Few Ideas to Revamp Combat

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

Re: Few Ideas to Revamp Combat

Postby Ddopes » Fri Feb 28, 2020 5:11 am

All I can say is that they want to change the nature of game of people stop locking themselves in their houses and making tv shows about their 600lb lives
... so they remove safety net that put into place to try to encourage people to get outside.

¦]

When legacy was main branch this problem existed.
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Re: Few Ideas to Revamp Combat

Postby MarcusXDead » Fri Feb 28, 2020 10:19 am

I’d like to add that some changes should be ballanced for pve before being implemented. Some mechanics look very operpowered when we’re talking about massive pvp fights, and much less dope when sprucecap is trying to hunt. I’m mostly talking about ip soak time in 1vs1 pve scenarios.



Also drinking water while running in pvp, therefore allowing high mobility, locks out several possible additions and changes to it. Maybe some moves/hearth magic that disallows drinking, but giving something good enough to turn tides in small pvp fights will be interesting? No one has to risk using them, if they’re unsure. Some “last stand” or “blind rage” that gives advantage in current location, allowing to take several more hits to allow teammates rush in and pick someone from attacking side or giving non-grieving damage bonus while draining stamina rapidly. After using such moves, which must have clear visible indication that they’re used, opposing side can decide to restreat and regroup, forcing people who used special moves either retreat or risk running out of stamina while chasing.
It’s not quite a suggestion to implement, I just wonder what people who do a lot of pvping will comment on this.
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Re: Few Ideas to Revamp Combat

Postby Zepar72 » Fri Feb 28, 2020 10:51 am

Some defence move to shake off Ip off you maybe?

What i would like to see changed, is how UA / MC works, mostly in PVP. For now, people use weapons to deal high dmg finishers, when ramping up openings with UA, as damage is taken from weapon, not MC. I'm not a big fan that stats only deal openings, but i can deal with that. What i would like to see changed, is how you can use every signle UA move when holding things in both hands. As you can't use Chop without a weapon, i think you shouldn't be able to use punch when holding 2 handed sword. That way Unarmed Combat would actually be unarmed, weapons wouldn't just be treated as finisher moves and people couldn't just combine best part of UA (openings and holding whatever you want in hands) with best part of weapons (raw damage). Would people still want to do that - there's just cooldown when changing EQ.
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Re: Few Ideas to Revamp Combat

Postby Ozzy123 » Fri Feb 28, 2020 10:57 am

Melkior13 wrote:
What if IP could be spent for a minor speed boost towards a target?


Then noone could ever escape a gank, big no from me
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Re: Few Ideas to Revamp Combat

Postby DDDsDD999 » Fri Feb 28, 2020 12:15 pm

Melkior13 wrote:
wonder-ass wrote:now that ive put more thought in to this what stops someone from simply running away constantly when he has given the opponent too much ip to let it reset?


What if IP could be spent for a minor speed boost towards a target?

Anyone suggesting movement speed buffs in pvp should lose posting rights for the day.
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Re: Few Ideas to Revamp Combat

Postby terechgracz » Fri Feb 28, 2020 12:45 pm

DDDsDD999 wrote:Anyone suggesting movement speed buffs in pvp should lose posting rights for the day.

Is hafen only pvp game you ever played?
If you are against more dynamic hafen because of connection issues then just move closer to the server.
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Re: Few Ideas to Revamp Combat

Postby Melkior13 » Fri Feb 28, 2020 8:49 pm

DDDsDD999 wrote:
Melkior13 wrote:
wonder-ass wrote:now that ive put more thought in to this what stops someone from simply running away constantly when he has given the opponent too much ip to let it reset?


What if IP could be spent for a minor speed boost towards a target?

Anyone suggesting movement speed buffs in pvp should lose posting rights for the day.


This question was addressing a potential flaw of the suggested changes to IP in this thread, and were meant to be considered within that context. Of course, with no other changes this would make escape impossible. However, if other aspects of combat were also altered, I think a balance could be struck. For instance, if initiative points were significant, instead of something you can spam gain while chasing a guy. Perhaps the defender could turn and spend (defensive) IP to cripple your movespeed momentarily? Perhaps it's a choice between opening your defenses to move faster, or abilities that you need to recognize and respond to as you predict your opponent's actions.

Yes, adding a movespeed buff to the current combat system with the current moves and rules around IP would be unbalanced. i don't believe that is what this thread is about. More importantly, I think having such a close-minded perspective on potential changes to game mechanics severely limits your ability to provide feedback on how to improve the game.

I'm sure your argument is that the devs waste time reading suggestions like these, right? Well the same can be said about your comment. Imagine how much time they'd save if anyone shitposting in C&I lost posting rights for the day...
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Re: Few Ideas to Revamp Combat

Postby Melkior13 » Fri Feb 28, 2020 8:57 pm

Ozzy123 wrote:
Melkior13 wrote:
What if IP could be spent for a minor speed boost towards a target?


Then noone could ever escape a gank, big no from me


Fair enough - it would be retarded to implement this suggestion as-is.

What if the defender could turn while the speed boost is active to hamstring or cripple the chaser?
What if the speed boost had severe penalties to openings or attack? Giving the opponent a temporary window to turn the tides?
What if it could only be used if there are no other Hearthlings around? I've been longing for a mechanic to counter the current zerg-fest.
What if the defender had a move that increased his speed away from a target? What if that move was more effective based on the number of people targeting you?
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Re: Few Ideas to Revamp Combat

Postby rye130 » Fri Feb 28, 2020 9:03 pm

Melkior13 wrote:What if the defender could turn while the speed boost is active to hamstring or cripple the chaser?
What if the speed boost had severe penalties to openings or attack? Giving the opponent a temporary window to turn the tides?
What if it could only be used if there are no other Hearthlings around? I've been longing for a mechanic to counter the current zerg-fest.
What if the defender had a move that increased his speed away from a target? What if that move was more effective based on the number of people targeting you?


If the defender can slow the attacker, what stops the attacker slowing the defender to let his friends catch up? If both can use move speeds, what's stopping people abusing alts to run around quicker?

Speed buffs/debuffs can generally always be abused in ways that punish the little guy getting ganked. You're going to need more specifics than just "Skill that buffs speed!" And more responses to how it doesn't get abused than "Skill that nerfs speed!"
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Re: Few Ideas to Revamp Combat

Postby svino » Fri Feb 28, 2020 9:38 pm

rye130 wrote:If the defender can slow the attacker, what stops the attacker slowing the defender to let his friends catch up? If both can use move speeds, what's stopping people abusing alts to run around quicker?

Speed buffs/debuffs can generally always be abused in ways that punish the little guy getting ganked. You're going to need more specifics than just "Skill that buffs speed!" And more responses to how it doesn't get abused than "Skill that nerfs speed!"


Ok then, you can always balance it some way, what about:

Gives you a speed buff for a few seconds, but opens your yellow opening by 50%

Then the gankee can turn on some big plays against bad gankers with a well placed SoS or full circle.

It probably requires that both can use the speed buff equally much, (for example with defensive IPs that only regenerate over time).
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