this very easy to do.

You can turtle up and defend forever if you really want to.

At the moment there is a small set of abilities which can be used to actually break defenses in a 1v1 scenario.

https://youtu.be/NWzMrCXB3TU
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Re: The State of Combat

Postby blank » Thu Mar 24, 2016 3:04 am

my opinion, agility wins fights.
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Re: The State of Combat

Postby DDDsDD999 » Thu Mar 24, 2016 3:06 am

The whole combat system is flawed and should be reworked from the ground up.
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Re: The State of Combat

Postby CSPAN » Thu Mar 24, 2016 3:06 am

blank wrote:my opinion, agility wins fights.

but later in the world when a lot of people are capped, then what?
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Re: The State of Combat

Postby jordancoles » Thu Mar 24, 2016 3:06 am

blank wrote:my opinion, agility wins fights.

It definitely helps, but in this video my opponent had much more agility and UA than I did
Once you have decent armor to block UA moves you can just turtle up like this

There is only a few ways to actually break someone's defense and the build itself is pretty impractical for normal everyday use
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Re: The State of Combat

Postby MrBunzy » Thu Mar 24, 2016 3:13 am

jordancoles wrote: 1v1s

1v1s almost never happen in game though, and balancing combat around them is a terrible idea. Also, as you said, it's totally possible to make a 1v1 deck using zigzag or steal thunder, so why does it need to be changed? I don't particularly care about how boring a silly 1v1 spar is.
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Re: The State of Combat

Postby Cayur » Thu Mar 24, 2016 3:29 am

bring back legacy combat

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Re: The State of Combat

Postby jordancoles » Thu Mar 24, 2016 3:33 am

I enjoyed legacy combat but I would change a few things

The first thing would be that signposts no longer have a collision box, and you cannot build into a signpost if someone/something is within the space that it is occupying.
The signpost dropping meta was beyond shit.

Evil eye should have 4 instead of 2 ip to make it less spammable and combat intensity should start at 5 instead of 0
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Re: The State of Combat

Postby loftar » Thu Mar 24, 2016 3:42 am

Cayur wrote:bring back legacy combat

We're quite open to revamping combat from the ground if necessary, but this is a retarded opinion. You'd have to have pretty tinted glasses to actually think legacy combat was "good". Let's try to find the way forward, not backward, plox.
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Re: The State of Combat

Postby jordancoles » Thu Mar 24, 2016 3:45 am

loftar wrote:
Cayur wrote:bring back legacy combat

We're quite open to revamping combat from the ground if necessary, but this is a retarded opinion. You'd have to have pretty tinted glasses to actually think legacy combat was "good". Let's try to find the way forward, not backward, plox.

We have a 3d world, it might be fun to have more skill-based combat in terms of direction and positioning

I hated Salem for a lot of reasons, but landing thrusts made combat very satisfying for me
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