Melee Combat Feedback Post 7/30 Livestream

Post by Enigmatic Sage on 2021-07-31 00:10:40

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Post by Azherae on 2021-07-31 10:05:34

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I suppose this will actually make it more realistic in a way, since weapons with longer reach and bigger swing cones would see a corresponding increase in effectiveness relative to weapons with shorter reach.

I wonder if they'll implement any 'swings per unit time' (damage wise) to offset this, or movement speed to help short weapon users get out of the way of the big attack cones more easily.

I'm not sure how that would work given the contact cone spin during attacks, but I'm definitely looking forward to whatever Intrepid does to balance smaller weapons.

Post by Dizz on 2021-07-31 12:52:51

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Post by SunScript on 2021-07-31 16:10:59

I watched the stream and I gotta say, I finally feel rewarded for being a spear user! I get to hit people from longer range and it doesn´t even look like they´re going to reduce my attack/movement speed that much, so I get to play around my advantage. And since I get the Fighter gap closers, no one gets to run away from me.

Looking forward to testing this with everyone!

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Post by SunScript on 2021-08-01 03:02:35

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How do you know that you're in control? The attack cones weren't obvious in the clip they showed us...
To be honest, I didn't really expect the animation of a weapon would match your actual attack cone, but if what you say is true, that's pretty great news! Spears have a 360 degree attack at some point in the animation, so I don't have to worry, I can just hit people behind me. I hope they don't change that animation, 360 degree attack range is pretty sexy!

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Post by Percimes on 2021-08-01 14:23:40

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Post by Azherae on 2021-08-02 14:50:01

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But now you're talking about combos, and combo systems are even more divisive than simply 'Free Motion vs Rooting', particularly because they bring up the question of Animation Cancels..

Big chain finishers end up Telegraphed which has a lot of other effects on gameplay, even 'is this animation telegraphed enough relative to equivalent animations' would end up being part of combat style decisions for the above average players.

You said 'skill by skill', I assume you meant 'movement' or 'weapon'.

I find myself in the weird position where I constantly push against the thing I am used to and technically enjoy, but I'll say it again. If you push this way you turn Ashes into a fighting game, and 90% of people will not like the result of that.

Post by Percimes on 2021-08-02 15:40:44

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Post by Azherae on 2021-08-02 15:45:54

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But we're not talking about that. This is entirely about 'just holding or hitting Q or LMB for your weapon attacks'. So I'm not saying your idea is good or bad, it's just not directly relevant to the thing being discussed.

Two Handed Sword has a big swing with the sword that has nothing to do with a chosen skill, at the moment. It just happens somewhere in a basic chain. It has no mana cost, it has no cooldown, it just 'is'. The question is 'should you be able to do that while your legs move', or not.

So unless your suggestion is 'get rid of big weapon swings as normal attacks and put them all in activated skills', the question of 'one or the other' doesn't apply.

Post by Khronus on 2021-08-02 15:47:00

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Post by Azherae on 2021-08-02 15:51:10

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The question is whether or not a lot of Action Combat fans will similarly argue against not having any combos or variation. We've already seen this opinion strongly presented in other, older threads, and most of those people were actually Mages so I can only imagine what heavy weapon fighters will say.

Basically, they don't want 'the same 3 or 4 swings on repeat', especially in Action Combat mode, because it 'doesn't feel like Action Combat'.