Post by Azherae on 2021-06-05 13:38:30
Ok, new page, new Compilation iteration:
1. Sideways and forward animations for the Q/LMB to add variety and evasion ability, along with chase options, while either neutral Q/LMB or S+Q/LMB prevents any forward movement while attacking.
2. A Brace option that reduces damage and blocks CC unless the enemy has 'Overwhelm' on their ability. Some stamina cost here.
3. Possibly a small stamina cost for some versions of those directional Q abilities so we can have movement but not eternally.
4. Gated strings with different attack animations (we already have a combo attack like this, but some posters have asked for more variety)
5. Limitations on the usability of certain skills when the enemy is out of its attack cone, regardless of your Tab Target.
6. 'Sticky reticle' behaviour to enhance targeting, possibly assisting with the Tab Targeting itself, but not requiring it, to make the transitions between Tab and Action easier
7. Ability to dodge twice before Dodge Cooldown fully triggers (Dodge retains a stamina cost). E.g. Dodge once and it 'recharges your first dodge' but you have another you can always use. Dodge twice and now you can't dodge again until recharged.
8. Some telegraphs of the attack vector or cone of abilities (especially those that can be varied through augments)
9. A stamina cost tied to jumping (perhaps only when weapons drawn). Note, not universal, this has a dissenter in this thread, and others that don't want it without some equivalent of #1.
Unrelatedly, is it just me or does Q seem like an odd Keybind for this? Why is Interact, a thing one hits in non dangerous situations, on E, but attack on Q? I know other games do this and I've never understood it.
It's pretty irrelevant if they open up keybind edits soon, but it may be hard to get unbiased data this way...
Anyways, let me know how this one is. Reasonings aren't included today.
1. Sideways and forward animations for the Q/LMB to add variety and evasion ability, along with chase options, while either neutral Q/LMB or S+Q/LMB prevents any forward movement while attacking.
2. A Brace option that reduces damage and blocks CC unless the enemy has 'Overwhelm' on their ability. Some stamina cost here.
3. Possibly a small stamina cost for some versions of those directional Q abilities so we can have movement but not eternally.
4. Gated strings with different attack animations (we already have a combo attack like this, but some posters have asked for more variety)
5. Limitations on the usability of certain skills when the enemy is out of its attack cone, regardless of your Tab Target.
6. 'Sticky reticle' behaviour to enhance targeting, possibly assisting with the Tab Targeting itself, but not requiring it, to make the transitions between Tab and Action easier
7. Ability to dodge twice before Dodge Cooldown fully triggers (Dodge retains a stamina cost). E.g. Dodge once and it 'recharges your first dodge' but you have another you can always use. Dodge twice and now you can't dodge again until recharged.
8. Some telegraphs of the attack vector or cone of abilities (especially those that can be varied through augments)
9. A stamina cost tied to jumping (perhaps only when weapons drawn). Note, not universal, this has a dissenter in this thread, and others that don't want it without some equivalent of #1.
Unrelatedly, is it just me or does Q seem like an odd Keybind for this? Why is Interact, a thing one hits in non dangerous situations, on E, but attack on Q? I know other games do this and I've never understood it.
It's pretty irrelevant if they open up keybind edits soon, but it may be hard to get unbiased data this way...
Anyways, let me know how this one is. Reasonings aren't included today.