Balance on Rush

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Grey
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Re: Balance on Rush

#16 Post by Grey »

marvalis wrote:Reducing the stamina cost is a great idea. Stamina cost does absolutely nothing to balance rush for monsters, and for players it only makes them 'r'est more between battles.
By removing the damage from rush and reducing the stamina cost, everybody wins.
Completely agreed. Having it as a 15 stamina move + daze enemy attack would be much better.

Mind you, I do love catapulting across the battlefield like I'm a human cannonball, smashing into enemies and triggering arcane combat at the same time... Still, it's just unbalanced at present, especially in enemy hands.
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Aquillion
Spiderkin
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Re: Balance on Rush

#17 Post by Aquillion »

edge2054 wrote:Anyway the point of the daze on Rush is so the player can close and not worry about the NPC phase dooring the next turn before you get to act.
Confuse would (usually) work for this, too, though, and would result in fewer out-of-nowhere deaths with no chance for the player to act at all.

bricks
Sher'Tul
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Re: Balance on Rush

#18 Post by bricks »

An idle thought; anyone else feel that melee attackers scale really rapidly once you start encountering orcs? In Reknor, it seemed as if the orcs were hitting maybe ten times as hard as the local trolls.
Sorry about all the parentheses (sometimes I like to clarify things).

jotwebe
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Re: Balance on Rush

#19 Post by jotwebe »

Aquillon wrote:
edge2054 wrote:Anyway the point of the daze on Rush is so the player can close and not worry about the NPC phase dooring the next turn before you get to act.
Confuse would (usually) work for this, too, though, and would result in fewer out-of-nowhere deaths with no chance for the player to act at all.
Although with confuse, there's a good chance that the victim will move away from the rusher on its turn, which would be annoying for player users. Maybe confuse+pin?
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