Greetings, glorious testers!

Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.

To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.

a problem with auto attacks

2

Comments

  • LudulluLudullu Member, Alpha Two
    daveywavey wrote: »
    I think I've missed something here...
    I'd assume you've missed chatgpt :)
  • daveywaveydaveywavey Member, Alpha Two
    NiKr wrote: »
    daveywavey wrote: »
    I think I've missed something here...
    I'd assume you've missed chatgpt :)

    Ugh, they're threatening to start using that at work.
    This link may help you: https://ashesofcreation.wiki/


    giphy-downsized-large.gif?cid=b603632fp2svffcmdi83yynpfpexo413mpb1qzxnh3cei0nx&ep=v1_gifs_gifId&rid=giphy-downsized-large.gif&ct=s
  • ChicagoChicago Member, Alpha One, Alpha Two, Early Alpha Two
    KingDDD wrote: »
    NiKr wrote: »
    KingDDD wrote: »
    While gap closers act as a bandaid fix for initiations, if a melee character must rely on a gap closer to begin a fight they will always be at a disadvantage vs range. Range characters can still hold d to victory unless the gap closer has an extremely low cd.
    It's obviously more complicated that this, but I meant that melee initiation would start in melee range. Obviously if the fight starts at range with both sides ready to fight then melee is at a huge disadvantage, but I don't quite see how gcd would suddenly solve that unbalance. You'd still need to somehow close the gap and then somehow prevent the enemy from increasing the gap again through their own abilities.

    If anything, an instant cast ability would allow that range player to instantly increase the gap, because the melee's abilities would be on gcd after using the gap closer. And if you give off-gcd mechanics to either the gap closer or some of the attacks - you're pretty much using what I'm suggesting except as a crutch for the system.

    Oh you start adding slows from friends and cleanses from enemies and it goes out the window.

    The GCD allows melee abilities to execute within a short (generally 1-1.5sec) window. In this timeframe ping, server tickrate, general server performance, etc are less susceptible to hickups than during a longer timeframes forced animations would have. This allows melee abilities to have a higher chance of success, and makes melee less susceptible to joys of being kited to death.

    While mages would still have this GCD built in, cast times on mage abilities (or any other range except bow kids as the special snowflakes of mmos) are expected and part of playing a range class. The forced animation for them is less damaging as the check has a significantly more forgiving range to execute.

    And bow kids should still have cast times on abilities like
    Dustwall wrote: »
    It's shambolic i thought basic maths would have come in but ofcourse the game is designed for non mechanically gifted individuals, ironically they are the one's that want mmos the most yet fail to grow. Grow and realise that an mmorpg is a combat oriented game, some people will start better than others. If you have trouble selecting a target then you deserve to die, if you have trouble clicking a spell then you deserve to die, if you can't evade an attack then you deserve to die but no nobody seems to have the guts to risk a dime. Honestly they have no idea what they are doing, a melee class wielding a sword should not be able to throw a spear at level 15 but whatever as long as it's not difficult apparently.

    I think you miss the point mate, we understand that as you level you learn new skills and may be able to " throw spears" but as an example that big sword smash ability that fighter has that is an animation lock for 2 -3 seconds, no good player even melee players will ever be hit by that, and connecting something like that on a ranged player that is decent is next to impossible, especially when auto attacks are instant and you can move whilst spamming them
  • DepravedDepraved Member, Alpha Two
    KingDDD wrote: »
    NiKr wrote: »
    KingDDD wrote: »
    Animation locked combat essentially adds a cast bar to every ability. Any melee abilities with longer animations will be unusable in pvp unless the effect happens as soon as the animation is initiated.
    Why though? If all abilities shoot out at the end of the animation (to help with the ping and to give the ability to cancel out or interrupt the cast), the melee ability wouldn't be any different. It would then just come down to the effect of the ability and your timing with it, and probably resource cost as well. You'd burst with your quick ones, but then use the bigger ones after a CC of some kind. Or you start off with the CC, then do your slow animations and then finish off with your fasts ones. All kinds of approaches for all kinds of encounters.

