Post by genius on Oct 6, 2016 7:29:51 GMT -8
You know the "go to" Stick rushers' item Light Leather Shield? If I remember correctly, it was originally created as a quick, cheap and attainable item to fend off and create chance to defend a rush. But I feel it just increases the chances of the rusher actually, when the rusher chooses to create it. -5 Stamina per hit makes it really hard to not feint if you try to make any kind of resistance against a rusher, even as a team effort. This -5 Stamina to hit would only be fair and work as originally intended, if it would proc off from hits from behind. Face2face combat with both having Light Leather shield should not be proccing it, only chasing someone who has it equipped and hitting them from behind would proc the -5 stamina against the attacker. This does not make sense! Since a shield is traditionally held in front of you in combat. My suggestion therefore is:
- Remove the -5 stamina thing from Light Leather Shield. Give is some other unique, useful angle or function. The -5 stamina is serving rushing builds more than anti-rushing builds, in my opinion.
- Add Pouch of Pebbles and Caltrops items in game.
Pouch of Pebbles [1 Stone, 1 Leather] (Off-Hand) [0 Artisanship required] Built at: Work Bench
+2 Dex, +2 End
Passive: When hit from behind by enemy kobold in melee, slow enemy kobolds movement speed by up to 15% for 1.5 seconds. Experienced kobolds don't fumble as much, deducting this movement slow effect by 1% per enemy Kobold level. This passive effect has a cooldown of 7 seconds.
Active: Prepare a bunch of pebbles in your hand, releasing them at the feet of enemy who next hits you in melee. Enemy kobold will briefly stumble to a random direction and be unable to move during this for 0.75 seconds. (24 seconds cooldown)
Caltrops [2 Iron Ore, 1 Leather] (Off-Hand) [10 Artisanship required] Built at: Smithy
+3 Str, +4 End, +2 Dex
Passive: When hit from behind by enemy kobold in melee, deals AtkDmg*0.5 damage to them by dropping caltrops under their feet. Kobolds movement is slowed by 50% initially, regaining full movement speed momentum after 1.2 seconds. This passive effect has a cooldown of 5 seconds.
3 Charges, Charges regenrate every 15 seconds
Active: Place down caltrops for 20 seconds on ground, triggering a similar effect to Spike Traps but less powerful. Caltrops are immediately active when placed. (Active has an animation, similar to throwing a potion. This animation can be repeated as soon as it finishes, making it so one can throw all 3 charges of caltrops in succession, but not instantly, withing reasonable time of the animation of throwing them, perhaps about the same time as when throwing down trees with Plant N key)
If Caltrops is unequipped, remove all Caltrops placed immediately from the game. If Caltrops is equipped, starts at 1 Charge.
These ideas are just some quick ideas I had to Counter early stick/pick rushes more effectively, giving reasonably cheap and temporary tools for motivated anticipators of rush tactics. Caltrops might or might not be needed in the game, as it seems maybe like a powerful annoying item that might actually not be necessary, but given how many items in Kobold Tribes have the starter and then the slightly more advanced versions, I felt Caltrops as an extension of the Pebbles idea, why not? Might be thematic and key to some playstyles too, who knows.
Why am I concerned about rushing and whatnot? While in the current public gaming meta of Kobold Tribes rushing is not a big problem, it is still something very real and powerful. Players should have clear options to prepare against it, something to assure them, they can increase their chances of surviving it if they feel it is coming. Turreting does not feel satisfactionary as turrets tie up too much resources and crafting time and achieve in this way what the rusher would achieve as well, limiting the pursuit of their chosen build, perhaps interrupting it completely. I feel like players should have a bigger defensive advantage in the early stages, to ramp up their builds to at least something more exciting and varied instead of fighting naked and with dull/sharp picks/sticks and wool coats and so on. I do like how the starter gear is useful however and I don't mean to diss rushing as a tactic, and it definately is satisfactory (or used to be satisfactory) and exciting in the Kobold Tribes inhouse way back when inhouse was at its peak and whatnot. The public gaming should be a little more fun and less punishing though, in my opinion, maybe this could be achieved by some clear options to DEFEND vs rush, besides just the slightly too (timing, resourcewise) expensive turrets?
