overpower (making ip useful)

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overpower (making ip useful)

Postby overtyped » Tue Nov 17, 2015 5:44 am

I've been thinking of a way to make ip actually good, because at the start of a fight everyone just stacks ip, but having lots of ip doesnt give much of an advantage.
So what about a move that utilizes it?
melee attack: overpower: 2+2 15cd striking+backhanded+oppressive (deals no damage)
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: overpower (making ip useful)

Postby maze » Tue Nov 17, 2015 6:09 am

so a move to break all Def basically, and then use string to win?

also...any why is no one talking about sting right now...that freaking move is stupid over powered....
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Re: overpower (making ip useful)

Postby overtyped » Tue Nov 17, 2015 6:10 am

maze wrote:so a move to break all Def basically, and then use string to win?

also...any why is no one talking about sting right now...that freaking move is stupid over powered....

shh, don't let jorb know. I like it, because i can run a 5 card build, without needing to use knock teeth out or punch, because it's cd is short.
also: quick dodge is only a 20 cd, so its not like you can't defend against this move, plus it costs alot of ip.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: overpower (making ip useful)

Postby maze » Tue Nov 17, 2015 7:07 am

Bob dole idea is AMAZE-ING

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Re: overpower (making ip useful)

Postby Archiplex » Tue Nov 17, 2015 7:11 am

Actually, I like this idea.

Though I feel it would be too good if it was all defenses- would easily become the most used move
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Re: overpower (making ip useful)

Postby rye130 » Tue Nov 17, 2015 5:28 pm

I would rather they made ip a meaningful cost by changing how you gain it so that you couldn't coin stack at the start of a fight to make it meaningless.
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Re: overpower (making ip useful)

Postby Leafstab » Tue Nov 17, 2015 5:31 pm

rye130 wrote:I would rather they made ip a meaningful cost by changing how you gain it so that you couldn't coin stack at the start of a fight to make it meaningless.

This otherwise it seems it's going to be just like op knocks in old haven nd combat in old haven was pretty ghey in my opinion
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