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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Potential Solution for Combat Autoattack Lock
truelyyy
Member, Alpha One, Alpha Two, Early Alpha Two
Having read many critisms of combat autoattacks I have an idea I think could work well.
Current flaws: tab targetted Autoattacks lock you into moving into your target.
Flaws:
i) you're positionally locked to your targets, which players feel like they lose too much control of their characters for too long a time
ii) The positional disadvantage of being locked for auto attacks for a long time in large scale pvp would mean auto attack would not be a useful attack as it would leave you very exposed.
strengths:
i) It gives the combat weightiness and impact which feels good
Problems with proposed solution of having no locking to targets:
i) the combat feels like it does not have weight and people complain it feels to floaty
ii) removes risk/reward - when you go for an attack there should be some element of risk associated with it
My proposal:
All auto attacks do a triple chain which does light attack, light attack, heavy attack
The first 2 light attacks are required in the chain to be able to get the 3rd heavy attack. The light attacks do minimal damage and do not lock your characters into move towards the targets.
The 3rd heavy attacks does significant damage and also does all the weapon effects such as bleeds, slows etc. The heavy attack also gets the animation locks of moving towards the intended target.
benefits:
i) I feel it's a good for solution of combat not feeling too stuck in animation locking/losing control for a long time whilst also not allowing combat to feel floaty all the time.
ii) It's adds a layer of skill to gameplay. If all autohits have a triple chain, players can use skills/dodges to avoid the 3rd hit chain which has the most dmg and weapon effects.
iii) It allows gameplay to have impact in fights I like without feeling "stuck"
Would love to hear other thoughts on the topic
Current flaws: tab targetted Autoattacks lock you into moving into your target.
Flaws:
i) you're positionally locked to your targets, which players feel like they lose too much control of their characters for too long a time
ii) The positional disadvantage of being locked for auto attacks for a long time in large scale pvp would mean auto attack would not be a useful attack as it would leave you very exposed.
strengths:
i) It gives the combat weightiness and impact which feels good
Problems with proposed solution of having no locking to targets:
i) the combat feels like it does not have weight and people complain it feels to floaty
ii) removes risk/reward - when you go for an attack there should be some element of risk associated with it
My proposal:
All auto attacks do a triple chain which does light attack, light attack, heavy attack
The first 2 light attacks are required in the chain to be able to get the 3rd heavy attack. The light attacks do minimal damage and do not lock your characters into move towards the targets.
The 3rd heavy attacks does significant damage and also does all the weapon effects such as bleeds, slows etc. The heavy attack also gets the animation locks of moving towards the intended target.
benefits:
i) I feel it's a good for solution of combat not feeling too stuck in animation locking/losing control for a long time whilst also not allowing combat to feel floaty all the time.
ii) It's adds a layer of skill to gameplay. If all autohits have a triple chain, players can use skills/dodges to avoid the 3rd hit chain which has the most dmg and weapon effects.
iii) It allows gameplay to have impact in fights I like without feeling "stuck"
Would love to hear other thoughts on the topic
0
Comments
Right now you're discussing the pre-revamp combat.