#Ways to balance constantly retreating and instant rushing.

1 messages · Page 1 of 1 (latest)

stone path
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Like the title says, currently being able to just retreat forever and kite opponents while attacking them from your max range is both incredibly strong, and very boring. Same for immediately rushing people down and getting into hug fight range while completely disregarding the threat posed by the other player.

Any way to make people's forward mobility greater than their backwards mobility would be much appreciated, but imo a very quick and simple fix would just be adding a force to slow down any movement backwards if it's past a speed threshold, and forwards, at a slightly higher threshold. (Not make all back moves slower, just slow down the faster ones to the point you can catch up to people,) Same for forwards mobility, though maybe(??) to a slightly lower extent, to limit the amount of crazy rushing and favor more thoughtful gameplay.

Alternatively, something like a stamina system, that limits overall mobility to short-ish bursts would also be welcome.

normal solstice
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its the biggest reason why i end up playing so defensively

normal solstice
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vanner, scream, your moveset, etc

stone path
stone path
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Both a way to limit very fast traverse of the map forwards AND backwards would be quite useful in allowing fights to be more engaging, but you still should reliably be able to gain ground on people running away, even if giving them ample opportunity to attack you with more range before, unless you end up with fights that people can just kite indefinitely

normal solstice
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i think a stamina system would fix both issues since it would make continuous fast movement in either direction less viable

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retreating should be able to reset to neutral only a couple times but advancing also shouldn't be able to get in measure immediately the moment the opponent stops retreating

stone path
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Ways to balance constantly retreating and instant rushing.