Difficulty: Mob Defenses

For combat stuff that doesn't fit into any of the other forums.
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Karjus
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Joined: Thu Sep 07, 2017 9:28 am

Re: Difficulty: Mob Defenses

Post by Karjus »

Are you waiting for them to attack, and switching between stances? And with the cap of 25 combat skill per level, if you're only level 1, then the ravens might be spot on if you're still struggling with vagrants.
- Karjus

Speaking to you, XYZ says, "Never bother to wash it. It gets dirty again anyway."
Speaking to XYZ, you say, "I hope you don't treat your ass the same way."
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Rias
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Re: Difficulty: Mob Defenses

Post by Rias »

Recent(ish) changes in combat that you're probably feeling:

1. Combat skills are limited to a max of 10 per level now, so your Melee/Dodge/etc. skills may have been reduced since you last played. See this post: viewtopic.php?f=24&t=177
2. Most mob attacks are significantly more dangerous if they hit than they were before, with a lot of natural attacks being more damaging (most nethrim have nether-flaring/draining attacks now) and a lot of mobs being armed with weaponry rather than using the wimpy unarmed punches. Scavengers spawn with a variety of crude weaponry, for instance. You may want to get some protective gear if you don't have some already.

Considering point 2 up there, timing attacks is more important than ever. "Stance-dancing" is no longer required since I'm trying out a change that is based on roundtime instead of stance (viewtopic.php?f=24&t=203), but you still want to time your attacks to be right after your opponent's, for the sake of both your chance to hit the enemy and your chance to avoid enemy attacks.
<Rias> PUT ON PANTS
<Fellborn> NO
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