Tribe Ambushed 2v5

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Re: Tribe Ambushed 2v5

Postby Suffragium » Sun Jun 15, 2014 5:28 am

cannibalkirby wrote:(btw according to half the Salem pop I'm arguing with myself right now, such intense)


Ha.
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Re: Rebels suffer crushing defeat

Postby Ikpeip » Sun Jun 15, 2014 5:31 am

Good evening,

Suffragium wrote:
cannibalkirby wrote:Not worth trying to fight til your toons at least have 130ish biles. Running around on 50 bilers isn't gonna do much but waste time :p #themoreyouknow


Pfft. We thought 1 with 150 biles and 3 with 40-80 biles could take on 2 with ~150.


Let's see some character sheets. My blood counts had at least one other fellow over 100, but in the chaos of battle it's possible my addition was flawed.

Faithfully,

-PmP
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Re: Rebels suffer crushing defeat

Postby Suffragium » Sun Jun 15, 2014 5:33 am

Ikpeip wrote:Good evening,

Suffragium wrote:
cannibalkirby wrote:Not worth trying to fight til your toons at least have 130ish biles. Running around on 50 bilers isn't gonna do much but waste time :p #themoreyouknow


Pfft. We thought 1 with 150 biles and 3 with 40-80 biles could take on 2 with ~150.


Let's see some character sheets. My blood counts had at least one other fellow over 100, but in the chaos of battle it's possible my addition was flawed.

Faithfully,

-PmP


I am not in possession of those character sheets, but I will try to get my hands on them. Lowest was around 50, highest was around 150, with the others being 60-100.
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Re: Tribe Ambushed 2v5

Postby JohnCarver » Sun Jun 15, 2014 7:20 am

Wow! Nice attempt rebellion!

We are looking into adjusting the imbalance of a stomp. I think it might be more reasonable that somewhere between 3-5 simultaneous uses triggers a self-stun.

As for the rebuilding of the lost characters, the RL timer should be less of a thing in July so I'm excited to see what you guys do with this combat experience under your belt and the ability to make new warriors.
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Re: Tribe Ambushed 2v5

Postby Dallane » Sun Jun 15, 2014 7:26 am

JohnCarver wrote:Wow! Nice attempt rebellion!

We are looking into adjusting the imbalance of a stomp. I think it might be more reasonable that somewhere between 3-5 simultaneous uses triggers a self-stun.

As for the rebuilding of the lost characters, the RL timer should be less of a thing in July so I'm excited to see what you guys do with this combat experience under your belt and the ability to make new warriors.


Exciting news to hear!
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Re: Tribe Ambushed 2v5

Postby Suffragium » Sun Jun 15, 2014 7:30 am

***** this game and abandon a-

JohnCarver wrote:Wow! Nice attempt rebellion!

We are looking into adjusting the imbalance of a stomp. I think it might be more reasonable that somewhere between 3-5 simultaneous uses triggers a self-stun.

As for the rebuilding of the lost characters, the RL timer should be less of a thing in July so I'm excited to see what you guys do with this combat experience under your belt and the ability to make new warriors.


NVM
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Re: Tribe Ambushed 2v5

Postby Ikpeip » Sun Jun 15, 2014 7:47 am

Good evening,

JohnCarver wrote:Wow! Nice attempt rebellion!

We are looking into adjusting the imbalance of a stomp. I think it might be more reasonable that somewhere between 3-5 simultaneous uses triggers a self-stun.

As for the rebuilding of the lost characters, the RL timer should be less of a thing in July so I'm excited to see what you guys do with this combat experience under your belt and the ability to make new warriors.


Proper fix is for a stomp both a buff and a debuff. Current stomp applies a debuff, the stun itself. It should also apply a stun immunity buff, that lasts a couple seconds longer than the stun itself.

Faithfully,

-PmP
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Re: Tribe Ambushed 2v5

Postby JohnCarver » Sun Jun 15, 2014 8:02 am

Ikpeip wrote:Proper fix is for a stomp both a buff and a debuff. Current stomp applies a debuff, the stun itself. It should also apply a stun immunity buff, that lasts a couple seconds longer than the stun itself.

Faithfully,

-PmP


While I concede that your solution works as well, Stun Immunity closes the door on other combat mechanics. Whereas, penalizing the player who is spamming the move itself does does not create any undesired effects of his target being immune to a leap-at etc. We will balance test changes in both directions and see which one we like, better to have too many ways to fix a problem than too few.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Tribe Ambushed 2v5

Postby Ikpeip » Sun Jun 15, 2014 8:04 am

I would argue being able to chain a stomp into a leap-at stun is undesirable.

Faithfully,

-PmP
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Re: Tribe Ambushed 2v5

Postby Feone » Sun Jun 15, 2014 8:48 am

A lack of general combat experience seems to be a major part of the downfall of every attempt to fight the Tribe so far.

Nice attempt though, and well played to the two Tribe players.
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