    Add to that the variety that could come with different CD/animation (de)buffs and you have yourself a really deep combat system, rather than "I hit this, everything is on cd so I have time to reposition and hit this, rinse repeat".

    Ping will make those longer abilities unusable. When the server checks for the target being in range the person getting hit has more time to move even a hair out of the range check. This will make ping even more important for melee players as they have to physically be near the target.

    A GCD allows for the server check to happen instantly because you are still locked out of any action for whatever the GCD time may be.

    My guess is it's the reason cast times on abilities for online games have significantly decreased over the past two decades. Excluding Korea, people are just to far from data centers.

    a GCD doesn't allow for the server check to happen instantly, the programmer does ;)

    you can make the skills hit in tab target mode even if the target moves too far away from you.
  • RymRym Member, Alpha Two
    NiKr wrote: »
    Chicago wrote: »
    true true, hopefully we see some infomation about this soon :), i feel like they could even put auto attack on a timer like a gcd or something but we shall see
    Every day I pray for no god damn gcd :)

    There has to be some kind of GCD between active spells, but as long as it doesn't have any impact on the action combat system I'd be okay with it.

    Very false.

    Animation based combat is superior to GCD systems, every ability and skill has it's set animation speed and the combat flow is vastly superior.
    787m8dm96z5g.gif
  • KingDDDKingDDD Member, Alpha Two
    Depraved wrote: »
    KingDDD wrote: »
    NiKr wrote: »
    KingDDD wrote: »
    Animation locked combat essentially adds a cast bar to every ability. Any melee abilities with longer animations will be unusable in pvp unless the effect happens as soon as the animation is initiated.
    Why though? If all abilities shoot out at the end of the animation (to help with the ping and to give the ability to cancel out or interrupt the cast), the melee ability wouldn't be any different. It would then just come down to the effect of the ability and your timing with it, and probably resource cost as well. You'd burst with your quick ones, but then use the bigger ones after a CC of some kind. Or you start off with the CC, then do your slow animations and then finish off with your fasts ones. All kinds of approaches for all kinds of encounters.

    Add to that the variety that could come with different CD/animation (de)buffs and you have yourself a really deep combat system, rather than "I hit this, everything is on cd so I have time to reposition and hit this, rinse repeat".

    Ping will make those longer abilities unusable. When the server checks for the target being in range the person getting hit has more time to move even a hair out of the range check. This will make ping even more important for melee players as they have to physically be near the target.

    A GCD allows for the server check to happen instantly because you are still locked out of any action for whatever the GCD time may be.

    My guess is it's the reason cast times on abilities for online games have significantly decreased over the past two decades. Excluding Korea, people are just to far from data centers.

    a GCD doesn't allow for the server check to happen instantly, the programmer does ;)

    you can make the skills hit in tab target mode even if the target moves too far away from you.

    Yes the programmer chooses when the check happens be it when the button is pressed after the animation has finished or sometime in between. The GCD ensures animations execute in a timely matter to not let your character get hit by AoEs you aren't in. This is usually described as floaty combat by players.
  • KingDDDKingDDD Member, Alpha Two
    Chicago wrote: »
    KingDDD wrote: »
    NiKr wrote: »
    KingDDD wrote: »
    While gap closers act as a bandaid fix for initiations, if a melee character must rely on a gap closer to begin a fight they will always be at a disadvantage vs range. Range characters can still hold d to victory unless the gap closer has an extremely low cd.
    It's obviously more complicated that this, but I meant that melee initiation would start in melee range. Obviously if the fight starts at range with both sides ready to fight then melee is at a huge disadvantage, but I don't quite see how gcd would suddenly solve that unbalance. You'd still need to somehow close the gap and then somehow prevent the enemy from increasing the gap again through their own abilities.

    If anything, an instant cast ability would allow that range player to instantly increase the gap, because the melee's abilities would be on gcd after using the gap closer. And if you give off-gcd mechanics to either the gap closer or some of the attacks - you're pretty much using what I'm suggesting except as a crutch for the system.

    Oh you start adding slows from friends and cleanses from enemies and it goes out the window.

