texmex wrote:On the topic of mob combat: have you noticed you’re never really fight them but really only go to war with their selection boxes? xD
davidthecreator wrote:texmex wrote:On the topic of mob combat: have you noticed you’re never really fight them but really only go to war with their selection boxes? xD
As long as the mob dies, I don't care what I'm hitting.
texmex wrote:On the topic of mob combat: have you noticed you’re never really fight them but really only go to war with their selection boxes? xD
texmex wrote:davidthecreator wrote:texmex wrote:On the topic of mob combat: have you noticed you’re never really fight them but really only go to war with their selection boxes? xD
As long as the mob dies, I don't care what I'm hitting.
Immersion much?
Hume2 wrote:I think, you didn't get the point. This thread isn't about making sword X stronger or making monster Y weaker or changing the full punch interval. Of course that I can balance them for my needs. This thread is about how the damage is calculated from the punch interval.
The full punch interval will still play a role but your rage will make you stronger [...] What do you think?
A key to block attacks seems difficult to do
843jdc wrote:Stone swords should shatter into rubble the first time they hit anything. Diamond swords should be removed from the game.
Just my 2 cents
orwell wrote:I want to throw my point in too:
I think scaling all HP up by factor 10 would partially solve this. Now that 5.0 has variable player HP max integrated, this step would be logical.
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