Liniker wrote: » I would love if they did it like the shield having an exhaustion bar based on a set amount of damage that the shield can take, with a (not so long) CD for using it again, this would encourage skill as for using it in the right moment, the 3rd option you described is what I hope they go for
Solvryn wrote: » To add to this: Velocity should be added to the ranged weapons in the same effective weight is added to the melee weapons. So a bow may be faster to reload, but its velocity is less than the crossbow bolts. A crossbow may be slower to reload, but the bolt velocity is higher than that of an arrow. The weight system needs to be thorough, so parry for non-shields which just means parry then have an action afterwards whether it be a counter attack or a manuever within a fight sequence. Thank you all who were an involved in the conversation on discord and thanks Jahlon for making this thread. Please posters, dont derail the thread its meant for weapons as it was on discord.
Azherae wrote: » Solvryn wrote: » To add to this: Velocity should be added to the ranged weapons in the same effective weight is added to the melee weapons. So a bow may be faster to reload, but its velocity is less than the crossbow bolts. A crossbow may be slower to reload, but the bolt velocity is higher than that of an arrow. The weight system needs to be thorough, so parry for non-shields which just means parry then have an action afterwards whether it be a counter attack or a manuever within a fight sequence. Thank you all who were an involved in the conversation on discord and thanks Jahlon for making this thread. Please posters, dont derail the thread its meant for weapons as it was on discord. So, wait, is the thread about 'blocking with shields', about 'blocking with weapons', or about 'weight'?
Ottobot wrote: » Putting damage mitigation in the hands of an rng stat seems lazy and boring.
Enigmatic Sage wrote: » Even with active blocking mechanics, there could still be abilities that enhance these features to adjust mitigation and resources used temporarily and situationally. I definitely prefer active blocking of attribute and stat dependencies it gives players more control over their character and choices opposed to relying more heavily on stats and RNG reactive blocking/parrying.
Noaani wrote: » Enigmatic Sage wrote: » Even with active blocking mechanics, there could still be abilities that enhance these features to adjust mitigation and resources used temporarily and situationally. I definitely prefer active blocking of attribute and stat dependencies it gives players more control over their character and choices opposed to relying more heavily on stats and RNG reactive blocking/parrying. I prefer having both. Without a doubt, gear selection and acquisition matters more with passive defense than with active, and gear acquisition is a major component of an MMORPG (arguable *the* major component). As such, I am almost always against anything that lessens the value and impact of it.
Enigmatic Sage wrote: » When you say both? you referring to using one or the other? OR having both currently active/available at any given time?