Roadkill909
ICE ICE ICE!
- Joined
- Feb 4, 2012
- Location
- United States
Let's cut out the personal comments please.
This may slow things down but it adds depth to combat. Herocraft players typically have three speeds: Sneak, Normal and Fast. There is no Sprint, as the definition of sprinting implies a short distance. All three last forever unless you're a warrior or rogue using skills; the casters and healers can kite forever.
With this change, sprinting is no longer "fast mode" but is a limited use ability for catching an opponent or getting out of a dicey situation. Like any ability you have to sprint at the right time or else it may cost you your life or your kill.
As Kainzo said we're kind of pampered with Hunger. In other servers, sprint is still limited. You have to eat to replenish it, and if you don't eat for long enough, you die. Here stamina regenerates and will never kill you. Obviously this server has enough things to kill you other than time itself, so that was fortunately removed. However, limited duration sprint shouldn't have been removed along with it.
I'm sure many would disagree with how balanced casters are, but that's off topic. Not implementing something because it may cause a temporary imbalance is not a valid reason to avoid implementing this. If we avoided implementing anything that might affect balance we would never have new features.
I also suggested "taxing" casters and healers harder than warriors and rogues by giving warriors and rogues slightly better stamina regeneration rates. Yes this means in a straight up race, certain classes will always end up catching another, but again this adds a bit of depth to our class system.
I would say that anything that slows the game down would make it less fun to play. imagine running across the map and having to walk 90% of it
This may slow things down but it adds depth to combat. Herocraft players typically have three speeds: Sneak, Normal and Fast. There is no Sprint, as the definition of sprinting implies a short distance. All three last forever unless you're a warrior or rogue using skills; the casters and healers can kite forever.
With this change, sprinting is no longer "fast mode" but is a limited use ability for catching an opponent or getting out of a dicey situation. Like any ability you have to sprint at the right time or else it may cost you your life or your kill.
As Kainzo said we're kind of pampered with Hunger. In other servers, sprint is still limited. You have to eat to replenish it, and if you don't eat for long enough, you die. Here stamina regenerates and will never kill you. Obviously this server has enough things to kill you other than time itself, so that was fortunately removed. However, limited duration sprint shouldn't have been removed along with it.
I would caution this. You all know that caster specs are very well balanced at the moment. Putting a limit on melee's ability to use abilities as well as chase us down while we kite would give significant strength to casters. More or less you are taxing a resource we don't use while hindering a resource many melee specs use.
I'm sure many would disagree with how balanced casters are, but that's off topic. Not implementing something because it may cause a temporary imbalance is not a valid reason to avoid implementing this. If we avoided implementing anything that might affect balance we would never have new features.
I also suggested "taxing" casters and healers harder than warriors and rogues by giving warriors and rogues slightly better stamina regeneration rates. Yes this means in a straight up race, certain classes will always end up catching another, but again this adds a bit of depth to our class system.