Please feel free to comment and make your opinion on this clear, what do you think?
- Remove the -5 stamina thing from Light Leather Shield. Give is some other unique, useful angle or function. The -5 stamina is serving rushing builds more than anti-rushing builds, in my opinion.
- Add Pouch of Pebbles and Caltrops items in game.
Pouch of Pebbles [1 Stone, 1 Leather] (Off-Hand) [0 Artisanship required] Built at: Work Bench
+2 Dex, +2 End
Passive: When hit from behind by enemy kobold in melee, slow enemy kobolds movement speed by up to 15% for 1.5 seconds. Experienced kobolds don't fumble as much, deducting this movement slow effect by 1% per enemy Kobold level. This passive effect has a cooldown of 7 seconds.
Active: Prepare a bunch of pebbles in your hand, releasing them at the feet of enemy who next hits you in melee. Enemy kobold will briefly stumble to a random direction and be unable to move during this for 0.75 seconds. (24 seconds cooldown)
Caltrops [2 Iron Ore, 1 Leather] (Off-Hand) [10 Artisanship required] Built at: Smithy
+3 Str, +4 End, +2 Dex
Passive: When hit from behind by enemy kobold in melee, deals AtkDmg*0.5 damage to them by dropping caltrops under their feet. Kobolds movement is slowed by 50% initially, regaining full movement speed momentum after 1.2 seconds. This passive effect has a cooldown of 5 seconds.
3 Charges, Charges regenrate every 15 seconds
Active: Place down caltrops for 20 seconds on ground, triggering a similar effect to Spike Traps but less powerful. Caltrops are immediately active when placed. (Active has an animation, similar to throwing a potion. This animation can be repeated as soon as it finishes, making it so one can throw all 3 charges of caltrops in succession, but not instantly, withing reasonable time of the animation of throwing them, perhaps about the same time as when throwing down trees with Plant N key)
If Caltrops is unequipped, remove all Caltrops placed immediately from the game. If Caltrops is equipped, starts at 1 Charge.
These ideas are just some quick ideas I had to Counter early stick/pick rushes more effectively, giving reasonably cheap and temporary tools for motivated anticipators of rush tactics. Caltrops might or might not be needed in the game, as it seems maybe like a powerful annoying item that might actually not be necessary, but given how many items in Kobold Tribes have the starter and then the slightly more advanced versions, I felt Caltrops as an extension of the Pebbles idea, why not? Might be thematic and key to some playstyles too, who knows.
Why am I concerned about rushing and whatnot? While in the current public gaming meta of Kobold Tribes rushing is not a big problem, it is still something very real and powerful. Players should have clear options to prepare against it, something to assure them, they can increase their chances of surviving it if they feel it is coming. Turreting does not feel satisfactionary as turrets tie up too much resources and crafting time and achieve in this way what the rusher would achieve as well, limiting the pursuit of their chosen build, perhaps interrupting it completely. I feel like players should have a bigger defensive advantage in the early stages, to ramp up their builds to at least something more exciting and varied instead of fighting naked and with dull/sharp picks/sticks and wool coats and so on. I do like how the starter gear is useful however and I don't mean to diss rushing as a tactic, and it definately is satisfactory (or used to be satisfactory) and exciting in the Kobold Tribes inhouse way back when inhouse was at its peak and whatnot. The public gaming should be a little more fun and less punishing though, in my opinion, maybe this could be achieved by some clear options to DEFEND vs rush, besides just the slightly too (timing, resourcewise) expensive turrets?
Please feel free to comment and make your opinion on this clear, what do you think?