I don't like action combat, and it could very potentially stop me from playing

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Post by Ludullu on 2022-07-20 13:36:46

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If anything, sometimes it's easier to hit someone in action combat than in tab, cause evasive builds can get quite absurd.

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Post by Ludullu on 2022-07-20 14:15:05

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I don't remember if I've stated this outright before, but, on the off chance I haven't, here it is: I find it unbelievably dumb to have evasion in an action combat game. Why da hell do you build your game around physical player skill and then literally fuck it all up by introducing system-based evasion to it. So to me, the fact that BDO also has evasion sounds just like a huge negative rather than smth to praise.

And when it comes to hybrid, I personally would be completely fine if my tab attacks had a chance to miss, while my action attacks would always hit on target if I hit that target with my attack.

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Post by Azherae on 2022-07-20 16:29:39

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I don't remember if I've stated this outright before, but, on the off chance I haven't, here it is: I find it unbelievably dumb to have evasion in an action combat game. Why da hell do you build your game around physical player skill and then literally fuck it all up by introducing system-based evasion to it. So to me, the fact that BDO also has evasion sounds just like a huge negative rather than smth to praise.

And when it comes to hybrid, I personally would be completely fine if my tab attacks had a chance to miss, while my action attacks would always hit on target if I hit that target with my attack.

An Action Combat game can reasonably implement evasion by using soft lock/sticky reticle targeting and simply applying the Evasion relative to center mass/hurtbox center of the target. This would create a situation in which positional changes as a result of attacks both in PvP and PvE would work as 'accuracy debuff' for people who are very skilled and 'detarget' for those who are less skilled or for whom the fight is harder somehow.

The stat itself can then remain the same in PvP and PvE, and Tab Target can be used relative to the stat directly.

It also creates an interesting situation where even if Action is given an advantage in any other way (I wouldn't perceive anything required beyond this, personally), the optimal PvE Action Combat DPS build against powerful slow moving targets would involve 'resistance to knockback/smack-around mechanics' as a substitute for Accuracy, and a natural stat for Tanks who would want to be resistant to this so that any 'Action Healing' would be more reliable on them.

The main problem with this is that the optimal way of doing it, I feel would be slightly better suited to a GPU calculation than a CPU one, but they already have to make a calculation for 'two enemies are in front of you shoulder-to-shoulder, you fire a single target ability precisely between their heads'.

We've got Planetside devs available, I hear...