    The GCD allows melee abilities to execute within a short (generally 1-1.5sec) window. In this timeframe ping, server tickrate, general server performance, etc are less susceptible to hickups than during a longer timeframes forced animations would have. This allows melee abilities to have a higher chance of success, and makes melee less susceptible to joys of being kited to death.

    While mages would still have this GCD built in, cast times on mage abilities (or any other range except bow kids as the special snowflakes of mmos) are expected and part of playing a range class. The forced animation for them is less damaging as the check has a significantly more forgiving range to execute.

    And bow kids should still have cast times on abilities like
    Dustwall wrote: »
    It's shambolic i thought basic maths would have come in but ofcourse the game is designed for non mechanically gifted individuals, ironically they are the one's that want mmos the most yet fail to grow. Grow and realise that an mmorpg is a combat oriented game, some people will start better than others. If you have trouble selecting a target then you deserve to die, if you have trouble clicking a spell then you deserve to die, if you can't evade an attack then you deserve to die but no nobody seems to have the guts to risk a dime. Honestly they have no idea what they are doing, a melee class wielding a sword should not be able to throw a spear at level 15 but whatever as long as it's not difficult apparently.

    I think you miss the point mate, we understand that as you level you learn new skills and may be able to " throw spears" but as an example that big sword smash ability that fighter has that is an animation lock for 2 -3 seconds, no good player even melee players will ever be hit by that, and connecting something like that on a ranged player that is decent is next to impossible, especially when auto attacks are instant and you can move whilst spamming them

    Bows generally have cast times but the cast times can still continue while moving. My personal favorite bow class is the shadow warrior for WAR. It fulfilled the edgy legolas fantasy the best of any class I've seen to date.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited March 2023
    Rym wrote: »
    NiKr wrote: »
    Chicago wrote: »
    true true, hopefully we see some infomation about this soon :), i feel like they could even put auto attack on a timer like a gcd or something but we shall see
    Every day I pray for no god damn gcd :)

    There has to be some kind of GCD between active spells, but as long as it doesn't have any impact on the action combat system I'd be okay with it.

    Very false.

    Animation based combat is superior to GCD systems, every ability and skill has it's set animation speed and the combat flow is vastly superior.

    Very false.

    Using animation in this way locks the speed of combat to the speed of the animation. It removes mechanical options for players to pursue.

    The "flow" you are talking about is purely visual flow. It doesnt add anything to how combat feels or plays, just how it looks.
  • LudulluLudullu Member, Alpha Two
    Noaani wrote: »
    Using animation in this way locks the speed of combat to the speed of the animation. It removes mechanical options for players to pursue.
    Doesn't gcd do the same thing though? Unless the gcd is half a second and all animations are shorter than that, but if they all are then how would an animation-based system be any different? And if the gcd is longer, I'd assume most animations would be quite shorter than that. And with different animations on different speeds you'd have more variety in combat pace rather than having a baseline of gcd.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    NiKr wrote: »
    Noaani wrote: »
    Using animation in this way locks the speed of combat to the speed of the animation. It removes mechanical options for players to pursue.
    Doesn't gcd do the same thing though? Unless the gcd is half a second and all animations are shorter than that, but if they all are then how would an animation-based system be any different? And if the gcd is longer, I'd assume most animations would be quite shorter than that. And with different animations on different speeds you'd have more variety in combat pace rather than having a baseline of gcd.

    Only in games without animation cancels or input plinking, but it is probably accurate to assume this is true for Ashes.

    (it is true that most animation-based games offer more mechanical options than GCD games, but these two things are both functionally illusions anyway after a bit, as you described)
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    NiKr wrote: »
    Noaani wrote: »
    Using animation in this way locks the speed of combat to the speed of the animation. It removes mechanical options for players to pursue.
    Doesn't gcd do the same thing though? Unless the gcd is half a second and all animations are shorter than that, but if they all are then how would an animation-based system be any different? And if the gcd is longer, I'd assume most animations would be quite shorter than that. And with different animations on different speeds you'd have more variety in combat pace rather than having a baseline of gcd.

