Let's talk combat
- Anima_
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Re: Let's talk combat
To survive in the front line of course, since they can't wear the heavier armour. Isn't it rather your preconception that Hunters are back line characters from Loren that gets in the way here?
RPG Programmer for Winterwolves, currently working on: Amber's Magic Shop
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- yayswords
- Elder Druid
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Re: Let's talk combat
Normal shot, aimed shot and Barrage have a (stated, anyway) damage penalty if used from the front row. They don't feel like intended frontliners to me
though I am actually up to something sneaky in that regard...
If at first try it doesn't explode, it ain't Jack who wrote the code.
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renke_
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Re: Let's talk combat
I have the feeeling that this kind of special handling is intransparent and thus incomprehensible. Wouldn't it be better to raise defence values of the backrow by e.g. 30 %? (or some other value, I didn't think of balancing)jack1974 wrote:What I did was to reduce the ranged/magic attack damage, to prevent what Troyen said, battles ending too quickly (a spell cast by enemy mage, two scouts hitting a single target).
- jack1974
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Re: Let's talk combat
Yes but normal/aimed aren't thief specific, even Warrior can use themyayswords wrote:Normal shot, aimed shot and Barrage have a (stated, anyway) damage penalty if used from the front row. They don't feel like intended frontliners to methough I am actually up to something sneaky in that regard...
You're right, this is probably better. All characters in the back row gaining some defense bonus is a clever solution. Will do this on next update, the result will be similar to what is now, but without issues laterrenke_ wrote:I have the feeeling that this kind of special handling is intransparent and thus incomprehensible. Wouldn't it be better to raise defence values of the backrow by e.g. 30 %? (or some other value, I didn't think of balancing)
- yayswords
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Re: Let's talk combat
Double Attack (and Critical Hit?) apparently deals reduced damage from the back row so yeah...
I'd say it's a bit stupid there's nowhere the hunter can stand without getting a damage penalty to something, but with the numbers they pull it might be good for balance anyway.
I'm doing something really cool with my hunter right now... video in 1 hour I think.
I'd say it's a bit stupid there's nowhere the hunter can stand without getting a damage penalty to something, but with the numbers they pull it might be good for balance anyway.
I'm doing something really cool with my hunter right now... video in 1 hour I think.
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
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Re: Let's talk combat
I actually like this, because gives a definite trait to the class. Mages hit hard/heal from anywhere but are weak, Rangers/Vaelis can stand in front and hit hard with melee. I'm starting to like what I see (was about time with all those updates!yayswords wrote: I'd say it's a bit stupid there's nowhere the hunter can stand without getting a damage penalty to something, but with the numbers they pull it might be good for balance anyway.
- yayswords
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Re: Let's talk combat
Yes, it's all a matter of perspective. You can also see it as "hunters deal bonus ranged damage from the back row" and "hunters deal bonus melee damage from the front row" 
I have the footage. Time for some minor editing and rendering. This is so cool. By the time you've seen the video you (Jack) should be thinking: "I wish other classes had such skill interaction as the hunter! I'd better get on it!"
I have the footage. Time for some minor editing and rendering. This is so cool. By the time you've seen the video you (Jack) should be thinking: "I wish other classes had such skill interaction as the hunter! I'd better get on it!"
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
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Re: Let's talk combat
I think I know what you mean, with the various hide in shadows/perfect balance and such. Unfortunately I don't think will have time to do same thing with other classes, but who knows 
- yayswords
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Re: Let's talk combat
Okay here it is.
Now I hope you won't be changing anything major just 'cause I did that. This is a cool thing to do, and with a very occasional heal from the ranger I could do it forever - assuming the ranger has some tiny amount of regen for those occasional heals. BUT there is a difference between a tank and a durable character (who can in fact burst too yes
), and that is a tank can protect allies too. This hunter won't be doing anything such, no sir. But if a hunter is the last man (or woman, as it were) standing, they can still put up one hell of a fight! It's a one man army.
Vaelis has his SP regen stance. It would be cool if rangers and druids had some way of managing their SP too, even if they don't get an interactive skill like Hide in Shadows.
Now I hope you won't be changing anything major just 'cause I did that. This is a cool thing to do, and with a very occasional heal from the ranger I could do it forever - assuming the ranger has some tiny amount of regen for those occasional heals. BUT there is a difference between a tank and a durable character (who can in fact burst too yes
Vaelis has his SP regen stance. It would be cool if rangers and druids had some way of managing their SP too, even if they don't get an interactive skill like Hide in Shadows.
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
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Re: Let's talk combat
Haha that was pretty cool to watch. The enemies were rather weak though, I mean the video was fast but I think they didn't hit your Hunter much? So probably with enemies doing more damage or casters doing damage over time won't work. But yes of course I won't change anything 
Overall the difficulty of the game now in Nightmare is too easy I assume? (is good so I can raise it a bit next update, just wondering)
Overall the difficulty of the game now in Nightmare is too easy I assume? (is good so I can raise it a bit next update, just wondering)
