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Zekezor

Remake special moves

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Well currently you gotta stand in melee range for an abysmal ammount of time (a half bloody minute)  before any combat moves become available... this is followed by a long timer for the special move.


What this really translates into is: Unless there is very very few people fighting, special moves are not used cuz targets die before the wait period is over.


So to start off with it all: Screw that wait time, the 10 seconds to fire up your abilities is good enough.


 


Secondly (not really as important)


Lets add in some new abilities, mmkay?


 


Disarm - Disables the enemies weapon for a short duration so they cant parry or attack. (Aim right)


Cleave (2h weapons) - Does one regular attack to the primary target and a very light attack to targets infront of you. (Aim center)


Hamstring - Slows the users speed a lot for a short duration. (Aim low)


Ribcracker (Mauls) - Short stun and some stamina loss (lesser effects but a combination of wanderer and dragontail)


etc.


 


 


What really matters is the wait timer though, remove that crap or make it like 5 seconds tops.


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As long as none of em are like Winged Fang and the likes of those special moves.


 


Can take someone from 100% to 50% if you do it right.


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How about make the information about stuff like this easier to know?


 


How many people who played less than a year even have half a clue what "special moves" are? Or how to use them?


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Special moves can be incredibly powerful, so I can't agree with making them active faster.   Especially that disarm, that's so beyond op


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Special moves can be incredibly powerful, so I can't agree with making them active faster.   Especially that disarm, that's so beyond op

uh... ya know special moves got timers right?

hint hint: you dont hit during timers <3

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Just make em cost stamina and do something special, but not require time in combat.


 


Hook and pull: halberds only, target high when on foot against someone mounted: dismounts a rider and stuns it. success chance increases with armour weight


 


Charge break: spears only and target high, does extra damage depending on your targets average speed in a rough 5 seconds timespan before use.


 


Counterparry: only with shield equipped, target low, does an unparryable hit by weapon, stamina cost dependant on the shield size (2/3) and weapon size (1/3) (smaller = less cost)

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