    Many games have varying GCD's. Some abilities have a baseline 0.5 seconds, some go up to a full second, or down to 0.3 etc.

    However, games with a GCD rather than animation can have that GCD be more fluid. If you get a debuff half way through your GCD that increases its duration, that isnt a problem. The duration of a GCD is 100% fluid.

    Having animation speed change half way through the animation never looks good.
  • LudulluLudullu Member, Alpha Two
    Noaani wrote: »
    Many games have varying GCD's. Some abilities have a baseline 0.5 seconds, some go up to a full second, or down to 0.3 etc.

    However, games with a GCD rather than animation can have that GCD be more fluid. If you get a debuff half way through your GCD that increases its duration, that isnt a problem. The duration of a GCD is 100% fluid.
    I mean, to me that just sounds like animation based system but with extra steps.
    Noaani wrote: »
    Having animation speed change half way through the animation never looks good.
    Set the effect as "after the target's next cast their animation/cast speed will be longer" and that's it. It would pretty much do the same thing, unless those debuffs influenced the current gcd as soon as they were cast on the target, but even then, I'd imagine the majority of animations would just be too fast to really notice a half-way-through-the-cast effect.

    Either way. We've been going in circles for too long now. Neither of us will agree on this, so we'll just have to see what Intrepid goes with and then give feedback on that.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    NiKr wrote: »
    Set the effect as "after the target's next cast their animation/cast speed will be longer" and that's it. It would pretty much do the same thing, unless those debuffs influenced the current gcd as soon as they were cast on the target, but even then, I'd imagine the majority of animations would just be too fast to really notice a half-way-through-the-cast effect.

    Yeah, games with debuffs to GCD do indeed often have said debuff take effect mid way through a GCD if that is when it lands on the target. Not all games do it, but some do.

    With animation, I've yet to personally play one (or - play one enough to notice) that has any kind of variation to the animation at all, let alone changing speed mid animation.

    While I could indeed be wrong, I cant imagine an animation that would look as good at 0.25 seconds as it does in 1 second (a common range for GCD in some games).

    To me, any animation designed to look good at 1 second would look stupid at 0.25 seconds, and vice versa.

    Since the only actual point of using animation for this is how it looks to players (the game engine doesnt care), I simply cant see how this could be considered better.

    As to your comment that a GCD system sounds like animation but with extra steps - it's actually the other way around. The games engine uses time, not animation. The animation is just shown to players on top of what could be considered a rigid GCD from the game engine perspective.
  • LudulluLudullu Member, Alpha Two
    Noaani wrote: »
    With animation, I've yet to personally play one (or - play one enough to notice) that has any kind of variation to the animation at all, let alone changing speed mid animation.

    While I could indeed be wrong, I cant imagine an animation that would look as good at 0.25 seconds as it does in 1 second (a common range for GCD in some games).
    If I have enough motivation for it, I'll try checking how it works in L2. I know for sure that atk/cast speed influenced animation speed there, but I don't remember how the animation changed during big buffs/debuffs to those speeds.
    Noaani wrote: »
    As to your comment that a GCD system sounds like animation but with extra steps - it's actually the other way around. The games engine uses time, not animation. The animation is just shown to players on top of what could be considered a rigid GCD from the game engine perspective.
    How many gcd games have the effect at the end of the gcd rather than the start? I'm assuming there's quite a few games that allow you to cancel the animation, but what happens to gcd there? Can you immediately cast another ability or do you have to wait the full gcd?

    I'm guessing EQ2 must've had all of that, because it was too good for its time, but what other mmos have this?
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    NiKr wrote: »
    Noaani wrote: »
    With animation, I've yet to personally play one (or - play one enough to notice) that has any kind of variation to the animation at all, let alone changing speed mid animation.

