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Attacks from the back

TacualeonTacualeon Member
edited March 2021 in General Discussion
Have Intrepid ever adressed this?
I have watched most of streams and I have searched over the wiki but I haven't found anything about the topic.

If they have, and I have completely missed it, could someone share it with me?

Comments

  • VmanGmanVmanGman Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Back-attacks as in backstabs? They have confirmed that some attacks will have increased damage when hitting from behind.
  • Sup.

    @VmanGman "some attacks will have increased damage when hitting from behind."

    This is the case. If Intrepid studios does not include directional and positioning advantages in combat I don't see how they could call it action combat.

    I'm sure we'll more of this as it develops.

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  • unknownsystemerrorunknownsystemerror Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    "This is something we're still actively iterating on and actively going to be testing in our hybrid system but you know as we're as we're doing that we are taking into consideration. Obviously we want action based components to also interact in some way shape or form with the waterfall stat system as well; and you know that seems like it might be an oxymoron from an action to tab sense, but it doesn't have to be. There can be components of action- so say for instance you could have a dual component where you activate that shield stance and if you accurately intercept an incoming projectile or a skill that's been initiated from the forward arc, you get 80% damage mitigation or 80% application of the physical defense of the shield; and if it comes from an area outside of that forward arc then you get a lesser bonus; and that essentially what would happen is let's say you take into account the stat of the shield's physical defense value, you apply it as a mitigating factor to the incoming damage, but in addition you augment that system with the waterfall stat that is responsible for shield damage mitigation or shield rate; and maybe you know the default skill says 80% damage mitigation from forward arc but that gets augmented up to 87% because of your stat essentially; and if it's not in your forward arc then it gets you know 50% efficacy- maybe it's 40 something percent. So just to give you kind of insight into what goes into kind of determining these skills and how they interact on an action-based front.[60]" – Steven Sharif
    https://youtube.com/watch?v=KesMtSOZl8k&t=4790s&ab_channel=AshesofCreationWiki
    south-park-rabble-rabble-rabbl-53b58d315aa49.jpg
  • TacualeonTacualeon Member
    edited March 2021
    VmanGman wrote: »
    Back-attacks as in backstabs? They have confirmed that some attacks will have increased damage when hitting from behind.
    I have edited the tittle of the post for clarity.
    Bonus damage when attacking an enemy from the back.
    Do you know where they have confirmed that?

    PoliceGirl wrote: »
    Sup.

    @VmanGman "some attacks will have increased damage when hitting from behind."

    This is the case. If Intrepid studios does not include directional and positioning advantages in combat I don't see how they could call it action combat.

    I'm sure we'll more of this as it develops.
    I agree. If there is no reward for positioning there is no tactic or flow of combat, I think.

    "This is something we're still actively iterating on and actively going to be testing in our hybrid system but you know as we're as we're doing that we are taking into consideration. Obviously we want action based components to also interact in some way shape or form with the waterfall stat system as well; and you know that seems like it might be an oxymoron from an action to tab sense, but it doesn't have to be. There can be components of action- so say for instance you could have a dual component where you activate that shield stance and if you accurately intercept an incoming projectile or a skill that's been initiated from the forward arc, you get 80% damage mitigation or 80% application of the physical defense of the shield; and if it comes from an area outside of that forward arc then you get a lesser bonus; and that essentially what would happen is let's say you take into account the stat of the shield's physical defense value, you apply it as a mitigating factor to the incoming damage, but in addition you augment that system with the waterfall stat that is responsible for shield damage mitigation or shield rate; and maybe you know the default skill says 80% damage mitigation from forward arc but that gets augmented up to 87% because of your stat essentially; and if it's not in your forward arc then it gets you know 50% efficacy- maybe it's 40 something percent. So just to give you kind of insight into what goes into kind of determining these skills and how they interact on an action-based front.[60]" – Steven Sharif
    https://youtube.com/watch?v=KesMtSOZl8k&t=4790s&ab_channel=AshesofCreationWiki
    Thanks for taking the time to answer, but this does not adresses nor respond my question.
  • unknownsystemerrorunknownsystemerror Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    It answers it in that there is more damage done when attacking from behind. If you are looking for a specific "Will I be able to backstab as a rogue and one shot players for my ganking fantasies?!", then no, that quote does not exist.
    south-park-rabble-rabble-rabbl-53b58d315aa49.jpg
  • range classes could have a field day with bows and arrows if well positioned.
  • ArkethosArkethos Member, Alpha Two
    range classes could have a field day with bows and arrows if well positioned.

