loftar wrote:wonder-ass wrote:attacks should be more fluent no forced animations in place.
What does "fluent" mean? If you mean the attack should trigger immediately upon pressing the key, then every auto-aimed attack would automatically hit. There's no point to aim-based attacks at that point.
wonder-ass wrote:less spam moves. attacks should be well thought out and not spammed like we have rn in the test server.
This is indeed one of the issues that we felt with the system as well, but we're less sure what a "well thought out" attack would actually do differently.
Truth be told, my impression from what the OP said was different.
I sort of imagines each attack having a visible 'radius' of where it might land before the attack activates (Similar to how some modern mmo's function with sweeping boss attacks)
I think introducing more effects to the attacks would be something that would encourage a less spammy system; Low blow interrupts actions, is fast AND has a short cooldown, which means it can be spammed more or less freely.
What about introducing a per-skill cooldown? Lowblow can remain being fast and having a relatively small 'next ability' cooldown, but cannot be used again until after you use another move/a set duration.
I could also see room for special skills that reduce enemy movements and have a long range (throw stone or something) and way more; this system seems pretty ripe for growth.
loftar wrote:Archiplex wrote:I am curious how you plan to tackle people who opt to just 'run' from combat, given the delay on most attacks means engaging people sort of requires them to try and fight back.
In Salem, we had an attack that in itself included a fast "jump" towards the destination (and corresponding stun period if you missed to keep it from being just a faster way to move around than walking), so I'd imagine we would add something like that.
That seems viable. I was thinking of above with a very long range, long cooldown attack that could slow people down temporarily.
the proliferation of automation is the rot of this game, with the next worst thing being the filth that plays it (you, probably.)
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