Voidwalkers wrote: » I agree with the light vs heavy attack idea though. When I was watching the July dev update stream, the 2h sword combat motion (swinging a heavy 2H sword while strafing) felt really awkward to me - heavy weapon swings are supposed to require the strength of your whole body, which would inevitable root you in place for a short duration. I'd also argue "complete free movement for all combat motions" is the more boring option here. In that scenario melee pvp would likely devolve into a simple "spam your heaviest attack while trying to position behind your enemy" game. While dividing attacks into "light + mobile" & "heavy + rooted" classes would force a player to make tactical decisions - e.g. how to create openings and land heavy blows. And disparity between weapons isn't a bad thing imo (unless they're extremely unbalanced), e.g. dagger users are supposed to have higher mobility (less rooting attacks, or shorter root time in general) than a 2H sword user (more rooting heavy attacks, and longer root time in general), and the 2H sword user supposedly should be able to hit harder. If all weapons have the same "feeling" (e.g. complete free movement, similar dps ...), that's what I'd call "boring" - Why bother with weapon types then? Why not just have "melee/ranged/magic stats stick" instead? TL:DR; It makes sense for some heavy attacks to root, but it doesn't make sense if all attacks root. IMO the GW2 system serves as a good reference point - All weapons have a mobile, non-rooting autoattack chain, and a few heavy attack skills that deal high dmg but roots you in place (or forces you to move in certain direction)
Okeydoke wrote: » This isn't really my wheelhouse but The one thing I know for sure is I hate the auto move forward while swinging my weapon. It feels terrible. If I want to move forward while swinging I'm fully capable of pressing W on my own.
Khronus wrote: » Interesting ideas but I disagree with doing something in AoC because "realism". I don't care how a boxer fights in real life, if they add fist weapons in the game, I want to see abilities that push the limits of our characters. I mean....some of us will be throwing fireballs and summoning meteors after all haha. Idea - What if as you specced into specific abilities, they also could change in "weight". Very rough example, level 1 weapon lob would feel heavier and take a little longer to go off, level 2 would be faster and level 3 would be a fluid motion able to be weaved into the auto attack combo. This would make customizing your abilities have even more meaning.
Azherae wrote: » This isn't actually a compromise because of a really long list of reasons, but the short version is that this creates a disparity between classes, a secondary disparity between weapons (or causes weapon users of certain weapons to complain about the weapon feeling wrong), causes PvE to become incredibly unbalanced (or boring), cripples the effectiveness of Tanks in certain content, makes Tab vs Action Targeting a complete wash of a discussion, and makes the in-combat player collision an abusable tactic. There is basically no concept of 'being opened up to counterattack' in a game with no hitstop, balanced around group PvP. Your goal will always be to do the biggest damage possible before the enemy backline takes you out, as a close range combatant. And the enemy backline generally does not care as much about the specifics of the combat system, they just care that you can't reach them before they kill you, ask nearly any Ranger.
Goalid wrote: » Azherae wrote: » This isn't actually a compromise because of a really long list of reasons, but the short version is that this creates a disparity between classes, a secondary disparity between weapons (or causes weapon users of certain weapons to complain about the weapon feeling wrong), causes PvE to become incredibly unbalanced (or boring), cripples the effectiveness of Tanks in certain content, makes Tab vs Action Targeting a complete wash of a discussion, and makes the in-combat player collision an abusable tactic. There is basically no concept of 'being opened up to counterattack' in a game with no hitstop, balanced around group PvP. Your goal will always be to do the biggest damage possible before the enemy backline takes you out, as a close range combatant. And the enemy backline generally does not care as much about the specifics of the combat system, they just care that you can't reach them before they kill you, ask nearly any Ranger. I really can't speak to the claims you make in the first paragraph, for instance how does having heavy attacks cripple the effectiveness of Tanks? I'd like you to expand on some of these points you made. If I had to guess, you mean that having heavy attacks would make ranged dps too OP. But the devs can simply nerf the effects of ranged "heavy attacks" to where it's balanced, so I don't see the problem. I think the point of this discussion is that we want the combat to be immersive and feel good, not so much talking about class balance in group pvp. And I don't see how my proposed combat system breaks group pvp, or solves any trinity problems.