I know that Steven has said that they are leaning more towards Split Body Melee Combat in the recent Development Update this past August, but I feel the unpolished version of the Root Motion Combat left a bad impression during the Alpha 1 testing. I also understand that Intrepid is currently more focused on making some of the core aspects of the game function properly. There are also aspects, such as servers and ping, that may also influence certain design decisions when making an MMORPG, but I hope that some of the talents in Intrepid's team that came from Planetside 2 can tackle those issues well. However, if Intrepid has the time and resources to reconsider their decisions regarding Melee Combat I would like to provide some references of games that do Root Motion Melee Combat well (Regardless of genre) and my take on "True Hybrid Combat".
I want to preface by saying that I have very limited experience and knowledge of the MMORPG genre, and seeing Intrepid's transparency about their game development, compared to other developers, made me want to broaden my gaming horizons with their game. I've only played ESO until about Lvl 20 with an Xbox controller on PC and stopped because their melee combat left me "unexcited and unengaged". I come from a history of playing Tekken 7, Dragonball FighterZ, Super Smash Bros. Ultimate "competitively" with friends (Items off, legal stages), Monster Hunter Rise, Dark Souls 3, Gears of War, Halo, and League of Legends to name a few...
So, a recent game called Naraka Bladepoint is a Melee Combat focused Battle Royale that has pretty solid Root Motion Melee Combat (Haven't played yet, only watched videos). Usually the Battle Royale genre is Shooter Combat focused but Naraka Bladepoint managed to break the mold and create a different and well received game among the genre (For now because it's currently $20 and has micro-transactions). I believe that AoC can "break the mold" in the MMORPG genre by improving their Root Motion Melee Combat alongside their Node System and Large Scale Seige Modes. In my opinion, I feel like the best way to truly live up to their Hybrid Combat design philosophy is to allow both polished versions of Split Body Melee Combat and Root Motion Melee Combat in tandem with Tab Target and Action Combat Mode. Intrepid has partially achieved this by allowing players to toggle between the A/B Melee Combat in the Alpha 1 testing, so why not build on that? I know what I'm asking may be a bit too much of the team, but maybe some of the community and I are willing to "Theory Craft" how this would work and be balanced to a degree.
Excuse me if the video comes off a bit bias, but I want people to focus on how Root Motion Melee Combat works in
Naraka Bladepoint. The game uses both the LMB and RMB to perform different combos which may clash class with AoC's current design, but I feel like we can discuss that conflict in the comments.
An older game that is an "MMORPG" that has incredible Root Motion Melee Combat is Vindictus (Also haven't played it yet. It's Free to Play so try it out yourselves if you have the time and space. Can be very lewd with cosmetics, beware of micro-transactions!). The video references I'm about to provide shows multiple weapon classes so it can be a long watch. Feel free to skip through parts of the videos to get a rough idea of how melee combat works.
NOTE!!!: Some of the cosmetics can be
NSFW so
Click At Your Own Discretion! especially
This Link! The reason for the second video is to show how even Ranged Weapon classes can be done well with Root Motion Combat with a somewhat "Tab Target" feeling combat mode.
In my opinion another thing to make combat in general feel more fun and engaging is to make enemy A.i. more dynamic during combat which is discussed in
this thread. In short, I also want enemies to move around and be tactical during combat, not just stand in one place and pivoting on rotation while attacking the one player who is "Aggro'd" or "Threatening" (pardon my terminology). I think a good enemy design is not just something that has a lot of health and deals a lot of damage, but one that can challenge the player by
ALSO challenging the mechanics built into the system. A great example is in Monster Hunter Rise when they implemented the Wire Bug mechanic. It's super fun to zip around the monsters and find new ways to battle them, but it made combat too "easy and somewhat boring" after a while to veterans of the series and even to some new players. Part of the reason being is that the older monsters didn't upgrade their combat capabilities to the new Wire Bug mechanic given to the players. Newer monsters to the series (Magnamalo, Narawa, Ibushi, and Almudron-debatable) felt more fun and engaging because they were designed to challenge that very new mechanic, but only a handful of monsters did that.
So with all that being said, I'm not asking for AoC's combat to be exactly like the games I've referenced, but I think it would be a good start for Intrepid to be able to implement certain aspects of these games into their own. I feel like good Root Motion Melee Combat can be another form of "Rotation" for players that like to main in melee weapon combat with "Combos" seen in Fighting Games. I know that Intrepid and other people in the community don't want AoC to be a "Fighting Game", but it gives other players that do like those kinds of games a choice and reason to have fun and be engaged with the melee combat system if they ever decide to try out Ashes of Creation. Ashes of Creation isn't going to be for everyone, but I just wanted to share my thoughts to hopefully get as many people possible to enjoy the game
Thank you for listening to my TED Talk. Let me know what you guys think!
TLDR: Me greedy needy and like to bonk things with weapon in interesting ways. Please help