Post by Azherae on 2021-05-29 16:42:24
Taking the opportunity to reiterate the current compilation again since it puts it near or at the top of the page, so it lets me put the reasonings back in it and improve the language. No corrections or updates, since most of the discussion has been philosophical.
Current Compilation/MVP
1. Directional control over the Q/LMB attack, specifically being able to 'slide attack' left or right with a fixed animation and distance, two separate strikes as the character spins, with no way for both attacks to hit a character except if they chose the same direction at the same time (also probably a S+Q/LMB that doesn't move your character forward).
Reasoning: Allows for mobility but not as much issues with ping or lag. The attacker can evade frontal abilities with good timing. The defender has enough time to turn to use their own W+Q/LMB to chase, guess the 'same side', or use an ability, while knowing relatively quickly what the position of the opponent will be, based on the movement distance.
2. A "Brace" function that locks you for a moment, probably not cancelable, but can be held, and slowly drains a little stamina. This Brace would block some portion of damage from the front and reduce chance of CC, attacking players could add the ability to overwhelm this CC reduction to their attacks.
Reasoning: As Ashes is balanced around small group combat anyway, and a bracing player can be outmaneuvered (especially if it takes a while to cancel out of it), the player can 'decide to brace' when they know a very obvious CC is coming, but the enemy gets to feint and be mobile, or use a long-cast high damage ability that isn't a CC. Monsters and bosses can then be given some amount of natural Overwhelm on various abilities, putting the 'random factor' of CC resists and so on, on the side of the attacker spec.
3. A tiny stamina cost for Q/LMB attack and larger Stamina costs for abilities to make the decision of if to keep doing Q/LMB between other skills, a meaningful one, with Stamina regen over time, set to be very slightly less than what you use up 'spamming Q/LMB'
Reasoning: Some players and classes will spec into strengthening Q/LMB and movement, others can ignore Q altogether, or just use it opportunistically when they are using abilities that also have very low stamina costs.
4. A modified form of gated strings, possibly as part of weapon skill trees, or just default, so that the combo attack changes in ways other than 'following the standing Q/LMB with a directional Q/LMB or ability)
Reasoning: Dynamic flow, ability to have specific abilities with wider attack arcs and 'hitboxes', to differentiate weapons and offer a way to increase damage for heavy weapon users without necessarily just relying on stats applied to the weapon.
There's been no direct complaints about this one so far, I think? Please complain if you have complaints, philosophical or otherwise.
I might do an explanation later about the many potential pitfalls of split body movement during attacks (not saying it can't work).
Current Compilation/MVP
1. Directional control over the Q/LMB attack, specifically being able to 'slide attack' left or right with a fixed animation and distance, two separate strikes as the character spins, with no way for both attacks to hit a character except if they chose the same direction at the same time (also probably a S+Q/LMB that doesn't move your character forward).
Reasoning: Allows for mobility but not as much issues with ping or lag. The attacker can evade frontal abilities with good timing. The defender has enough time to turn to use their own W+Q/LMB to chase, guess the 'same side', or use an ability, while knowing relatively quickly what the position of the opponent will be, based on the movement distance.
2. A "Brace" function that locks you for a moment, probably not cancelable, but can be held, and slowly drains a little stamina. This Brace would block some portion of damage from the front and reduce chance of CC, attacking players could add the ability to overwhelm this CC reduction to their attacks.
Reasoning: As Ashes is balanced around small group combat anyway, and a bracing player can be outmaneuvered (especially if it takes a while to cancel out of it), the player can 'decide to brace' when they know a very obvious CC is coming, but the enemy gets to feint and be mobile, or use a long-cast high damage ability that isn't a CC. Monsters and bosses can then be given some amount of natural Overwhelm on various abilities, putting the 'random factor' of CC resists and so on, on the side of the attacker spec.
3. A tiny stamina cost for Q/LMB attack and larger Stamina costs for abilities to make the decision of if to keep doing Q/LMB between other skills, a meaningful one, with Stamina regen over time, set to be very slightly less than what you use up 'spamming Q/LMB'
Reasoning: Some players and classes will spec into strengthening Q/LMB and movement, others can ignore Q altogether, or just use it opportunistically when they are using abilities that also have very low stamina costs.
4. A modified form of gated strings, possibly as part of weapon skill trees, or just default, so that the combo attack changes in ways other than 'following the standing Q/LMB with a directional Q/LMB or ability)
Reasoning: Dynamic flow, ability to have specific abilities with wider attack arcs and 'hitboxes', to differentiate weapons and offer a way to increase damage for heavy weapon users without necessarily just relying on stats applied to the weapon.
There's been no direct complaints about this one so far, I think? Please complain if you have complaints, philosophical or otherwise.
I might do an explanation later about the many potential pitfalls of split body movement during attacks (not saying it can't work).