Combat Theorycraft Thread (meaningful class interactions)

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

Re: Combat Theorycraft Thread (meaningful class interactions

Postby Glorthan » Thu Mar 03, 2016 8:02 am

Ozzy124 wrote:A quick video about archery being op

https://www.youtube.com/watch?v=ytnLMY9 ... e=youtu.be

Made with shit q bow(20ish) shit q arrows (20ish) shit marks,perc and top ql armor on the other char.


@MightySHit

the video you sent just proves how op is archery LOL, he one shot the guy that was swimming the river right? Isnt that too op for you? lol

Are you retarded? You can see where the archer is aiming. You don't run where he is aiming, go to the side. Reaiming a bow means you lose a significant portion of your aimbar, and you can't shoot bows sideways. If you run in front of archers, you get hit. Oh noes so hard to work out!

Whether or not archery is op, this video only demonstrates how little the poster understands about archery.
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Re: Combat Theorycraft Thread (meaningful class interactions

Postby mietzi94 » Thu Mar 03, 2016 12:42 pm

Glorthan wrote:
Ozzy124 wrote:A quick video about archery being op

https://www.youtube.com/watch?v=ytnLMY9 ... e=youtu.be

Made with shit q bow(20ish) shit q arrows (20ish) shit marks,perc and top ql armor on the other char.


@MightySHit

the video you sent just proves how op is archery LOL, he one shot the guy that was swimming the river right? Isnt that too op for you? lol

Are you retarded? You can see where the archer is aiming. You don't run where he is aiming, go to the side. Reaiming a bow means you lose a significant portion of your aimbar, and you can't shoot bows sideways. If you run in front of archers, you get hit. Oh noes so hard to work out!

Whether or not archery is op, this video only demonstrates how little the poster understands about archery.


thanks for that. i lold so much about that video. I can hit at half aimbar with my stats 100% on moving targets like this :D But you dont have to make a video how you would fight an Archer ¦] you should make a testing video with smart people fighting an archer ¦] best way to fight an archer is to get behind them. No matter how much mm etc they have the bar resets for 50%.
Not life, but good life, is to be chiefly valued.
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Re: Combat Theorycraft Thread (meaningful class interactions

Postby Thedrah » Thu Mar 03, 2016 1:26 pm

make a combat maneuver that defends against archery or make archery have a color like green

and there needs a larger variety of weapons to sate our animosity and the option to dual wield
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Re: Combat Theorycraft Thread (meaningful class interactions

Postby mietzi94 » Thu Mar 03, 2016 1:31 pm

Thedrah wrote: and the option to dual wield


This. Please.

Nerf normal Bow + add rangers bow. Nerfs atleast early game damage.

All we need is more skills and more weapons, will basically balance most of the things out.
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Re: Combat Theorycraft Thread (meaningful class interactions

Postby Malkiah » Thu Mar 03, 2016 2:03 pm

Suggestions:

    Boar Spear: High armor penetration, low damage, if thrown, is broken and lost. Can carry multiple in a javelin bag in the backpack slot. 2/4/6/8 based on qL. (Cheap to make) (Bonus damage to armor) (piercing)
    Throwing Axe: (requires Balanced Hand Axe to craft), low armor penetration, high damage. No bag, uses Inventory space. (Hard to make) (Bonus damage to shields) (slashing)
    Arrows: Arrows now come in various types including Bone, Stone, and a new Barbed. Barbed arrows do less damage but apply a Bleeding wound. While Bleeding you take minor damage over time, armor is ignored.
    Headgear: Some helms and masks now lower your Perception.
    Shields: Shields now have wear, and absorb damage taken. The type of wood used matters, as well as the quality of materials and skill of the craftsman. Shields now lower the user's agility, as well as perception.
    Raise Shield: Now blocks all arrows/javelins/axes that are fired frontally at you. If the weight is destroyed, all ranged attacks will be absorbed into the character's shield, if the shield is destroyed, remaining damage is transferred to the users armor, etc. This skill will not block against ranged attacks fired from the side or rear of the user.
    Axes: Axes now do bonus damage to shields
    Armor: Armors now have resistances to various forms of attack types. Leather is balanced against Piercing and Slashing and Blunt. Mail is superior against slashing. All plate types are superior against piercing. All armors now slightly lower your Perception as well as their Agility bonuses or penalties based on armor types, the lighter the less the penalty.
    Blunt: Clubs, Maces. While they do low damage, they apply concussion wounds to the enemy.
    Equipping Items: Equipping items now takes time, depending on what is being equipped. Sorry bots, get fucked.
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Re: Combat Theorycraft Thread (meaningful class interactions

