Its a shame this topic died out so fast this idea would change the dynamic of battle for the better.The biggest issue I've seen so far in combat is how much it relies on body count, the more fighters you have the easier the fight goes. Fights usually go as followed, 6 guys chase one guy and stack multiple coins on him from far away without any effort. The person running away can't do anything but click in a straight line to not let the group catch up, first guy that catches up to him proceeds to hit him from the back with 0 risks of getting attacked by the person, as doing so would mean he loses ground to the other 5 chasing him. Any form of retaliation after a cleave would mean he'd get hit by the 5 other people chasing him as they have prob stacked enough coins to opportunity knock him 10 times over. Group fights work somewhat the same way but usually its just multiple people zoning out 1 guy from the group and hoping that he somehow fucks up.
So, my idea goes as followed IP gets reworked in to an initiative bar this bar gradually fills up as you get attacked and decays according to that. The more people there are around you the less effective their initiative bar goes up by your restorations. The bar gets divided by every person that is close enough to receive your initiatve from restorations, meaning the chaser will be in the disadvantage to fight 8v2 as his allies wont gain any initiative and slow down the pace of the fight while the runners can gain initiative through hits and kite the 8 around. Being in aggro or not has no effect as the game should still calculate their initiative to make it less annoying in fights to constantly re aggro the people you lost aggro too.
The aim of this change is to lower the amount of fighters you need, make ganks much less effective and give the runner a chance to fight back without instant death by the others following him.
The changes that would need to be made are.
- Restorations give decaying initiative
- Heavy hitting moves require reasonable initiative to compensate for the decay
- Damage should be scaled up reasonably or the fights will turn in to a Sponge fest
- The only moves that should charge initiatve are moves that dont deal hp damage
- Moves that deal hp damage should cost initiative
- Certain maneuvers need a rework like DoG
Personal opinion.Extend the range of push to make it actually viable in combat.
The strider lower stamina drain buff should be the standard stamina drain for running.
Remove combat deck cap of 10 revert back to legacy style IMO certain moves like dash NEVER get used because of the cap.
The game needs less faction blobs and more independency
see homo sexuality trending,. do not do that.