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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Ranged Mobs: Impossible to Counter if you are in their attack range
Syblitrh
Member
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...
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...
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Comments
Movement shouldn't be what you use to avoid an incoming attack - that is what abilities like the tanks "reflect" ability are for.
I'll be content enough as long as there's access to active dodging balanced around resource costs and/or cooldowns
Sure, but then i will ask this, why you can avoid a melee attack coming from a mob, but you can't escape an arrow, spear. An arrow should shoot straight and not have an auto homing lockON like modern missiles. Just saying...
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.
https://www.youtube.com/watch?v=-oSBNQ8VjTo
Also, as I said, both players and mobs are in-game entities with the same rules, so I do hope/expect some mobs to be more action-combaty than purely tab. Imo that would only be fair.
But mobs turning around after their tab target is more than fine for me.
If that's the case, i hope bosses will follow the same principle, and when the boss does AOE projectiles, to not miss a single target
I would love that
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.
'You don't use movement to dodge' has to be one of the funnier things to come out of a person's keyboard
I did not log in to write an essay. I simply logged in to show support for actual gameplay rather than gimmicks and stat sticks.
In my opinion, a rage meter for melee classes would work well, similar to the momentum system we saw in one of the preview videos. A stamina meter should be tied to combat abilities, as well as active dodge and block, to balance usage. As for mana, it should remain as it is, with a range of skills—whether tab-targeted or action-targeted—requiring mana for activation.
This said they always move around rapidly, so they will always hit, as long the player was in sight at the moment when the (ranged) attack left the mob, here the magicial red spear.
However, I get what you mean—it might seem outdated with the tab-targeting system. But if they can nail the balance between action combat skills and the hybrid combat system, it might not feel too bad. Action combat is probably more like New World, where you actually have to aim your attacks, making it more skill-based. That doesn’t mean you can’t have a system where action combat works alongside tab targeting, but maybe those attacks hit harder when landed, or there’s a defensive action skill that lets you evade being target-locked or something similar.
Again, some systems, skills, and abilities just work better as tab-targeting, while others are more suited for action combat.
Just to add, I don’t think everything should be tab-targeted like in WoW, because that’s just horrible, mindless key mashing. It feels awful—it’s neither responsive nor intuitive, and it’s outdated compared to modern game mechanics.
"Good" hero movement is a game abstraction, though.
Characters in MMOs often move without any true momentum, if you move fast enough to dodge an arrow, then you also shouldn't be able to easily 'stop' that motion.
But many MMO players don't like games where they don't have total control over their character, even to the point where they don't like having to slow down before they change direction. So, games give them a dodge roll, which solves 'both issues'.
Would you be fine with it if the dodge roll was the only way to dodge projectiles? It could probably be coded so that a locked-on projectile loses its target if the player uses their dodge roll.
when it came to PvP you didn't just watch HP bars you had to watch stamina too. if you blew your cooldowns and the other player had enough stamina you wasted your cooldowns. A lot of fights depending on the type of person you are and who you face off with will have you dancing around and striking when you have the opportunity.
one thing that does really suck about active combat is the people who cheat. Aim bots will be a thing and I'm not positive but it felt like people also have roll assist as well. often times I would come up behind a player who would be focused on enemies in front of him and the guy would dodge me while using a fast gap closer on him while he stayed focused on the people in front of him. Can't say for certain these people cheat but something felt sketchy as hell as I put thousands of hours into the game
Not only do you not use movement to dodge, you don't use dodge to move.
Is the notion of a dodge ability that foreign to you?
The notion that moving can cause an attack to miss in a game with tab target mechanics is absolutely off the charts in terms of naivety.
that is determined by if the what you're dealing with is hitscan or projectile, older MMOs relied on hitscan but modern technology can use projectiles which changes things
then what is it a farming simulator?
I'm talking about a gameplay perspective.
Tab target systems don't give me the ability to predict your movement or anything. I can cast a spell or fire an arrow "at you", and that is it. If you can just move to get out of it's way, it makes you invulnerable to single point ranged attacks in a tab target system as long as you are moving.
there's no logic in your thinking, you're acting like if you can dodge an arrow everyone will dodge every arrow. they could just make side stepping and dodging take up stamina also the person would have to be quick enough. if the target is running left to right or vice versa then you would need to take off tab target and lead your shot.
I think the problem is a lot of you don't want to get good you want to cheese the game using archaic systems
The concept of neeing to take off tab target in order to hit a moving target is a non-starter.
Edit to add; I'm fairly sure it was very early 2019 when I first mentioned that defense is the single biggest issue in trying to combine tab and action combat. You can't have a system where someone using a tab target ability is able to have that shot not hit due to an action combat defense, but you also can't have a situation where an action combat attack hits the target, but due to the target having a high dodge or block stat, isn't registered as a hit.
The two don't work together, and I don't have an solution for it.
Sure, lots of ranged attacks should hit their target, and not be dodge-able. Such as the case of a fast moving projectile like an arrow or single target magic attacks.
Yet, if there is a ranged ability, that is coming your way, has a visible trajectory and travel time you can track and estimate. You should be able to take 5 steps to get away from it.
These should be the ground target aoe's the enemy has to actually aim at you. We shouldn't really have telegraphs on the ground for everything either, but there should be some skill expression on both sides. On one side the person aiming the skill in your general direction, and the other side the person paying attention to the stuff and moving.
Skill expression in gameplay for people that can watch stuff, and aim skills / move out of the way of them should reward people that don't stare at hotbars like a bot.
And there should not be a generic active dodge that everyone gets. Instead if it makes sense for the job for some quick movement, like a mage with blink.
Some things should be slow enough for you to decide to move out of the way, such as the cool mage lightning ball. And others should be quick, where you either get hit even if you see it, or you use a movement skill to be somewhere else in a hurry.
I stand corrected. This is the funniest thing to come out of someone's keyboard.