Combat System Improvements, PVP Wise By Main Mage
in general: make sure that every class have this
- Enough Crowd Control, obviously tank classes should be the king in crowd control but make sure that every other class has enough crowd control,
- At least 1 defensive skill, something that makes you invulnerable, assassins can have something like dismiss like being visible and being able to move but cant attack or recieve damage, mages ice block, tanks stone skin, archers, evade all incoming damage for a certain duration, bards/healers something like a dismiss but invisible to reposition in an orb form that only the caster is able to see, etc, a defensive/invulnerability skill something to use to reduce damage when they are not able to dodge,
- A Global Cleanse skill with decent cooldown (personal opinion " anything higher than 1 minute might aswell just dont add anything, but 35-45 secs its enough) also make it so you have like a 3 seconds immunity against cc skills, cause an example of a bad implementation of this skill its new archeage, its god damm awfull never works and you just get insta cc again,
since all classes has crowd control, you are gonna be able to hit sick combos, so you got to watch out in pvp fights to not burn your cleanse skill too early or play more safe if you do since you can get into a cc chain and get killed because of a sick combo or recieve a lot of unecessary damage, something like what aion does, in pvp everyone tries to burn their opponents cleanse skill so they can hit their big damages,
- Add IFrames, have a low cooldown skill to dodge and be invulnerable while the animation is going something that can be use as movements skill aswell so people have to decide if shorten their distance from targets or save it to dodge incoming damage, or get away from a though position, something like what tera does,
- If possible make skills to make sense with the crowd control ones so all of these make sense pvp wise,
- Example all classes should have poke skills, which are weaker and strong abilities that need to meet some kind of condition,
-For mages: move away from hard cast spells, or anything that holds you in place while casting, its an archaic mechanic and you want the combat to be as fluent as possible trust me, anything that hard lock you into place while casting should be like an ultimate AOE skill which does a lot of damage, there is no need to hard cast locking into place with weaker spells runescape style,
-Healing Classes should have like an anti cc skill to break people from cc or grants immunity for certain people
Hard Cast, Locking into place just leads to clunky feel, de-sync problems when your target moves farther than the skill range, sometimes it works sometimes it doesnt, trust me its just better if you are able to chase someone as you cast AS I SAID as long as its not an ultimate aoe skill if i would get to choose id rather Channeling, over Hard Cast, something that you channel and it starts doing damage in AOE and if you channel for a certain ammount of time, or long enough it does a different effect and does way more damage, think about it like a blizzard skill that you channel, and if you channel it for idk 5 seconds straight locked into place a big glacier comes down from the skies or something like that, Blizzard Spell In Kurtzpell its a great Representation, of what i mean,
with all these features added to combat you can't really go wrong
it adds combat so much more depth than just be sitting in a spot casting spells to each other runescape style,
also for mages get rid of the lightning spell that it bounce in between targets, add better lightning skills like a 3 charges skill that calls a lightning in a certain area and stuns players in the area, something like gods whip in archeage, but with kurtzpel animation would be sick,
i also have an idea for an spell for mages but for that i need to explained it graphically if enough people is interested i could