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Dyson

Testers
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About Dyson

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    Hatchling

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  1. Exactly. You should lend that other guy your clue for a bit. Anyway, what I'm looking for here is a response from a design standpoint (you know, from a designer) as to why both systems are in place. They pretty much do the exact same thing on their own, so why go with both? Are we looking to increase the random element of damage numbers? and if so, why?
  2. The sad thing is you probably think what you've just wrote amounts to at least some amount of knowledge on the subject. Unfortunately, I'm afraid I'm forced to take your trashbaggery nonsense as a "no". I'd rather not waste any further time with the +1 riff-raff, I'll be back when somebody with a clue responds. Toodles.
  3. So are you actually going to contribute to the subject at hand in any way or? No, probably not. I'd question your ability to do so anyway.
  4. Really? I'd love to meet these people, and discuss the strengths and shortcomings of Shadowbanes combat system with them. Do you know where I can find them?
  5. One thing I've noticed from this screenshot is that this game may plan to feature both a listed weapon damage range (15-25 shown in the screenshot) and the ability to both critically hit and increase the % multiplier of critical hits. Stop reading here if I'm mistaken. One of the absolute failures of Shadowbane in terms of attempting to be a competitive game was the sheer amount of RNG associated with its combat system. Upon swinging a weapon at a person you would first get an attack rating vs defense rating check (in which you'd always have a flat 5% chance to miss anyway), followed by a hit vs passive defense roll (block, parry, dodge), then a roll to see how much damage you would actually do depending on your weapons damage range. In Shadowbane, this could all potentially equate to the difference between swinging at somebody for 1k+ (or 300, depending on your damage roll), or missing a guy that only had a 5% chance to actually evade your attack. While such systems may have simply been the norm in older RPGs, I feel that they should have no place in games that are aiming to excel in its competitive PvP combat offerings. They simply make the game much more passive (go figure) and less consistant. I'd much rather see an active system like actually blocking or rolling to evade. The MOBA genre has shown us that even while including critical hit chance and the ability to increase critical hit power, games can still be both competitive and somewhat consistant. My worry is that adding a damage range into this already proven mix might be too much, and (depending on how that listed damage range actually scales into the end-game) the difference in damage that could potentially exist between a low range non-critical hit, and a high range modified critical hit. I feel like having a damage range was Shadowbanes way of actually giving us some sort of "critical hit" system anyway, so if I may ask, what is the thinking behind featuring both? On the plus side the artwork is lovely, and the character creation system looks to have a very strong amount of depth to it for being "pre-alpha".
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