NiKr wrote: » While that kind of thing is fun and all, I don't really think that it would work nicely in an mmo setting, let alone a high fantasy one. Do you expect a magic explosion to throw hundreds of people in all directions? How would blocking influence that if at all? What about that fighter whirlwind attack? What if the fighter used a hook-shaped polearm. Would the ability hook in several people and twirl them around?
Azherae wrote: » It's fine, it works decently in Absolver. Comboing a frame perfect air roundhouse with your friend's Shockwave against five enemies at a time is the best feeling. Would it work with hundreds of people? It might look a little weird but for most things it'd probably be fine. Imagine it for BOSSES. It'd be great.
NiKr wrote: » Azherae wrote: » It's fine, it works decently in Absolver. Comboing a frame perfect air roundhouse with your friend's Shockwave against five enemies at a time is the best feeling. Would it work with hundreds of people? It might look a little weird but for most things it'd probably be fine. Imagine it for BOSSES. It'd be great. But Absolver seems to be a hand-to-hand combat fighting game. Some ragdoll physics are fine for that and their combat seems to account for some minimal loss of control over your character if you got badly hit. I'd personally dislike if my character loss control in a ragdolly way during a fight in a non-fighting mmo. Especially when there's a ton of magic that "supposed to" throw me around like there's no tomorrow. The boss slamming the ground and throwing people around might look cool, but I'm not sure if it'd fly with most players.
Azherae wrote: » Fighter does 'Spin-To-Win' and if you get hit, you can't use abilities. This seems to be possible now. I'm sure there's a difference, but I'd rather 'I got knocked over and rolled backward' as a more visceral visual indicator of the Fighter's ability working, than 'Ok the word stagger came up over my head and my hotbars turned red/black for 1.2s'.
NiKr wrote: » Azherae wrote: » Fighter does 'Spin-To-Win' and if you get hit, you can't use abilities. This seems to be possible now. I'm sure there's a difference, but I'd rather 'I got knocked over and rolled backward' as a more visceral visual indicator of the Fighter's ability working, than 'Ok the word stagger came up over my head and my hotbars turned red/black for 1.2s'. Guess this is the main source of difference in our opinions then. I'd rather stay 3s in a stun than be thrown around as a ragdoll. That's most likely just my L2 bias showing again, but it somehow feels better to me. It might also come from the nature of the ragdoll physics. Usually ragdoll means a pretty long animation, and if it's somehow animated super quickly it just looks like shit. And while I'm completely fine with super long stuns, I'm sure others aren't (as pointed out by your "1.2s" comment). And I just don't see how a properly ragdoll physics could be faster than 1.2s and not look like shit.
Azherae wrote: » BDO actually drives me crazy sometimes for this reason. They enforce the 'knockdown' being at the 'MMO' tier of time frames and it just feels like my character is taking FOREVER to react or get up, because an 82 frame knockdown is an ETERNITY to me.
Azherae wrote: » Considering ONLY the 'fall and hit' animations here, please ignore the fighting game happening all around that.
akabear wrote: » And perhaps interesting pvp/pve plays when hit to propel players/mobs into each other. Moreover the dynamics of the interactions than the solution per se.