There's some misunderstanding in those posts probably because of a lack of context due to the snip. Metalkon wasn't involved in combat changes on a design front, most final decisions were made by myself or TJ. Just blame me as the RoA project is my responsibility . Sprain was designed as a distance limiter for 2 reasons: 1) Prevent endless hopping for tile after tile. This made it that as soon as a player was spotted a good hopper could catch a mounted user regardless. This was to curb that ability so mounts had more value as an escape mechanism at distance. 2) Prevent escape from a fight when you are at critical levels of stats. In this scenario the one hopping away from a fight at critical stats had tons of reward to gain with little risk at that point. The one who likely was winning the fight by having a stat advantage has to burn that advantage in order to finish the runner. Their risk is massive as they burn their earned advantage to chase opening themselves up to significantly higher health stat loss. We believe these two areas that were corrected are healthy for the game because endless harassment by elite players against groups of average players caused a lot of frustration. As soon as spotted an average player would be caught up to and likely killed unless in close proximity to a tower. We believe that just because you see a player in the distance doesn't mean you have the right to force them to engage. That's what point 1 is about. The second is that the risk vs reward is heavily skewed in the losing player's favor favour when bunny hopping away at critical stats. Unless you catch that elusive spell or arrow before they disappear into the horizon you need to hop after them leading to fights going over many tiles in some cases. This was a big, legitimate in our opinion, complaint about fights being draining because of this and why we added sprain. My question is this: Is this mechanic working as intended to address these two concerns or is there a complaint that it is causing other real issues in combat?