Damage slowdown

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Damage slowdown

Postby Fostik » Fri Feb 07, 2025 2:02 pm

I've been playing Foxhole a lot and I like how they solved much of pvp challenges. Stamina, sprints and movement speed is a key component of fight, to change position for a better cover or shooting angle, or flank enemy.
And the key component here is damage slowdown - each time anyone receive damage gets speed debuff relative to received damage. Meaning if someone is totally empty running around punching everyone with fists - simple low caliber bullet will slow him enough to become easy target.

I was thinking what if something like that could be adopted in haven? By receiving damage you're getting short debuff for speed, marking it harder to escape and impose the fight instead of constant run. Debuff must be no longer than few seconds and effect should decay over time.
The implication is simple - if one started to receive damage there is no more sense to waste time.
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Re: Damage slowdown

Postby WowGain » Fri Feb 07, 2025 3:08 pm

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Re: Damage slowdown

Postby Audiosmurf » Fri Feb 07, 2025 4:41 pm

This sounds like it turns every fight into a big sexy sweaty dogpile of writhing man flesh +1
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Re: Damage slowdown

Postby SnuggleSnail » Fri Feb 07, 2025 4:48 pm

Would make fighting uneven fights nearly impossible.

If you get slowed once in a 5v10 as the smaller group you're getting gangbanged.
If you get slowed in the 5v10 as the bigger group you just walk back into your group and you're safe.
Very stinky.
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Re: Damage slowdown

Postby meabeab » Fri Feb 07, 2025 4:53 pm

Seems like some of consequences to suggested would be:
· losing party (e. g. fleeing noob getting PK'ed in woods) has even less chances of escaping KO
· heavier armor lessens chances of slowdown (kinda counter-intuitive)
· q10 sling as a musthave against light-armored opponents
· leeches, you are not leaving that swamp. Also midges and sandfleas lol
· no more running away from boars, boreworms, rats and bats

_
Personally I'd rather like to see an opposite effect from taking damage: 5 sec of Rush, when stamina doesn't decrease but still recovers just as per usual
Last edited by meabeab on Fri Feb 07, 2025 7:47 pm, edited 1 time in total.
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Re: Damage slowdown

Postby _Scipio » Fri Feb 07, 2025 7:46 pm

I find the same problem and I also like Foxhole. Cross country marathon chases and running while chugging water like a bottomless pit does suck. A movement slow would be pretty dramatic change and allow for more than one attacker at a time. People are going to die.

I think we would want to take away speed boosts first and then see how it plays out.
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Re: Damage slowdown

Postby stickman » Sat Feb 08, 2025 12:28 am

maybe it should be the opposite... when you perform an attack you run slower for 1/4 a second. so you run after someone and then cleave him.. his buddies have a quarter second where your running slow that they can hit you back.

i mean... if your sprinting how are you really doing an effective cleave at the same time?
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Re: Damage slowdown

Postby DonVelD » Sat Feb 08, 2025 1:21 pm

stickman wrote:maybe it should be the opposite... when you perform an attack you run slower for 1/4 a second. so you run after someone and then cleave him.. his buddies have a quarter second where your running slow that they can hit you back.

i mean... if your sprinting how are you really doing an effective cleave at the same time?

you can already easily hit someone that is attacking your guy, people dont need handicaps for this
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