Few Ideas to Revamp Combat

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

Re: Few Ideas to Revamp Combat

Postby Willberfollower » Sun Apr 05, 2020 1:01 pm

What would make the combat better is if it relied on combos. Merge the IP with the Openings. Have red, green, yellow, and blue BP (Battle Points for this example). Each color can only go up to 100. In combat each player starts with 200 BP placed throughout the colors That the players chose when creating their combat deck. Every move you do gives and takes away from your different BP colors. However the player always has 200 BP dispersed throughout the colors. When you attack it no longer lowers the opponents attacked color forcing you to attack a different weaker color instead. You would defend by increasing a color you think you opponent might attack or even out the colors to minimize damage. Attack moves have warm ups and defense moves have cool downs. Allowing players to defend before the attack hits.

BP sort of work the opposite of openings the lower the number the more damage is dealt. But could be flipped around to work like openings do now.

Example
You have 100 blue, 45 green, 30 red, and 25 yellow.
Opponent has 40 green, 50 red, 20 blue, and 90 yellow.

You attack with Punch. (Punch attacks opponents green)
Lowering your green by 20 and increasing your red by 20.

Opponent sees punch warming up, and uses quick dodge.
Increasing their green by 30 and decreasing their red by 30.
Your punch executes to no avail.

You see your opponent now has a cool down from using quick dodge and you use cleve. (Cleve attacks the opponents blue and red)
Lowering your blue and red by 50 and increasing your yellow by 100 yellow caps and the remaining 25 is moved to green.

While cleve is warming up.
Opponent waits for their cool down then still has time to use punch
This Increases their red and deals a little damage to you at the same time.

Opponent now has 40 red and 20 blue.
It’s not enough and he gets cleved.

This combat method would allow for great combo potential and fix group fights in the process, forcing party’s to work together instead of just spam attacking one person with the same move.

The game still need a fix for running cause basically who ever has more water out runs the other person.

rye130 wrote:IP being more like a combo mechanic than a resource you have to stack aggro everyone and stack would be cool.


Combat should be based on combos or at least the IP should be.

Zepar72 wrote: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.


Yeah limiting some unarmed moves to having a free hand or 2 would be good.
Willberfollower
 
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