NiteHawk wrote:I still think the old system should be removed though, that's just me. It would really help with fixing alot of these shitty issues and I wouldn't have to really feel like I had to nerf damage so much if we could test that. I'm not sure if you guys are just clinging on the ROK style, but it is honestly crap and brings problems when you can just reset your timers by moving.
I look at it two ways at the moment with #4:
Remove the old system, making rehide 0.5s instead of 1s, and then making the other 0.5s in between hide and attack.
/hide
0.5s timer
a NAME
0.5s timer
/hide
0.5s timer
a NAME
would be a round. Pretty straight forward. Less hide timer means probably no one would use the old system anyways.
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OR
Remove the old system, remove the rehide delay and move it to a 1s wait between attacking. Add a /search out find delay of 1s. So
/hide
1.0s timer
a NAME
/hide
1.0s timer
a NAME
Would be a round. And if found out, you can't hide for a second.
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The idea about making /hide harder the more players are around is not a bad idea, but if we were to do that it wouldn't be a 100% ever. It would be more like 25% max I'd say. Completely gimping a class like that even is its the big bad assassins over numbers in a game is a bit eh. It's a possibility though too
How would you remove the old system entirely though? I get u can remove the up/down allowances on certain KTP squares to stop a slayer leaving and coming back in on say a Vila trap square ... But if it's in the open field like with dragon or something then won't old school slayers still move N/S to reset their backstab?
I mean in your first eg if you have a choice of staying in a room unhidden and letting ppl pound u for 0.5sec or leaving to avoid damage for 0.5sec and introducing potential confusion about how soon you may be reentering the room - I think most would still choose the latter anyway... And In the 2nd eg it seems you can rehide immediately after attacking which probably means slayers will spend even more time hidden and forcing opponents time to waste attacks /searching (cos they can then immediately rehide after attacking or even if they are found)...
These type of restrictions make for weird game flow methinks ... Take it too far n slayers can't land 2bstabs before ppl pot/heal etc anymore and their class-identity is gone. Too little and you don't achieve any difference. The increasing %fail of /hide (due to circumstances like being crowded rooms, due to INT, due to parties etc) sounds to me like a better/smoother way of introducing RNG of failure into what is now almost 100% certainty. It does largely reflect lore also (eg even though Terron doesn't like nerfing skills, we can't expect any slayer to always be able to find a hiding place at will within a split seconds notice etc... Even spells have fizzles). Shrugs