Post by Azherae on 2021-08-24 14:41:50
Precise Spacing:
Needed, doesn't matter a lot, but people will absolutely complain, and the game has to build it in anyway.
Attack Cones: Already part of Ashes' main design, no loss in keeping it, impossible to do their intended 'weapon cleaving' without it. Debatable whether we need narrow ones, but here's even more data you might not have .
Hitstop: People seem generally opposed, I don't think I've yet 'explained to someone what the problem with it would be' and they still wanted it, outside of 'big moves occasionally stagger me a little'. I have been treating it as 'around the same amount of time as the recovery animation for the move that does it'. So that it only becomes an offensive mechanic in a coordinated group, and even then is rare. If you mean just the '3-5 seconds animation freeze on the attacker's side on impact', ignore this.
Dodging: Already in, at least a bit. I thought that without it, most people would be upset, and that's where we hit the most confusing part. Lots of people dislike being rooted. I thought this was because they wanted to dodge more attacks. Indication is 'no', that's not the core reason. Many don't care. Those that do care, explicitly care about not only dodging, but attack cones AND the idea that enemies don't target like Tab Target.
I generally feel like dynamism within Ashes' current combat system is lost without dodging, and found no calculable flaws to point out in the 'we should be able to dodge twice but less far' suggestion that was integrated into the Compilation'. Ashes needs 1x 'unlimited no iFrame dodge with a longish recovery' (current ground movement speed makes simply strafing insufficient against 80% of current attacks and abilities, which fluctuates upward with the size of the attack cones) and at least 1 more limited dodge. 2x works on the current Dodge timer without breaking things, and prevents '2v2 staggered burstdown'.
Generally, from all our ingame tests, Ashes' design has these as requirements or they need to overhaul the ability sets of all current classes and meaningfully rethink a considerable number of systems and intentions. Their intent is to have hotbar ability lists be 'manageable' (probably 20 abilities total, also presuming some of those slots will have items in them) and don't intend for every class to be able to learn every ability without a downside (or possibly at all).
Unless these change, most of the requirements you listed have the prerequisites. With the current game flow and speed, even if they rip out Action Combat as a whole, they will still have these problems.
Attack Cones: Already part of Ashes' main design, no loss in keeping it, impossible to do their intended 'weapon cleaving' without it. Debatable whether we need narrow ones, but here's even more data you might not have .
Hitstop: People seem generally opposed, I don't think I've yet 'explained to someone what the problem with it would be' and they still wanted it, outside of 'big moves occasionally stagger me a little'. I have been treating it as 'around the same amount of time as the recovery animation for the move that does it'. So that it only becomes an offensive mechanic in a coordinated group, and even then is rare. If you mean just the '3-5 seconds animation freeze on the attacker's side on impact', ignore this.
Dodging: Already in, at least a bit. I thought that without it, most people would be upset, and that's where we hit the most confusing part. Lots of people dislike being rooted. I thought this was because they wanted to dodge more attacks. Indication is 'no', that's not the core reason. Many don't care. Those that do care, explicitly care about not only dodging, but attack cones AND the idea that enemies don't target like Tab Target.
I generally feel like dynamism within Ashes' current combat system is lost without dodging, and found no calculable flaws to point out in the 'we should be able to dodge twice but less far' suggestion that was integrated into the Compilation'. Ashes needs 1x 'unlimited no iFrame dodge with a longish recovery' (current ground movement speed makes simply strafing insufficient against 80% of current attacks and abilities, which fluctuates upward with the size of the attack cones) and at least 1 more limited dodge. 2x works on the current Dodge timer without breaking things, and prevents '2v2 staggered burstdown'.
Generally, from all our ingame tests, Ashes' design has these as requirements or they need to overhaul the ability sets of all current classes and meaningfully rethink a considerable number of systems and intentions. Their intent is to have hotbar ability lists be 'manageable' (probably 20 abilities total, also presuming some of those slots will have items in them) and don't intend for every class to be able to learn every ability without a downside (or possibly at all).
Unless these change, most of the requirements you listed have the prerequisites. With the current game flow and speed, even if they rip out Action Combat as a whole, they will still have these problems.