Combat system tweaks

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

Combat system tweaks

Postby Potjeh » Wed Oct 12, 2011 6:23 pm

Push the Advantage should give 1x advantage IP. For extra hilarity remove the +3 advantage requirement, so you can actually *lose* IP if you mess up and use it when you have negative advantage. I think this move needs a buff because it's pretty lame as it is, I don't really see why you'd use it instead of charge or dash. Buffing it in this fashion would also make advantage scale a LOT more important, which IMO is a good thing, currently IP is too important compared to the other variables.

Seize the Day should give 1/2 rather than 1/3 advantage. This move is awful when you consider that it's pretty hard to use, and often leads to standing around with no move queued. Making advantage more important with the Push the Advantage buff would make it a lot better, but I still think it can use a bit more love.

Float Like a Butterfly should give the enemy defence or cooldown reduction instead of giving IP, as giving IP is practically suicide.

Feign Flight should have cooldown same as Charge, so it's actually useful in rare situations, as opposed to being useless in all situations like it is now.
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Re: Combat system tweaks

Postby Patchouli_Knowledge » Wed Oct 12, 2011 7:29 pm

Before implementing any of these, perhaps advantage should count a bit more in combat than it is currently is.

Push the Advantage could use more of a revision as if you have 3 advantage, you already have a large advantage. Perhaps possible to give it identical nature to boars/deers/bears/aurochsen's 3+ advantage move.

Seize the day isn't as bad as you may think. 1/2 advantage would make it too good especially considering it is has a rather quick cooldown.

Float like a butterfly needs a revamp as there is is nothing to keep about it. It has a long cooldown, gives low defense, low intiative, and gives IP to the enemies, making it a jack of no trades. Giving defense would be pointless as you have no drawback if you use it on a full defense enemy. Cooldown may be better but I get more of the impression that you are suppose to be faster, not the enemy.

Feign Flight. May want to raise the defense minimum requirement somewhat. A <10% melee range move is practically suicide.

Slightly off topic
My person gripe is that damage scales a lot faster than armor that even a medium soldier sword can fall someone with one swipe if done correctly.
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Re: Combat system tweaks

Postby DDDsDD999 » Wed Oct 12, 2011 8:26 pm

Patchouli_Knowledge wrote:Before implementing any of these, perhaps advantage should count a bit more in combat than it is currently is.

Definately.

Some of my own suggestions would be,

Lowering dash cooldown or more DEF to give. It's just obsolete to charge.

Not really a move change, but more of an idea. How about % of HHP to MHP can multiply how much stamina you drain when running. It would make it so people might consider going full death if they're attackers, so if they land a hit on someone and they try to get away, that person would drain more water. It'd also make drinking water need to be more frequent, which is a very big part of running away, and must be timed well. If you're desperately injured, it'd make sprinting away almost impossible. It'd also make doing even the simplest tasks when injured a bit more stamina intensive. You can imagine what other things it'd change.
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Re: Combat system tweaks

Postby Valten21 » Fri Oct 14, 2011 12:29 am

I like the change for push the advantage, but for some reason I using a move to gain 5 IP is to strong, maybe half your advantage, or a square root (strange decimal number at full advantage...). I have been using it recently, at points where I have a good amount of offense/defense, I just use push the advantage. This is fighting with MC though, if you are UA, charge and oakstance pretty much wraps it up for IP gaining. Rawrz mentioned dash was pretty obsolete, but I use it on my MC characters, there's just no way you can charge your coins the entire time with out really damaging your defense bar.

Sieze the day I really like too, I agree with Patch thinking it would be too strong at .5, I've started using it on my MC character, but have even adapted it to my UA fighting. I don't want to get to much into how (we should spar some time potjeh!) But I think it's fine as it is.

I agree, Float like a butterfly is just ridiculous, I could never see myself using it, if it didn't give IP I would be more inclined to use it, even if it had another drawback. The fighting is to much based on IP to be handing them to your enemy for neglible amounts of defense.

Feign Feight.... Such a bad move, at what point would anyone be considered about getting IP from a move on longer CD then two charges when you are under 10% defense? You might as well use float like a butterfly.
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Re: Combat system tweaks

Postby Potjeh » Wed Oct 19, 2011 7:36 pm

Whoops, I forgot I made this thread.

Anyway, the whole point is that Push the Advantage would spell doom for the disadvantaged guy if the scales are tipped all the way. The purpose of this is to make advantage a LOT more important in combat, and the changed Push the Advantage move does the job very well. So instead of just working on getting IP for whatever combo you want to pull off you would also have to work on keeping the scales neutral at least. But even if you do start losing advantage (and I mean start, if you let it go all the way you're already dead) there's always Valorous Strike to reset it. It's an expensive move, sure, but that's the beauty of it - raising advantage gives you a way to force the opponent to spend his IP before he can get enough for his combo. All in all, I think this change would make the combat even more player skill oriented. If it turns out too strong either make it lose you half a point of advantage when used or double it's cooldown.

I agree that Seize the Day is a good move as it is, I just don't think it's better than moves like Charge and Flex and it should be given it's strict requirements.

As for the Float change and it not having a drawback when you use it against a full defence opponent, that's intentional. I'm rethinking it as a niche move that's good under specific conditions (ie opponent has full defence so you're not giving him anything) but not a bread a butter move, for which it'd need to give a fairly large amount of defence to the opponent (15-20%). Hell, maybe it could even work with giving offence, but I don't see all that many situations where the opponent would be sitting on a full offence bar while you Float your way to full advantage. Hmm, actually, maybe it could serve as a way to force your opponent to spend his bar, but for that it'd need to give a bit more advantage per use.

Feign Flight should definitely gain IP faster than Charge, but it'd still be a bad move because staying at under 10% defence is suicide, as has been said here. Maybe if it also lowered opponent's offence? Or would that be encroaching on Seize the Day's territory too much?
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Re: Combat system tweaks

Postby Valten21 » Wed Oct 19, 2011 8:13 pm

Ah gez, I fail for reading comprehension, in a quick response to sieze the day, that might be a nice change to make it a bit more viable, instead of increasing the advantage gain, just lower the requirements a bit!
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