Post:Kodius - Combat 3.0 Guru - 08/08/2012 - 21:17

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Re: Kodius - Combat 3.0 Guru · on 08/08/2012 09:17 PM CDT 2367
>>This could be remedied in a number a ways, from diminishing returns on hiding to implementing hiding/stealth downtime. I know we will wait until everything else is out. But mark my words, I guarantee stealth will still be insane, even more so now that the person retaliating won't be able to deal as much damage or have the same potent disablers. Sure, same with the hider, but that hider would always have HIDE to fall back on.

Heh, one thing at a time. Right now you get snipe-cut-in-half. Remove that, and no additional tweaking may be necessary. If not, we can add some of the penalties you've mentioned.

However - I do NOT want to make any combat style unusable. I want melee, ranged, stealth and magic based combat to remain effective, fun, and competitive in PvP and PvE.


>>I thought that ATTACK was supposed to stay neutrally viable as the lazy man's technique for those who didn't want to work with the new system of advantages and disadvantages. I'm actually looking forward to developing styles myself, but I thought ATTACK was staying on for times when players want simple mode

I suppose it may be possible to just leave ATTACK as something you can always do. Using only ATTACK will not be optimal in any way for training (you'll have trouble gaining balance, for example), so we can likely not have a timer associated with it.


>>Since attacks will be able to do vitality damage without doing wound damage, is combat messaging going to be updated to indicate both how much vit damage was done and how much wound damage was done?

No, because it does not do this currently. Messaging will reflect how much vitality damage was done. Large hits will likely yield physical marks to go along with the messaging. I would like to add some new combat messages when I get around to it though.

This message was originally posted in Combat - Weapons and Armor \ General Discussions, by DR-KODIUS on the play.net forums.