Syblitrh wrote: » I think this is a little silly for 2024 being forced to just embrace their incoming attack, no matter how good your hero movement is.
Noaani wrote: » Syblitrh wrote: » I think this is a little silly for 2024 being forced to just embrace their incoming attack, no matter how good your hero movement is. Movement shouldn't be what you use to avoid an incoming attack - that is what abilities like the tanks "reflect" ability are for.
Syblitrh wrote: » For pvp it might be a different story, but for pve mobs, this makes no sense.
Syblitrh wrote: » i don't think you see my point, but ok
NiKr wrote: » Syblitrh wrote: » For pvp it might be a different story, but for pve mobs, this makes no sense. To me it makes total sense. Both are entities in the game that are using the game's rules. That's it. Humans are no different from mobs and vice versa.
Syblitrh wrote: » Go to 21:10, if this normal for you, oh well, i will let others decide if they want to comment on this subject with some constructive feedback.
Pendragxn wrote: » In my opinion, a hybrid combat system needs to strike a balance between tab-target abilities and action combat. That's the whole point—finding that sweet spot. It’s important to balance skill-based defensives with action-based dodging and countering. Some abilities just naturally work better as tab-target, while others feel more intuitive with action combat. For example, if a mob throws a spear using a tab/lock-on ability and I use an action combat skill to dodge, I should be able to evade the attack. It’s all about making sure both systems complement each other and work smoothly together.
Pendragxn wrote: » That’s why I think having a stamina bar is crucial, much like managing mana. Tying stamina to action combat abilities makes sense because it prevents players from constantly evading every tab-target or lock-on attack. If you don’t manage your stamina properly, you shouldn’t be able to dodge everything with just action combat skills. It adds a layer of strategy, forcing players to think about when to use their dodges or counters instead of relying on them endlessly. It helps maintain balance between the two systems, ensuring that neither becomes overpowered.
Syblitrh wrote: » Noaani wrote: » Syblitrh wrote: » I think this is a little silly for 2024 being forced to just embrace their incoming attack, no matter how good your hero movement is. Movement shouldn't be what you use to avoid an incoming attack - that is what abilities like the tanks "reflect" ability are for. i don't think you see my point, but ok
Noaani wrote: » Syblitrh wrote: » Noaani wrote: » Syblitrh wrote: » I think this is a little silly for 2024 being forced to just embrace their incoming attack, no matter how good your hero movement is. Movement shouldn't be what you use to avoid an incoming attack - that is what abilities like the tanks "reflect" ability are for. i don't think you see my point, but ok Let's find out. Your point, as I see it, is that you think players should be able to use regular character movement to dodge attacks. My point is that this isn't what regular character movement is for. The game provides specific activated abilities to perform this specific function.
Syblitrh wrote: » How do you guys feel about the current fight mechanic which the current ranged attack mobs have it implemented?. Currently any mob in the world which is using a ranged attack: spell, throwing spears, arrows, etc, will auto lock on you , no matter if you strafe or try to avoid their direction of attack by moving fast around. I think this is a little silly for 2024 being forced to just embrace their incoming attack, no matter how good your hero movement is. Is this how you guys want?, to be just statues in front of mobs and let the stats dictate our fate?. For pvp it might be a different story, but for pve mobs, this makes no sense. Is like going back to the old click to move, let the mob hit you, and just click skills on the skillbar...