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I don't find the new video that helpful or meaningful, even if viewed by less familiar people, partially because we're 'so far past all of it'. It might help someone who understands none of this, but I don't see anything in it that would help us, or Intrepid, improve anything (assuming they were listening to feedback thus far).
The thing is, they've never explicitly said 'we're going to make Action-like Combat', they've said 'we're going to make Action style skills, and you can do a few of those, and we'll give you an Action Targeting Reticle', so at the moment, regardless of anything, there's no guarantee (even based on the floated design spec) that 'melee Action Combat', even the most basic form, will be a thing that they consider. The section on enemy design is also kind of 'flat', again, if it's meant to be 'helpful'.
In other (unfortunate?) news, I've had reason to run data analysis on the original Combat Discussion thread and one other, and have explicitly found 'those people who want to be able to block with Dual Daggers'.
Since my design stance is in fact 'never take anything from players unnecessarily' and my group is kind of upset that I'm supporting a model they oppose, that no one else is showing support for at the moment, I'm requesting that anyone who agrees with Cypher explicitly that only certain weapons should be able to block or even that the block mitigation should be particularly different/large, say so, otherwise it's
technically
like 7 to 1 against in this discussion.
I'm still not going to shift, for now, because there's other useful things to discuss without touching that 'part of the whiteboard'.
For now, I'm going to move to 'single small enemies that Ashes already has'. Assume Sword and Shield
Tank
vs any 'Charger' enemy.
The Charger has a Pounce. Doesn't matter if this is from a Lunge attack style or 'because they have the equivalent of Onslaught'. It knocks down. The
Tank
can't use offensive abilities or Brace properly when knocked down, only activate defensive abilities and hold Block (Brace, in this case, being 'what prevents them from getting a Bleed status).
If blocked, this staggers them back a tiny bit instead, does some damage, but that's all.
Levels of player engagement added:
A
Ranger
or
Mage
player has to adjust their aim slightly, at minimum. The
Tank
has to see this move and block it or dodge it depending on their group. If fighting for long enough, the group is slowly pushed backwards even if they do block it. A group of these enemies becomes much more dangerous and hard to find timing to do damage (to me this is the most important difference compared where we are now as of Alpha-1) because even though the Pounce is triggered by some AI decision and isn't necessarily very common at close range, 'close range' keeps changing slightly.
If the
Tank
loses hate or they were fighting two, and didn't have as much hate on another (forcing them to focus on this) and the
Ranger
or
Mage
have projectile damage, they have to worry about the movements of the two enemies resulting in them 'hitting the wrong one' and buliding it up. If that one then 'lands a Pounce on the
Tank
' and does enough damage to switch attention to someone else, that someone else is now the next Pounce target and they have to be ready. The
Tank
has to get that Charger back on themselves or the group can decide to burst that one down if it was the main one that had been low on Health, allowing them] to focus on building hate on the higher HP one. A pretty standard thing for a 'good player' to do, but still a learnable skill/way of thinking that allows a player to improve.
The
Cleric
now has to think about how to deal with the enemies other than just 'rapid healing' if they have options. Just healing might not be enough and the second Charger might end up on them if a Pounce lands. Applying anything to the Charger to help avoid the Pounce landing while the
Tank
still has hate might be better even in the mid-term, and even against a single Charger if the group is 'pushing their limits' a bit. Being able to see the knockdown, know that there's a chance of Bleed stacks, and responding to that while hate is still focused, also good.
Fighter
and
Rogue
at least need to reposition a little, and if 2x Charger can 'react to the
Tank
losing control of the lower HP one' by increasing their output for the burst-down. They were probably going to do this anyway, but they at least have to consider 'what is my most efficient option for movement, to do damage to this enemy who is now near someone else' (assume the
Ranger
or
Mage
accidentally built up too much hate using crits, after all, if you're not riding just a tick or two below the
Tank's
hate line, you aren't doing Max DPS, right?)
[Insert another 3 pages of more specific effects on design here]
This is achieved by adding 'a Pounce' (which might already exist), a slight telegraph of that Pounce, and a Knockdown. I think it requires nothing else, and it doesn't have to touch on any debates or AC vs TT, Split Body vs Root, or blocking mitigation values (it does touch on 'what you can do while knocked down' and 'Block' vs 'Brace' effects on CC).