Vaknar wrote: » In case some of those here haven't seen this, you can see what Steven has said regarding iframes in the past here, on the wiki! https://ashesofcreation.wiki/Evasion
Dizz wrote: » Vaknar wrote: » In case some of those here haven't seen this, you can see what Steven has said regarding iframes in the past here, on the wiki! https://ashesofcreation.wiki/Evasion According to wiki, I feel the iframe/evasion design in Steven's mind is very good already, but Ashes of Creation have real healer classes which might make combat extreme longer than expecting and add iframe/evasion on top of it will need to be very carefully with it, it might make some contents less fun than expecting. In my mind, iframe/evasion is more for dps classes or say low survive ability classes and light/medium armor type, which means a tank equip full heavy armor should less rely on iframe/evasion(not saying tank or heavy armor shouldn't have the iframe/evasion benefit at all) than a thief equip full medium armor and iframe/evasion should be capped not only by frames or time but also like how many hits or how much damage or the skill type or the damage type should the dodge/roll or evasion skills able to evade to further tune the iframe/evasion in detail.
Mag7spy wrote: » Dizz wrote: » Vaknar wrote: » In case some of those here haven't seen this, you can see what Steven has said regarding iframes in the past here, on the wiki! https://ashesofcreation.wiki/Evasion According to wiki, I feel the iframe/evasion design in Steven's mind is very good already, but Ashes of Creation have real healer classes which might make combat extreme longer than expecting and add iframe/evasion on top of it will need to be very carefully with it, it might make some contents less fun than expecting. In my mind, iframe/evasion is more for dps classes or say low survive ability classes and light/medium armor type, which means a tank equip full heavy armor should less rely on iframe/evasion(not saying tank or heavy armor shouldn't have the iframe/evasion benefit at all) than a thief equip full medium armor and iframe/evasion should be capped not only by frames or time but also like how many hits or how much damage or the skill type or the damage type should the dodge/roll or evasion skills able to evade to further tune the iframe/evasion in detail. I agree with the class element and being careful with it that is why i mentioned in my post about it being limited to a certain number. The issue with some mmorpgs more focused on action combat allows people to chain these iframes together and it feels meh when they can chain it or use it every few seconds. Like i 100% want some iframes but i want combat to be more skillful than spammy. Survivability should be more around skill, blocks, dodges(movement spacing), Dodges (a few iframes with proper CDs). It does add a much higher skill gab when people can spam iframe dodges, but I don't feel it increasing skill ceiling in a good way from that. Creates a kind of frustrating feeling.
Dizz wrote: » Mag7spy wrote: » Dizz wrote: » Vaknar wrote: » In case some of those here haven't seen this, you can see what Steven has said regarding iframes in the past here, on the wiki! https://ashesofcreation.wiki/Evasion According to wiki, I feel the iframe/evasion design in Steven's mind is very good already, but Ashes of Creation have real healer classes which might make combat extreme longer than expecting and add iframe/evasion on top of it will need to be very carefully with it, it might make some contents less fun than expecting. In my mind, iframe/evasion is more for dps classes or say low survive ability classes and light/medium armor type, which means a tank equip full heavy armor should less rely on iframe/evasion(not saying tank or heavy armor shouldn't have the iframe/evasion benefit at all) than a thief equip full medium armor and iframe/evasion should be capped not only by frames or time but also like how many hits or how much damage or the skill type or the damage type should the dodge/roll or evasion skills able to evade to further tune the iframe/evasion in detail. I agree with the class element and being careful with it that is why i mentioned in my post about it being limited to a certain number. The issue with some mmorpgs more focused on action combat allows people to chain these iframes together and it feels meh when they can chain it or use it every few seconds. Like i 100% want some iframes but i want combat to be more skillful than spammy. Survivability should be more around skill, blocks, dodges(movement spacing), Dodges (a few iframes with proper CDs). It does add a much higher skill gab when people can spam iframe dodges, but I don't feel it increasing skill ceiling in a good way from that. Creates a kind of frustrating feeling. That is depends on resource management that something need to test over and over, so I hope they will put it in A2 or Beta for people to test how much is good how much feel bad.
Solmyr wrote: » Not going to comment on balance, but I really hope they don't make the dodge animation a roll. Rolling during combat almost always looks silly, no matter how polished you make the animation. A side step\duck or even a slide would look way more convincing.
Neurath wrote: » Sliding from stand still would look shit.
Mag7spy wrote: » Neurath wrote: » Sliding from stand still would look shit. It would not, but you are free to explain why it would and why they would not have animations inbetween. If you are worried about momentum you can say the same thing about rolling from standing...
Neurath wrote: » Mag7spy wrote: » Neurath wrote: » Sliding from stand still would look shit. It would not, but you are free to explain why it would and why they would not have animations inbetween. If you are worried about momentum you can say the same thing about rolling from standing... Have you tried sliding without running? There is a reason for the army to say 'duck, roll and cover'. The army doesn't say 'slip, slide and shoot'.
Mag7spy wrote: » Neurath wrote: » Mag7spy wrote: » Neurath wrote: » Sliding from stand still would look shit. It would not, but you are free to explain why it would and why they would not have animations inbetween. If you are worried about momentum you can say the same thing about rolling from standing... Have you tried sliding without running? There is a reason for the army to say 'duck, roll and cover'. The army doesn't say 'slip, slide and shoot'. I challenge you to roll standing up without momentum in real life.
Neurath wrote: » You get momentum with the duck which translates into the roll and then the momentum can either put you back on your feet or into a prone position. Sliding from a standstill can break your hips or your legs and also get you shot in the face.
Neurath wrote: » I have no qualms with the game looking like a game. The issue I have is the old complaints of 'floaty combat' and in my eyes, random sliding would be more towards the 'floaty combat' side.
Dizz wrote: » Do a roll is easier than do a slide without moving. For example:https://youtu.be/8drDerhPOj0?t=50 at 0:49 don't know why it won't jump to the time stamp I set. I can't find the slide/dash tutorial video but I saw those videos before while learning traditional martial arts just for keep healthy. But they both not really for dodge/avoid incoming attack because they both expose your weakness in different way if you guys want to talk about in that realistic level, in real combat slightly move/turn you body away or deflect the attack are the better ways to avoid incoming attack to do damage to you in close fight, the most easy way is block it. But we don't really make the most easy way "block" good in game, why? because it's make things too easy and boring to play, you forget it's a game, the dodge animations don't need to be super real it's just need to base on reality enough and look great/cool.