    While I could indeed be wrong, I cant imagine an animation that would look as good at 0.25 seconds as it does in 1 second (a common range for GCD in some games).
    If I have enough motivation for it, I'll try checking how it works in L2. I know for sure that atk/cast speed influenced animation speed there, but I don't remember how the animation changed during big buffs/debuffs to those speeds.
    Noaani wrote: »
    As to your comment that a GCD system sounds like animation but with extra steps - it's actually the other way around. The games engine uses time, not animation. The animation is just shown to players on top of what could be considered a rigid GCD from the game engine perspective.
    How many gcd games have the effect at the end of the gcd rather than the start? I'm assuming there's quite a few games that allow you to cancel the animation, but what happens to gcd there? Can you immediately cast another ability or do you have to wait the full gcd?

    I'm guessing EQ2 must've had all of that, because it was too good for its time, but what other mmos have this?

    Animation cancel games, short cancels, and games that allow players to activate animation-less abilities or use animation blending, do in fact use the actual animation.

    This is required particularly because the animation frame is the determinant of the hit and hurtboxes, so the intersects have to be seen accordingly.

    Tab Target games with few real hitboxes or short cancels would function the same, but animation based games have the 'windows' based on that, the main thing that matters is that since the frame data for the animation is fairly rigid for many games, it will often seem as though they're the same.

    You can in fact be slowed mid-animation in BDO, Onigiri, Neverwinter, etc, and it will delay your next attack or even cause you to miss the timing on the follow-up, particularly if the cancel window is not very large (MMOs by nature have lenient ones though).
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Azherae wrote: »
    NiKr wrote: »
    Noaani wrote: »
    With animation, I've yet to personally play one (or - play one enough to notice) that has any kind of variation to the animation at all, let alone changing speed mid animation.

    While I could indeed be wrong, I cant imagine an animation that would look as good at 0.25 seconds as it does in 1 second (a common range for GCD in some games).
    If I have enough motivation for it, I'll try checking how it works in L2. I know for sure that atk/cast speed influenced animation speed there, but I don't remember how the animation changed during big buffs/debuffs to those speeds.
    Noaani wrote: »
    As to your comment that a GCD system sounds like animation but with extra steps - it's actually the other way around. The games engine uses time, not animation. The animation is just shown to players on top of what could be considered a rigid GCD from the game engine perspective.
    How many gcd games have the effect at the end of the gcd rather than the start? I'm assuming there's quite a few games that allow you to cancel the animation, but what happens to gcd there? Can you immediately cast another ability or do you have to wait the full gcd?

    I'm guessing EQ2 must've had all of that, because it was too good for its time, but what other mmos have this?

    Animation cancel games, short cancels, and games that allow players to activate animation-less abilities or use animation blending, do in fact use the actual animation.

    This is required particularly because the animation frame is the determinant of the hit and hurtboxes, so the intersects have to be seen accordingly.

    Tab Target games with few real hitboxes or short cancels would function the same, but animation based games have the 'windows' based on that, the main thing that matters is that since the frame data for the animation is fairly rigid for many games, it will often seem as though they're the same.

    You can in fact be slowed mid-animation in BDO, Onigiri, Neverwinter, etc, and it will delay your next attack or even cause you to miss the timing on the follow-up, particularly if the cancel window is not very large (MMOs by nature have lenient ones though).

    In my experience, game developers stopped using actual animation as the basis for timing anything back in the early 1990's. This ties in to computers having turno buttons, and upgrading computers making your existing games somewhat unplayable.

    My understanding (correct me if I am wrong) is that developers now may use a given frame of an animation as a trigger or what ever, but they are not actually using the animation itself.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    NiKr wrote: »
    How many gcd games have the effect at the end of the gcd rather than the start? I'm assuming there's quite a few games that allow you to cancel the animation, but what happens to gcd there? Can you immediately cast another ability or do you have to wait the full gcd?

    I'm guessing EQ2 must've had all of that, because it was too good for its time, but what other mmos have this?

    I cant name any other MMO's that had it happen mid GCD, but we are talking one system and its possibilities vs another system and its possibilities here - and from my perspective the two are basically the same, other than animation as an indicator to players being less flexible.

    Further, since the animation routes main benefit is that it generally looks better (I'm not going to dispute this at all), and since anything that is even somewhat similar to changes to GCD (which include animation cancelling) all kind of look silly, the times the animation route opt to go for that flexibility that the GCS route make easy kind of defeat the original purpose of going the animation route.

