moneda reacted to damebix in Coming Sooooon, Damage Splitting
Can I make a suggestion?
Instead of it being an even split, can you give a slight damage bonus to the overall pool if multiple targets are hit?
For example, if you cast a fireball and it hits 1 person it does 5000 damage. If it hits two people, it does (5000+20%)=6000 damage split = 3000 damage per target. 3 targets does (5000+40%)=7000 damage split = 2333 damage per target.
This way, there's still a reward for hitting multiple targets, but it's still not full damage, which seems to be what you are aiming for.
moneda reacted to Arkade in Change the Knights "Pursuit" move and give this version to assassin.
The problem with this idea is that sprint isn't a valid way to close gaps. Everyone has sprint.
The knight already has an action that is based on sprint. Knights have a snare on the 3rd basic attack, but if basic attack is used while sprinting, the snare will activate on the 1st attack. Unfortunately, it never works. In the rare instance that the attack connects, it doesn't seem to slow the target, but most of the time, the attack doesn't connect due to the animation lock. Maybe that will change once they add momentum to attacks.
The knight's charge isn't a scatter. It's a charge with a very short stun at the end, useful for closing gaps. The ability is currently bugged however where targets that are hit by the charge will often bounce away from the knight, avoiding the stun. Yes, the charge can be used to push other players, but that's the only thing that knights have that can. Push with Pursuit. Pull with Chain Pull.
moneda reacted to Caenth in Crowfall Pledge Reward Comparison
There's a lot of confusion between all the different pledge bundles versions (Kickstarter and 2015). So, by request, I made a spreadsheet comparison with all Crowfall pledge Rewards.
You can find it here: https://docs.google.com/spreadsheets/d/1LCUtaFNMAuHuhLXmB3UkoIiK3vR-9eVbUTo4uOeIi8Q/edit?usp=sharing
It's entirely possible that there are some errors or mistakes in the spreadsheet, so please reply to this thread with the corrections. I will correct the data if needed!
Any feedback is appreciated!
moneda reacted to Sciocco in First Look: Knight powers and UI - Official discussion thread
I'm definitely getting the Tera vibe, Crowfall's lancer. If Tera's combat was done right, er better this is gonna be great.
I also hope Confessor* is next and not Legionnaire. custard Centaurs.
* Confessor info is 1/4-1/2 of what it takes to get my money.
moneda reacted to motstandet in Wildstar Action Combat?
Fighting games and Dota have animation locking. I'm sure no one would call those games skill-less.
The point of animation locking is high risk, high reward. Performing a high-impact move should be accompanied with an avenue for the opponent to punish a misplay. Fighting game attacks & combos with high damage often have high recovery times, during which the opponent can freely attack/throw if they've dodged (or the player missed). Dota heroes are also required to remain in place up until the cast point. This is a significant risk for some heroes, and thus they must use caution and understand the field of battle before initiating their abilities.
Clearly a game with animation locking does not immediately disqualify the whole system.
The same can be said for a lot of other systems, e.g. tab-targeting. EVE uses an explicit targeting system à la "tab targetting". EVE even has auto attacking and 1 second server ticks! But ask any PvPer, and they'll write a 100-page essay about how to out-fly and out-smart the enemies. EVE also has that heart-pounding fear and fiero, so maybe that isn't a byproduct of reticle-aiming, fast-paced action combat...
You can't discount a whole combat system because you saw three moves in a 15-second prototype marketing video.
moneda reacted to Leiloni in Wildstar Action Combat?
I'm not sure if you've played a geared endgame character in TERA but that's where their combat is balanced around. And with endgame gear animations are sped up incredibly fast (like 20%-50% faster depending on gear and buffs). So the animations are not so slow that they feel like they're a problem but they still provide that important tactical decision making that adds to the skill while keeping combat fast and fluid. I think (since I'm guessing this game is going to be less reliant on massive gear stats) if you make your animations faster, you can still do TERA style animation locking and have it feel really good. And TERA style combat in general please. That's one thing they did right. Honestly if you can do combat similar to that - and I know it's not easy, but it's so, so incredibly worth it - you'll attract a lot more players to your game.