Undefined wrote:Overall though I generally think combat in haven needs to be slowed down significantly across the board to really reduce the reaction element, it should be a drawn out tactical affair.
I back this sentiment.
Undefined wrote:Overall though I generally think combat in haven needs to be slowed down significantly across the board to really reduce the reaction element, it should be a drawn out tactical affair.
Ninijutsu wrote:I don't understand what the problem is. If someone who intends on initiating combat with you is right next to you, you deserve to take that hit.
Gensokyo wrote:I'm confused on how nobody pointed out the gigantic issue that is no animations/indicators for enemy attacks, combat feels super dull and lacks any actual thinking outside of "he broke my <COLOR>, time to throw up a defense for that <COLOR>"
Sevenless wrote:Undefined wrote:Overall though I generally think combat in haven needs to be slowed down significantly across the board to really reduce the reaction element, it should be a drawn out tactical affair.
I back this sentiment.
Sevenless wrote:Undefined wrote:Overall though I generally think combat in haven needs to be slowed down significantly across the board to really reduce the reaction element, it should be a drawn out tactical affair.
I back this sentiment.
Gabula wrote:Gensokyo wrote:I'm confused on how nobody pointed out the gigantic issue that is no animations/indicators for enemy attacks, combat feels super dull and lacks any actual thinking outside of "he broke my <COLOR>, time to throw up a defense for that <COLOR>"
It's evident you haven't done much sparring
Gensokyo wrote:Gabula wrote:Gensokyo wrote:I'm confused on how nobody pointed out the gigantic issue that is no animations/indicators for enemy attacks, combat feels super dull and lacks any actual thinking outside of "he broke my <COLOR>, time to throw up a defense for that <COLOR>"
It's evident you haven't done much sparring
I've been sparring a good amount with my friends, while I understand what I said wasn't 100% true, the fun and skill of combat is somewhat lowered because the chances of reacting correctly to what attack someone used and how long of a cooldown he is in aren't very much laid out. If someone breaks my last second quick dodge, I have no idea if he used a punch or a chop, and I do not know if I can easily throw a quick punch back and put up my guard or if I just got my block broken by a punch and need to quickly react to not get stabbed.
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