    Basically, anyone that has a preference for aesthetics over mechanics really should prefer the animation route. Anyone that prefers mechanics and gameplay though, they should prefer a GCD.

    Obviously that is all working on the assumption that the hypothetical game in question uses either system to its fullest. If they used GCD in a half arsed manner (like WoW), then yeah, I would agree with players that say they dont like it.

    However, if they used animation the way a game like Basketbrawl uses it (you'll need some serious googlefu to fully understand that one), then the opposite would be true.

    Since I am all about gameplay, I obviously dont much care if what is happening on screen looks good or not (within reason). As far as I am concerned, if I am even looking at my character in combat at all I am doing something wrong.
  • SolvrynSolvryn Member, Alpha One, Alpha Two, Early Alpha Two
    I'm going to continue to ignore forum conversations and get to the point.

    We have basic attacks, not auto attacks.

    Maybe they could expand, beyond the most extreme of basic attacks, Outward has this.

    But that may be wishful thinking.
  • DepravedDepraved Member, Alpha Two
    the only use of GCD is to mask latency issues. it doesn't necessarily make gameplay better or worse. its annoying though
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Pretty sure Ashes does not have auto-attack.
    Are we talking about basic attack, here??
  • ChicagoChicago Member, Alpha One, Alpha Two, Early Alpha Two
    Dygz wrote: »
    Pretty sure Ashes does not have auto-attack.
    Are we talking about basic attack, here??

    Yes we are, the problem is that as of right now there seems not much point using anything but basic attack and its spammable wich makes other skills basically useless atm im not sure how scaling will work, but the idea of melee having an invisible cast bar on attacks is super bad, melee will be rooted in place while someone with a wand can just range them spamming auto attack with no gcd or cooldown
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Chicago wrote: »
    Dygz wrote: »
    Pretty sure Ashes does not have auto-attack.
    Are we talking about basic attack, here??

    Yes we are, the problem is that as of right now there seems not much point using anything but basic attack and its spammable wich makes other skills basically useless atm im not sure how scaling will work, but the idea of melee having an invisible cast bar on attacks is super bad, melee will be rooted in place while someone with a wand can just range them spamming auto attack with no gcd or cooldown

    Why would melee be rooted in place?
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • ChicagoChicago Member, Alpha One, Alpha Two, Early Alpha Two
    edited March 2023
    Azherae wrote: »
    Chicago wrote: »
    Dygz wrote: »
    Pretty sure Ashes does not have auto-attack.
    Are we talking about basic attack, here??

    Yes we are, the problem is that as of right now there seems not much point using anything but basic attack and its spammable wich makes other skills basically useless atm im not sure how scaling will work, but the idea of melee having an invisible cast bar on attacks is super bad, melee will be rooted in place while someone with a wand can just range them spamming auto attack with no gcd or cooldown

    Why would melee be rooted in place?

    Go and watch some of the animations of the fighter, there is a big overhead swing that literay roots you for 2ish seconds, now imagine trying to connect that on a ranger or mage
  • LudulluLudullu Member, Alpha Two
    Chicago wrote: »
    Go and watch some of the animations of the fighter, there is a big overhead swing that literay roots you for 2ish seconds, now imagine trying to connect that on a ranger or mage
    11:57 onward the dev literally says "yeah, there's a bit of root here and there, but attacks always respect your WASD inputs"
    https://youtu.be/t3LydR8VssY?t=717
  • ChicagoChicago Member, Alpha One, Alpha Two, Early Alpha Two
    NiKr wrote: »
    Chicago wrote: »
    Go and watch some of the animations of the fighter, there is a big overhead swing that literay roots you for 2ish seconds, now imagine trying to connect that on a ranger or mage
    11:57 onward the dev literally says "yeah, there's a bit of root here and there, but attacks always respect your WASD inputs"
    https://youtu.be/t3LydR8VssY?t=717

