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Ranged Mobs: Impossible to Counter if you are in their attack range

SyblitrhSyblitrh Member
edited September 23 in General Discussion
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...
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Comments

  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    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.
  • 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 :)
  • LudulluLudullu Member, Alpha Two
    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.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    Tab systems will always disappoint as it saps so much potential skill expression from the combat, but it's easier for the devs to balance when they only need to consider stats.

    I'll be content enough as long as there's access to active dodging balanced around resource costs and/or cooldowns
  • FlankerFlanker Member, Alpha Two
    Syblitrh wrote: »
    i don't think you see my point, but ok :)
    Get used to that individual. It's a local clown who's got a finger in every pie
    n8ohfjz3mtqg.png
  • 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.

    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
  • LudulluLudullu Member, Alpha Two
    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.
    Do you mean the spear throw at 21:14? The mob simply turns around and throws it. You can see it if you go frame by frame.

    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.
  • 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: »
    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.

    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 :)
  • LudulluLudullu Member, Alpha Two
    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.
    I do agree that active dodging should boost your evasive stats, so that skillful players might build less into evasion if they believe they can dodge all the dangerous stuff.
  • 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.
  • 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.

    I would love that :)
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    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.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    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.

    'You don't use movement to dodge' has to be one of the funnier things to come out of a person's keyboard
  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    We are at the point now where I know the game is not for me. The issues around active dodge, active block, hybrid targeting system, the fact environment and mobs are bought from the Unreal asset store and barely changed (Look up Tumuck and the tree weapon for a start) then my suspicions were confirmed with the recent dragon raid - no actual improvements since the first showcase despite a whole dev thread about feedback the first time. I am all about skill over rng and you have highlighted my main issue with the combat too.

    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.
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  • PendragxnPendragxn Member
    edited September 23
    I don’t believe there’s anything preventing them from incorporating an active dodge or block system. However, it’s essential to have safeguards, like linking it to stamina, to prevent abuse. That said, we’re still in the early stages of pre-alpha testing, so things could change.

    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.
  • That's ok since this is not an arcade game like Street Fighter or Marvel vs Capcom. what will determine if an attack will become a hit should be the skills and stats
    PvE means: A handful of coins and a bag of boredom.
  • Mobs use tab targeting, thats ok.
    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.
  • PendragxnPendragxn Member
    edited September 23
    This is just my opinion, but while it can be tricky to balance, it’s not impossible to implement an active dodge or block ability. For example, using right-click to hold and block, or space to dodge roll, could work. However, that doesn’t mean you should be able to block all abilities or dodge roll away or through every attack. Instead, it could be limited to some attack types, with stronger abilities or AoE attacks requiring the use of active skills to block or mitigate.

    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.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    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...

    "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.
    Sorry, my native language is Erlang.
    
  • ApokApok Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited September 23
    Actual dodging would be rough to implement in an MMO in my opinion. they would need to work with iframes which I actually prefer. When tanking in new world you could iframe and active block I would get to know fights and would balance myself out by iframing really hard hits that did both high HP or high stamina damage. multiattacks were usually face tanked and anything else I would active guard sometimes I face tank instead of the other two because the stamina damage would break my block and leave me vulnerable and also allowed me to use my passive cooldowns like take less damage at full health with a cooldown on it.

    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
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Caeryl wrote: »
    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.

    'You don't use movement to dodge' has to be one of the funnier things to come out of a person's keyboard

    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.
  • WarRathWarRath Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited September 24
    Ashes is not an action based MMO; therefore, if you want to play an action MMO I may suggest NW
    ivpyvbbwcuwd.png
  • ApokApok Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited September 24
    Noaani wrote: »
    Caeryl wrote: »
    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.

    'You don't use movement to dodge' has to be one of the funnier things to come out of a person's keyboard

    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
    WarRath wrote: »
    Ashes is not an action based MMO; therefore, if you want to play an action MMO I may suggest NW

    then what is it a farming simulator?
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Apok wrote: »
    Noaani wrote: »
    Caeryl wrote: »
    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.

    'You don't use movement to dodge' has to be one of the funnier things to come out of a person's keyboard

    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
    I wasn't talking about from a technological perspective.

    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.
  • ApokApok Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Noaani wrote: »
    Apok wrote: »
    Noaani wrote: »
    Caeryl wrote: »
    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.

    'You don't use movement to dodge' has to be one of the funnier things to come out of a person's keyboard

    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
    I wasn't talking about from a technological perspective.

    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
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited September 24
    Apok wrote: »
    they could just make side stepping and dodging take up stamina also the person would have to be quick enough.
    And you now have - functionally, at least - a dodge ability.

    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.
  • TaerrikTaerrik Member, Alpha One, Alpha Two, Early Alpha Two
    Can't say I agree with a lot that was said here.

    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.
    ptZBAr9.png
  • KingDDDKingDDD Member, Alpha Two
    edited September 24
    Basic attacks on mobs guaranteeing damage is fine. As long as mobs have some variety in abilities with player interrupts, cc, burst damage, etc allow for some varied gameplay and uniqueness to different mobs. Actively dodging every single skill in the game is pretty meh. Games like GW2 feel extremely spammy due to the active dodge, ridiculous overall movement, and class design.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    Noaani wrote: »
    Caeryl wrote: »
    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.

    'You don't use movement to dodge' has to be one of the funnier things to come out of a person's keyboard

    Not only do you not use movement to dodge, you don't use dodge to move.

    I stand corrected. This is the funniest thing to come out of someone's keyboard.
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