VDZ wrote:But should that be achieved by forcing different builds, creating a very limited number of viable strategies (two it seems in this case; best melee strategy and best UA strategy)? I think the problem needs to be solved elsewhere with multiple movesets being viable, most combining MC and UA in different ratios.
I think there already is the possibility of using a wide range of moves and still being viable. The problem is there is no reason for doing anything different from the norm because it is just as effective and doesn't even feel different because when it comes down to it, fights always play out basically the same way. Spam defenses when they are attacking you, spam attacks to attack them. The cards themselves don't have enough variety to allow any interesting interactions. Feigned dodge special abilities is useless because they don't work when both targets are moving, same with Parry a lot of the time. Zig-zags attack speed bonus is nice, but it still just turns into the same attack button mashing game play that always happens.
As long as you have the right cards to block against the hard hitting attacks of your opponent and aren't heavily outstatted, you can defend basically forever.
Thedrah wrote:does ua vs mc on defence vs offense equal? does a sting on 100mc against 100ua not go through a quick dodge? or does the sword quality affect the weight of the attack greatly?
Mc's attack weight is averaged with the vitality of their weapon. Their agility is averaged with the essence (might be switched). Therefore the sting doesn't go through the quick dodge unless their sword is higher than q100. Any damage caused by that sting going through is likely negligible do to armor blocking it.
psyknx wrote:You're probably not that familiar with mmorpg's so I'm here to tell you that every mmorpg is using skills that you can place on a hotbar instead of a card/deck system.
Seeing that this system is so widespread among mmorpgs I can guarantee you that the average beginner will find this far more familiar, and the average player will find it far less restricting.
Fair enough argument, but that doesn't necessarily mean that its right for Haven. Also, if you look at more current mmorpg's, you'll see that most are moving away from this type of combat. Blade and Soul, Black Desert, Guild Wars 2, all pretty recent successful games without hotbar combat.
Hotbars might be the right thing for Hafen, but I don't think we should switch to them right away when I highly doubt they'll change the way combat plays out anyways.
Also, I think that the limited nature of the deck system leads there to potentially be more room for strategy then you would get when all moves are available at all times.