Ace1234 wrote: » @Spif I know they are leaning away from animation cancel style, but it can be one of the healthiest things you can add to combat. ...
Neurath wrote: » I prefer block with focused stances. It means you can have 33% block on three sides (not rear) 66% on one side and 33% on another or 99% block in one direction. The system above only works with directional attacks because you would have 0% block behind and anywhere else you remove the block to mitigate frontal attacks. It's excellent in pve and pvp. We don't have directional attacks in Ashes though so we are left with the crapper styles of blocking.
LordPax wrote: » I think the issue here, and something I stated earlier, is that dungeons and raids are not going to be teams of 5 or 10 vs 1 big boss. We're talking 40+ people. If ONE tank can 'active' block versus a monster big enough to require dozens of players, then how does that transfer to PvP? As well, how does a tank hold aggro versus a big boss when theyre large enough to hit multiple players with every attack? The big holes that people poke in active blocking is its just not good in group PvE. Sure, action combat RPG with small engagements, its fine. This is not the case for AoC. Too much emphasis and importance on a single class(and single weapon type: shield)
maouw wrote: » Ace1234 wrote: » @Spif I know they are leaning away from animation cancel style, but it can be one of the healthiest things you can add to combat. ... Yeah, for this reason I'm not truly expecting "flicker-block" in Ashes, but I do like the idea. Animation cancelling mechanics would make the skill ceiling/learning curve higher/steeper for those who are unfamiliar - which is good, but many people have expressed that they don't want to deal with animation cancelling (usually people who want a slower pace of combat). So I don't think it's a hill to die on.
I believe you're familiar ENOUGH with this for me to not need to explain 'why even a breakthrough to make a multi-entity game able to use the complex version would present a different problem', but I'm not sure, so let me know (~shakes fist at BDO Red Battlefield~).
maouw wrote: » Oh I see - the concern isn't about resolving a successful block, but abusing attack animations that are shorter than the latency between entities, with the animation cancel from flicker-blocking creating a shortcut into those animations. Is that right? I believe you're familiar ENOUGH with this for me to not need to explain 'why even a breakthrough to make a multi-entity game able to use the complex version would present a different problem', but I'm not sure, so let me know (~shakes fist at BDO Red Battlefield~). No, I'm not fully following - but I'll take a guess: I assume "the complex version" is referring to rollback netcode? Which would cause huge rubberbanding with multiple entities?
Falkath wrote: » Active blocking is actually really bad for hybrid combat, not fun for tanks and really annoying for healers. The system archeage has in place with % of block, parry, evasion that can be boosted with class-skills like "increase the block rate by 75% for 6 seconds but slows player by 25%" and still allows the player to use his other skills as his block buff is active is a lot more fun to play. Works for every class, like any archer that evades an attack could have a passive bonus evasion for 5 seconds ect..