Kip up, Tumble and Hips
Posted: Thu Mar 26, 2026 2:25 pm
I've recently tested something during duel and realized situation with Kip-Up in PvP is much worse than I originally thought it would be.
Hips is one of the most overpowered features in the game. It used to be countered in minimal measure with Knockdown. Current situation on the server in regards to armor types giving every light armor user free Kip-up takes away only tool STR based classes ever had to counter hips spam. It's about to get much worse with removal of AC boost from acrobatis cause all characters will suddenly get essentially +3 to AB from which mid-bab classes will benefit disproportionally more but I digress so lets focus on the topic.
I had a duel with hips/kip up user and realized I didn't even get any attack rolls on someone spamming tumble/hips. They just weren't there in log.
Knockdown seems to mess up the flurry so actual attacks happen after couple seconds. With Kip-Up you can tumble up before those couple seconds even happen so attempting to Knock Down someone in light armor essentially deprives you from opportunity to hit back when they reveal themselves from hips.
Combat goes like this:
1. Sneak attacker gets full flurry from hips attack.
2. Defender presses Knock Down button and attack if you're even a little too slow you get no attacks cause:
3. KD messes the flurry - character just stands there looking at knocked down opponent that's down only 2 seconds.
4. Sneak attacker presses tumble (can teleport with jump on the top of it too) and before KD user gets a chance to do anything he can already use hips for another flurry of attacks before response chance is ever on the table.
Now I understand PvP is not a main concern but throwing balance through the window isn't ideal when some situations demand PvP to happen. Very server staff expects it from certain situations.
My proposition would be for tumble to actually take a round, add to cool-down of Hips so sneakers cannot do all those actions in the same round breaking PnP Balance. If you tumble you really shouldn’t have ability to hips the very same fraction of the second that you Kip-up.
As it is now KD doesn't even make sense on light armor - you just loose all your attacks most of the time unless you're lucky with server turns of flurry and didn't loose even half a second on any button presses which is ridiculous.
This is just my proposition - make tumble take a round, prevent other actions that follow directly after the kip-up like hips or attacking and perhaps this free feature that already the best armor type in the game got will be less broken.
I'm not a developer so I am not sure how difficult my proposition would be to implement but there really feels like things need to be modified some way.
Hips is one of the most overpowered features in the game. It used to be countered in minimal measure with Knockdown. Current situation on the server in regards to armor types giving every light armor user free Kip-up takes away only tool STR based classes ever had to counter hips spam. It's about to get much worse with removal of AC boost from acrobatis cause all characters will suddenly get essentially +3 to AB from which mid-bab classes will benefit disproportionally more but I digress so lets focus on the topic.
I had a duel with hips/kip up user and realized I didn't even get any attack rolls on someone spamming tumble/hips. They just weren't there in log.
Knockdown seems to mess up the flurry so actual attacks happen after couple seconds. With Kip-Up you can tumble up before those couple seconds even happen so attempting to Knock Down someone in light armor essentially deprives you from opportunity to hit back when they reveal themselves from hips.
Combat goes like this:
1. Sneak attacker gets full flurry from hips attack.
2. Defender presses Knock Down button and attack if you're even a little too slow you get no attacks cause:
3. KD messes the flurry - character just stands there looking at knocked down opponent that's down only 2 seconds.
4. Sneak attacker presses tumble (can teleport with jump on the top of it too) and before KD user gets a chance to do anything he can already use hips for another flurry of attacks before response chance is ever on the table.
Now I understand PvP is not a main concern but throwing balance through the window isn't ideal when some situations demand PvP to happen. Very server staff expects it from certain situations.
My proposition would be for tumble to actually take a round, add to cool-down of Hips so sneakers cannot do all those actions in the same round breaking PnP Balance. If you tumble you really shouldn’t have ability to hips the very same fraction of the second that you Kip-up.
As it is now KD doesn't even make sense on light armor - you just loose all your attacks most of the time unless you're lucky with server turns of flurry and didn't loose even half a second on any button presses which is ridiculous.
This is just my proposition - make tumble take a round, prevent other actions that follow directly after the kip-up like hips or attacking and perhaps this free feature that already the best armor type in the game got will be less broken.
I'm not a developer so I am not sure how difficult my proposition would be to implement but there really feels like things need to be modified some way.