    As they should. 😊
  • TacualeonTacualeon Member
    edited March 2021
    It answers it in that there is more damage done when attacking from behind. If you are looking for a specific "Will I be able to backstab as a rogue and one shot players for my ganking fantasies?!", then no, that quote does not exist.

    I'm talking about designing incentives for tactical decisions rather than something being only specific for rogues.
  • McShaveMcShave Member, Alpha Two, Early Alpha Two
    I am patiently waiting for non nda content so that i can have a real look at the combat and then post my opinions.

    I would like some good attacking-from-behind type systems in this game. One of my main draws to playing a rogue type character is what kind of effects doing an attack from behind the opponent has. Some examples are: stun, massive critical damage, silence.
  • VhaeyneVhaeyne Member, Alpha One, Alpha Two, Early Alpha Two
    Waiting for the thread on action combat vs tab targeting to drop so I can put my full thoughts into this.

    In short anything that has to be aimed should deal more damaging.

    Back attacks fall into this category even with tab-targeting. It is harder to get on someone's back because they are both trying to avoid it, and if they are giving you their attention they will never let you see it.

    Tab-target back attacks should deal more damage. Aimed Back should deal more damage than tab targeted.

    I don't even think a attack called "back stab" should exist. There should be a flat DPS increase across all classes for hitting someone in the back with any attack. Maybe give a stealth class a talent to improve that bonus.
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    This is my personal feedback, shared to help the game thrive in its niche.
  • Vhaeyne wrote: »
    I don't even think a attack called "back stab" should exist. There should be a flat DPS increase across all classes for hitting someone in the back with any attack. Maybe give a stealth class a talent to improve that bonus.

    My thought as well.
  • FuryBladeborneFuryBladeborne Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited March 2021
    Tacualeon wrote: »
    Vhaeyne wrote: »
    I don't even think a attack called "back stab" should exist. There should be a flat DPS increase across all classes for hitting someone in the back with any attack. Maybe give a stealth class a talent to improve that bonus.

    My thought as well.
    Since attacking from the back is generally assumed to give the attacker time to target a vital point in RPGs, then perhaps they should rename backstab to Kidney Stab or Spine Stab, or something. Of course, that would be too morbid and real for the mood or feel of the average MMO. A general Backstab name is far less striking.

  • TacualeonTacualeon Member
    edited March 2021
    As long as they add this gameplay I'm ok with any name.
    We could use something along the line of "Exposed target"
  • armour types and combat stances were developed to protect vital organs from being injured, so being able to do more damage from behind makes sense as your back is like a suspension bridge to all your muscles, your nerves, spine, head, the back side of a humanoid has a lot of critical weak points.

    I agree with @Vhaeyne

    unless the rogue archetype/classes as some special traversing ability that shadow steps/teleports behind the target with a combo'd attack then there is no need for an ability like backstab when you can obtain bonuses by manually attacking from stealth and/or from behind the target.
  • ArkethosArkethos Member, Alpha Two
    Being able to flank support or caster classes that are simply standing behind the lines in a caravan or castle siege would make for solid strategy mechanics and open the door for more sinister or specialized “assassin” maneuvers for rogues and hunters. Adding bonus damage to sneak attacks and back-attacks would be wonderful, and provides positive positioning incentives for both the aggressor and the defender.
  • I believe any attack of whatever type from behind should get a bonus damage multiplier, it's not only logical that attacking the opponents vulnerable back would do more damage but it increases the depth of the combat strategy.
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