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View Full Version : Few changes to improve the overall combat experience


Yakamoz
10-04-2009, 05:19 PM
1. Add a dodge and charge ability.

By double tapping any direction key you will leap in that direction to avoid incoming missiles or melee attacks. Add a proper stamina cost for it.
1a. Charge.
By double tapping the forward key you would charge at your enemy, closing the gap between you and him even faster then by sprint. Add a proper stamina cost for it so you would be able to use it too often.

2. The combat mechanics improvements.

2a Melee
Make characters to not be able to run while swinging a melee weapon, in the same way as it is now with blocking/parrying. It will put more tactics in melee combat.
Give us a thrust attack. The power strike abilities have a thrust animation and mechanics, use it and give us a thrust/stab to our basic attacks. Just make it much faster to execute so it will be easier to land.
Make chop melee attack to do more damage then a horizontal swing. Promote player skill !

2 b. Archery and Magic movement.
Do the same thing with archery and magic, while you are knocking an arrow or charging a spell, you should not be allowed to sprint. HOWEVER after you do so, you are free to sprint and bunny hop as much you want and skills allow you. It will put the end to the kiting and part of the balance problems. It would make each form of combat: melee, archery and magic to have its strategic place on the battlefield.

2 c. Blocking/parrying
Holding it up should drain much more stamina.
Even better would be if a risen shield or a weapon does not count as a proper blocking/parrying stance after a one second from activating it. After a one second from block/parry activation your opponent would "find" a weakness in your static position and you would mitigate maximum 20 percent of received damage.

2 c. Spells
Start promoting the player skill already !
Make spells without AoE and ray spells to inflict the biggest damage in the game with mediocre mana cost. All AoE based spells with easy targeting mode should have much higher mana cost so you would be able to cast more then 2-3 of them with your full mana pool. If people want to use them make them pay the price of being lazy with aiming.

2 d. Mounted combat and armour.
Rise their health a bit and speed.
Add to the game different types of mount armour to rise their battlefield survivability.
Make 2 handed weapons usable on a mount with penalty to mount manoeuvrability while using them. Give the cavalry its meaning on the battlefield.

lkx
10-04-2009, 06:06 PM
1. Add a dodge and charge ability.

By double tapping any direction key you will leap in that direction to avoid incoming missiles or melee attacks. Add a proper stamina cost for it.
1a. Charge.
By double tapping the forward key you would charge at your enemy, closing the gap between you and him even faster then by sprint. Add a proper stamina cost for it so you would be able to use it too often.


I think that to have this, it's needed this: http://forums.darkfallonline.com/showthread.php?t=193605


However i disagree with points 2a, 2b, 2c (they should be handled in a different way), but i agree with 2d and 2e

Aristos
10-06-2009, 10:50 AM
I love all of them. However, if they simply added player momentum to the physics of the game, the game's melee issues would drastically decrease.

Azraine
10-06-2009, 11:02 AM
something needs to be done, thats for sure. And im hoping this new patch will do some of it, i cant believe they wouldnt balance it a little at least.

Yakamoz
10-09-2009, 07:37 PM
I love all of them. However, if they simply added player momentum to the physics of the game, the game's melee issues would drastically decrease.
I would love to see momentum and some physics added to movement to support rest of much needed changes.

Mourne
11-05-2009, 06:15 AM
I agree with everything said here, including the momentum idea.

In fact, I agree with the other threads linked in Yakamoz's sig also. Great ideas imo. AV should hire this dude...or at least steal all his ideas. :p

Zephon Dark
11-05-2009, 01:08 PM
how exactly do you see
this:


2a Melee
Make characters to not be able to run while swinging a melee weapon, in the same way as it is now with blocking/parrying. It will put more tactics in melee combat.



Plus this:


2 b. Archery and Magic movement.
Do the same thing with archery and magic, while you are knocking an arrow or charging a spell, you should not be allowed to sprint. HOWEVER after you do so, you are free to sprint and bunny hop as much you want


Turning out this:


It will put the end to the kiting and part of the balance problems.


... did I miss something... or are you just high? :p
To clarify, melee being unable to run + swing, while mages get to sprint and hop all they want.. so long as they're cast bar is full..
im confused..

MortalZero
11-05-2009, 02:25 PM
2 c. Spells
Start promoting the player skill already !
Make spells without AoE and ray spells to inflict the biggest damage in the game with mediocre mana cost. All AoE based spells with easy targeting mode should have much higher mana cost so you would be able to cast more then 2-3 of them with your full mana pool. If people want to use them make them pay the price of being lazy with aiming.
.

How is then their rank and the high costs justified on that spells ? They level 90 - 100 and cost tons of reagents for a reason ?

Akatsuki#1
11-06-2009, 10:22 AM
Yet another thread made by somebody that can't understand the concept of fast paced skillful combat? You say promote player skill whilst adressing melee yet don't want people running and swinging? lol, funny.