    https://m.youtube.com/watch?v=t3LydR8VssY
    Look at 10:55 and tell me how this would respect your wasd, there cant be a little bit of a root and respect full control its one or the other
  • ChicagoChicago Member, Alpha One, Alpha Two, Early Alpha Two
    Chicago wrote: »
    NiKr wrote: »
    Chicago wrote: »
    Go and watch some of the animations of the fighter, there is a big overhead swing that literay roots you for 2ish seconds, now imagine trying to connect that on a ranger or mage
    11:57 onward the dev literally says "yeah, there's a bit of root here and there, but attacks always respect your WASD inputs"
    https://youtu.be/t3LydR8VssY?t=717

    https://m.youtube.com/watch?v=t3LydR8VssY
    Look at 10:55 and tell me how this would respect your wasd, there cant be a little bit of a root and respect full control its one or the other

    And then please tell me how this would ever connect on any decent player with dodge mechanics
  • LudulluLudullu Member, Alpha Two
    Chicago wrote: »
    Look at 10:55 and tell me how this would respect your wasd, there cant be a little bit of a root and respect full control its one or the other
    I mean, there's this thing called "variety". Not every single damn move gotta be the same or function in the same way. They just gotta balance the hammer's dmg correctly, because it's a bigger risk to use it.
    Chicago wrote: »
    And then please tell me how this would ever connect on any decent player with dodge mechanics
    There's this other little thing called "CCs". You limit your opponents movements in any way and then use the hammer. And again, if the dmg is properly balanced, that hammer strike will deal a big chunk of hp, so you set your target up to get hit and smash 'em.
  • ChicagoChicago Member, Alpha One, Alpha Two, Early Alpha Two
    NiKr wrote: »
    Chicago wrote: »
    Look at 10:55 and tell me how this would respect your wasd, there cant be a little bit of a root and respect full control its one or the other
    I mean, there's this thing called "variety". Not every single damn move gotta be the same or function in the same way. They just gotta balance the hammer's dmg correctly, because it's a bigger risk to use it.
    Chicago wrote: »
    And then please tell me how this would ever connect on any decent player with dodge mechanics
    There's this other little thing called "CCs". You limit your opponents movements in any way and then use the hammer. And again, if the dmg is properly balanced, that hammer strike will deal a big chunk of hp, so you set your target up to get hit and smash 'em.

    Oka
    NiKr wrote: »
    Chicago wrote: »
    Look at 10:55 and tell me how this would respect your wasd, there cant be a little bit of a root and respect full control its one or the other
    I mean, there's this thing called "variety". Not every single damn move gotta be the same or function in the same way. They just gotta balance the hammer's dmg correctly, because it's a bigger risk to use it.
    Chicago wrote: »
    And then please tell me how this would ever connect on any decent player with dodge mechanics
    There's this other little thing called "CCs". You limit your opponents movements in any way and then use the hammer. And again, if the dmg is properly balanced, that hammer strike will deal a big chunk of hp, so you set your target up to get hit and smash 'em.

    I mean fair enough, we wont see how it works till alpha 2 but i feel youre missing the point of the post, you cant sell me locked animations on a melee character in a pvp game as variety but everyone is entitled to their own opinion 😁
  • LudulluLudullu Member, Alpha Two
    Chicago wrote: »
    I mean fair enough, we wont see how it works till alpha 2 but i feel youre missing the point of the post, you cant sell me locked animations on a melee character in a pvp game as variety but everyone is entitled to their own opinion 😁
    You concentrated on a singular ability, while pretty much the whole showcase was about "look, you move and strike, just as many people wanted".
  • ChicagoChicago Member, Alpha One, Alpha Two, Early Alpha Two
    NiKr wrote: »
    Chicago wrote: »
    I mean fair enough, we wont see how it works till alpha 2 but i feel youre missing the point of the post, you cant sell me locked animations on a melee character in a pvp game as variety but everyone is entitled to their own opinion 😁
    You concentrated on a singular ability, while pretty much the whole showcase was about "look, you move and strike, just as many people wanted".

    Yeah we have only seen 1 or 2 abilities from the fighter, that ine and the ine tjat spins around like a whirlwind, also locks, we havnt seen much from.other classes,
Sign In or Register to comment.