HOLD your pitch forks! The PvP combat is great! But the bows... guys... how did you miss this?

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First, lets talk about the movement and dodge change and new weapon changes.

I love the direction they are going, as a designer and avid fighting gamer enthusiast I applaud them. I give you a B+ though, because the 2H Axe is the laziest combat design I’ve ever seen, like ever. But I did give you a + though, because the two handed sword Ctrl attack is a genius save, please make more of that! (i.e high damage, high armor, but its slow and you need to aim it.)

The movement and dodge change makes combat in a 1v1 melee fight really fun and REALLY rewarding. It feels like a zoning, neutral based fighting game to me. And its really fun. However, as one of my friends who does not play fighting games pointed out. Its going to piss off a lot of players because its a new way of playing that they wont understand if they don’t play fighting games. But with our help hes getting better. SO guys, guys… I implore you, to stick with it. Its fun. I hope they completely ignore the hate on the new mobility system and just polish it. Not to mention I no longer even notice the sluggishness outside of combat. Sooo… win win? Okay I can see someone lighting up their pitchfork with fire. So, lets move on before I get stabbed.

Now for the bows.

Holy All Mighty Batman Marry Joseph!!! How did the bows get past the testing phase?!?!?!?! As a Game Dev I honestly don’t know how this happens! How did your design formula not see that the slower movement speed plus the increase to bow damage without decreasing fire rate and said damage would immediately = “OP AF!”

Do… do you guys need a combat designer? Would this be a bad time to send you my resume? I’m free on weds at noon. I have skype. I also like long walks on the beach if you’re into that. Oh! I also give GREAT massages. Do you want back scritches? Everyone likes back scritches! :slight_smile:

But humor aside. Keep up the good work guys, 2 steps forward 1 step back, its all you can really hope for!

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But here’s the key issue "combat in a 1v1 melee " if this was a arena based game, then that makes sense, but it isn’t.

For the core combat to be changed for 1v1 melee combat, seems a bit overkill to me. I feel they could have addressed that issue while having a smaller impact on the rest of the game.

I mean imagine if WoW or any other game decided to change their core combat to be based around duels, the game would fall apart, not saying that’s the case here, but it’s definitely impacting in a negative manner than positive one imho

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I apologize for my off-topic reply in advance. I’m not a PVP player, so I don’t have anything useful to add to the discussion, but I just wanted to say that this is one of the most entertaining posts I’ve seen on the forums so far. Thanks for making me laugh :grin: :heart:

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So I’ve only done two team fights so far, but it was a 3v4.5 (we killed one of them before they knew what hit them) and from there we just massacred them a few times, and then we immediately went to bed like old ■■■ men. So I don’t have a lot of conclusive information to have a debate. Yet! So I will play some more today and if I get some good team fights ill throw on my designer hat and jot down some notes and come back and deliver my findings.

But, what I have noticed is that now you really have to pace yourself. And you reeeeeaally need to watch your friends back. we did some practice duels and could immediately see how we would have to change our tactics in a team battle. so we made some rules:

  1. Always save 65% tension at all time. (cough i mean energy). you need it not just to dodge, but to zone people who want to run up on you. We were constantly making call outs like, “I’m at 50% energy, come help!” it was exciting.

  2. always have a wingman on your side and the enemies flank. literally just zoning the enemies. this allows your wingman and you to finish off opponents and keeps people off your back. we were like two knights on a chess board circling each other as we fought off the other players. It was super effective!

  3. If you are using a two handed weapon always have a one handed axe on you, to leap to low life players and finish them off. (or use a bow) This was really my only real gripe with the new mobility system as enemies could move back as fast as I could move forward. But I dismissed it because we found a fun work around with the 1 handed axe leap.

Following these rules i didn’t see a huge hit to team battles but again unless I fight equally skilled players, I am not going to have consistent results. So it might be awhile before i have any kind of hard documentation or evidence to present to you.

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Quick question: could you explain to a non-PVP player what “zoning” means in this context?

I don’t know if you might find this useful, but as PVE player I find that the fastest movement is the light attack with daggers :wink:

I know someone who wants some back scritches… ^^

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Always! Back scritches are the best! :grin:

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Hold my katana :sunglasses:

First, thank you for the kind words!

secondly zoning is a fighting game definition which pulled right out of fighting game dictionary says:

Zoning: Intentionally keeping distance/pressure on your opponent, either reading their style or forcing them into playing a certain way. Adaptive to close combat situations and able to make good on big damage opportunities. (sic)
[…]
A good zoning player will always create opportunities for themselves by keeping their opponent away from them as to gain control of the match, then adjust to their opponent’s tactics/counters and act accordingly. (sic)
[…]
Zoning doesn’t have to involve repeated moves at all. Zoning isn’t just keeping your distance, it’s about keeping within a very specific distance, which may not even be a half screen away. It might be just barely within range of a normal move. The idea is to establish this distance and keep it, because it limits your opponent’s options and allows you to react more easily, giving you the control of the match

And lastly, I’ll give dem daggers a try. Thank you CodeMage! :slight_smile:

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Zoning in games is a tactic usually meant to either keep enemies at a distance or out of a specific area. For example, an archer up on a balcony might zone an enemy by shooting at him. That enemy would then realize if they stay in that area, they’re going to take damage and continue to do so unless they move from it, thus “Zoned” from that area. Another example would be some one with full health and armor keeping enemies from chasing his ally who is weaker and of lower health by getting between the two parties and flailing with his giant weapon. While normally that would be called “Peeling”, it is still a form of zoning. In other games a sniper in a FPS would be zoning the enemy by covering a corridor or a mage might zone an enemy by casting an AoE into a bush that enemy wants to hide in.

As for the OP, I had noticed several comments about bows and the current state of the game and it is worrisome. I remember accidentally pulling too many enemies in a PvE situation yesterday and one of the archers had slowed me down, giving me a slight panic attack since I was already somewhat low on health. I can’t imagine how PvP must be right now with players intentionally looking for those leg shots.

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Thanks for the patience and the explanations, @RailbladerX and @zona86 :slight_smile:

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