Postby azrid » Thu Mar 03, 2016 2:31 pm

Add steel arrows. Bone and stone arrows should shatter against plate while steel arrow can penetrate.
And add a new shield that can discover moves to defend against arrows but has other disadvantages.
Pic illustrative:
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Re: Combat Theorycraft Thread (meaningful class interactions

Postby Ronin30 » Fri Mar 04, 2016 8:41 am

Malkiah wrote:Suggestions:

    Boar Spear: High armor penetration, low damage, if thrown, is broken and lost. Can carry multiple in a javelin bag in the backpack slot. 2/4/6/8 based on qL. (Cheap to make) (Bonus damage to armor) (piercing)
    Throwing Axe: (requires Balanced Hand Axe to craft), low armor penetration, high damage. No bag, uses Inventory space. (Hard to make) (Bonus damage to shields) (slashing)
    Arrows: Arrows now come in various types including Bone, Stone, and a new Barbed. Barbed arrows do less damage but apply a Bleeding wound. While Bleeding you take minor damage over time, armor is ignored.
    Headgear: Some helms and masks now lower your Perception.
    Shields: Shields now have wear, and absorb damage taken. The type of wood used matters, as well as the quality of materials and skill of the craftsman. Shields now lower the user's agility, as well as perception.
    Raise Shield: Now blocks all arrows/javelins/axes that are fired frontally at you. If the weight is destroyed, all ranged attacks will be absorbed into the character's shield, if the shield is destroyed, remaining damage is transferred to the users armor, etc. This skill will not block against ranged attacks fired from the side or rear of the user.
    Axes: Axes now do bonus damage to shields
    Armor: Armors now have resistances to various forms of attack types. Leather is balanced against Piercing and Slashing and Blunt. Mail is superior against slashing. All plate types are superior against piercing. All armors now slightly lower your Perception as well as their Agility bonuses or penalties based on armor types, the lighter the less the penalty.
    Blunt: Clubs, Maces. While they do low damage, they apply concussion wounds to the enemy.
    Equipping Items: Equipping items now takes time, depending on what is being equipped. Sorry bots, get fucked.


interesting.


bump. Still looking for idea's and opinions.
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Re: Combat Theorycraft Thread (meaningful class interactions

Postby Robben_DuMarsch » Fri Mar 04, 2016 3:44 pm

Granger wrote:
boshaw wrote:
Granger wrote:So oneshot with sword is OK for you.

Why, apart from that being your playstyle?


Probably has more to do with a sword/b12 actually has to break defenses first and then go through your armor?


With an arrow you'll have to hit.

What I dislike about PvP is that the first damage you get usually is also the final.
Something to change that to make it more like Mortal Combat and less like Benny Hill as-is now...


I think this has been a longstanding request that the devs have often considered and have thusfar failed to implement.
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Re: Combat Theorycraft Thread (meaningful class interactions

Postby Kaios » Fri Mar 04, 2016 4:01 pm

Indeed and reading through this thread there are a lot of hypocrites in here who are fine to see bow damage nerfed but not sword or axe damage which is just crazy. I was hitting over 1000 damage on an unarmored opponent with no defenses last world with my steel sword and 1300+ with a bay 12 and if someone thinks that's fine just because "herp derp gotta break defenses first" then you aren't actually trying to make combat better you're just trying to make it work with your own play style and that makes you a baddie.
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Re: Combat Theorycraft Thread (meaningful class interactions

Postby ven » Fri Mar 04, 2016 4:16 pm

^^It's the status quo. Haven people love to keep the status quo :D

Archery could be made much more interesting as some suggestions above say. There could be more interactions between ranged weapons and armor, nerfing arrows generally but making each arrow type significantly more effective against a single type of armor: steel arrows v. metal armor, bone v. leather, stone v. armorless. Shields could have anti-archery moves for damage reduction, or we could have larger shields with passive effects for that, or even something like the high/low thing someone suggested; and spears could have a % chance of destroying the shield when hit. Even melee weapons could be more of a game with daggers having low damage and armor penetration, spears using dexterity as weight, b12s with exclusive powerful moves. But right now everything is linear and talking about nerfing this or that is the lazy way out and makes sure it all stays that way.
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