Chicktopus Posted October 5, 2012 Share Posted October 5, 2012 Good day, forum dwellers! I have two ideas on how to make some (relatively) minor changes, which I feel will revolutionise the PvE aspect of this game. They will be split in to two posts so that they do not become diluted and each point can be critically analysed. Please keep feedback constructive. The first suggestion: Changes to the default attack model -- use movement to vitalise combat. One of my major qualms with this game is that combat feels stagnant -- in a broad sense, you and your opponent stand and face each other until one of you falls over, which, aside from detracting from immersion, makes each fight feel exactly the same. In order to make this kind of combat a little more exciting I propose controlled dodges, rolls etc. be added. - What do I mean? Simply: Double tap left to dodge left. These dodges can range from quick sidesteps (quick, double-taps of a direction), dives (direction and jump) to full-on rolls (double-tap and hold). These dodges will be initiated by the keypress and controlled by the mouse. For example: If you roll, you can use your mouse to partially control the arc of movement. - Why? To make combat more immersive and cinematic by providing damage reduction of the incoming attack(s) as motivation. Note that I am not suggesting dodges completely avoid all incoming damage, rather they mitigate it, depending on the player's dodge rating, type of incoming attack (aoe, cleave, single-target) and the type of dodge. What this means is that larger dodges will reduce more damage but also prevent the use of abilities for longer. - What issues does this raise? This obviously raises a balance issue with NPCs, which is why they will also be able to dodge/counter dodge. This new mechanic will mean fights are much less 'contained', yet feel much more immersive and provide additional levels of play. This also kinda screws with rotations, doesn't it? In the interest of maintaining steady combat, the default attack will be redesigned to an auto-attack, freeing up (in some cases much-needed) space on action bars Damage from auto-attack may also need to be increased to compensate for the dps loss of dodging. Abilities would still function as they always have, and will only work if range permits. Larger enemies will probably not be able to dodge in this manner, however players may still partially dodge some of their more powerful abilities. - What about PvP? In PvP, I can see this spicing things up a little as well, but as a primarily PvE player, I'd appreciate some feedback as to how this may change things. I look forwards to your feedback! Link to comment Share on other sites More sharing options...
currann Posted October 5, 2012 Share Posted October 5, 2012 (edited) I like the idea, it would definitely make combat more interesting all around. "This also kinda screws with rotations, doesn't it? In the interest of maintaining steady combat, the default attack will be redesigned to an auto-attack, freeing up (in some cases much-needed) space on action bars Damage from auto-attack may also need to be increased to compensate for the dps loss of dodging. Abilities would still function as they always have, and will only work if range permits." I disagree with the auto attack, though. You make a great point with making combat more dynamic with dodges, but, IMO, putting the auto attack in makes it less dynamic. It should be a choice, whether to dogde or DPS. But that is just my opinion Edited October 5, 2012 by currann Link to comment Share on other sites More sharing options...
Cakellene Posted October 5, 2012 Share Posted October 5, 2012 I like the auto-attack, but not the reactive combat. Link to comment Share on other sites More sharing options...
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