Combat Revamp/worries

ChicagoChicago Member, Alpha One, Adventurer
So i know they are revamping the combat system so take these with a grain of sault, i just wanted to bring up some issues i have with the current combat system and hear your guys thoughts on this

1) - and probably the most important one, having your character move forward when using an attack is a terrible design, it moves you out of place and removes reaction time for certain skills, its almost like having a cast bar that feels clunky while just trying to auto attack

2) the auto attack system, im sure many love this but it looks a bit strange to me that you need to mash a button every second to use your auto attack, i think it would be much better if it was just an automated system that worked off a range box on the mob so it let you focus on your actual abilities

3) targeting - this one may be just because i havnt been able to see much of the combat with the NDA, once it has lifted i may change my mind on this, how ever i think the small circle at the bottom of the Mob you have targeted, with all the affects and animation going on in the big scale battles, it looks extremely difficult to see who you are actually targeting

thanks for giving this a read, keen to see some of your thoughts on this topic and if anyone has any info on the combat revam id love to hear it!

Comments

  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One
    Ashes doesn't have auto-attack - Ashes has basic attack.
    Currently, basic attack will continue as long as you hold down the button/key.
  • Cold 0ne FTBCold 0ne FTB Member, Alpha One, Adventurer
    Targetting is also not that hard to see. It's really not the bad.

    As for forward momentum on basic attacks. They feel good in some cases. More work definitely needs to be done because you need to walk into an enemy as you attack them because if you don't you move past them. If they fixed this what it becomes is a cycle of attack animations and each animation does different things and could have different passives or affects. This would add a lot of depth to combat because depending on a build or situation different basic attack combos would be more prevalent or useful. It would also help to differentiate different weapons because they would have different attack patterns.
    ZxbhjES.gif

    That is not dead which can eternal lie. And with strange aeons even death may die.
  • i prefer auto attack too
    currently it looks like people want this basic attack version more
    im curious how will it work with ranger
    i just really want to know more about the classes and combat system
  • squeeteesqueetee Member, Leader of Men, Kickstarter, Alpha One
    1 - I am not a fan of the forward movement at all I agree. I vaguely remember a build where collision was off and we would walk straight through the enemy making this issue worse. With collision it is better but I feel a lack of control and targeting with attacks, especially with melee abilities.

    2 - At first I was against the basic attack approach but it ends up just being a 0 cost low damage attack that most games have, it just doesn't have an ability name/icon.

    3 - Targeting does need a tweak. Maybe it's my older eyes now but I have a hell of a time tracking who I am targeting. I've never had this issue with other MMOs like SWG and SWTOR. I think with future options/updates they will give us more flexibility. I wouldn't mind simply having the name/health bar doubled in size with a frame around the character.
  • ChicagoChicago Member, Alpha One, Adventurer
    thanks for all the replies,

    for targeting i think a character portrait that you are focusing would be really great too, sort of how wow does it, i know we all don't want another world of warcraft theme park mmo, but for all its faults it does do a lot of things right and fluid combat is definitely one of them, i dont want to be to harsh on ashes though as i said its still an alpha and the combat system is being revamped, i also am not able to test the game in alpha 1, will definitley be in alpha two though so im only going off the small amount of video fottage i can find on youtube, hoping to see alot more this weekend with the NDA dropped :)

    as for the auto attack, - yeah my bad its definitley not an '' auto attack'' but id still like to see something more fluid and not have to be trying to work in an auto attack as a filler every second i feel like its just a bit clunky game play, everyone is different though and i may be biased as i am going to be 100% focusing on pvp
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One
    szelesbt wrote: »
    i prefer auto attack too
    currently it looks like people want this basic attack version more
    im curious how will it work with ranger
    i just really want to know more about the classes and combat system
    We still have to have Weapon Attacks implemented before we can properly evaluate basic attack.
  • wobblywobbly Member
    So far from just watching the basic attack system seems fine and so does the targeting, but that forward movement lock while attacking looks pretty bad. Ive played games that have stuff like that in the past and its very frustrating to be forced to commit to a basic attack like that and not be able to move or reposition while doing it. I haven't played it yet obviously but that does seem like something that would make the game feel clunky.
Sign In or Register to comment.