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  1. #1
    Been busy working but I got thinking a bit more about this parry change.

    Atm you can just hold parry and angle it in the right direction and it'll do the hit recovery, and while this is as intended, if you continue to hold it up, it'll keep doing the hit recovery, this should NOT be as intended.

    Its parry, meaning that the concept is you need to hit the hit, not hold it up like a shield.

    Currently it functions like a shield with a hit recovery, since you can hold it up.

    The proposed change to fix this would be to make it so the parry cannot do the hit recovery action beyond being held up for say 2-3 sec. This could be a good "base point" to start for balancing.

    This change would make parry feel like parry, you need to quickly throw it up in the right direction for it to work properly for the hit recovery as the reward if you do it properly..... holding it up and pointing it in the right direction feels like a reward regardless of doing it properly or not cuz you can just hold it in the right direction.

    Could have dmg reduction lower over time as you hold parry up as well, this would feel great since if you quickly throw your parry up, you would get the longest hit recovery and dmg reduction, while if you held it up for 5 sec then walked into a hit, it wouldn't hit recovery or reduce as much damage...

    This could be the difference between "parry" and "block"

    "parry skill" could be exclusively when you quickly parry a hit within 2-3 sec, gaining a hit recovery and bonus dmg reduction.

    "block skill" could be exclusively when you hold parry up past 3-5 sec, losing the hit recovery and losing the bonus dmg reduction.

    I think this is the best way you could handle the parry and block issue, with this, you could still release shields in the future and the shield parry would make sense still so you wouldn't have to change anything in combat, only add shields n do graphics.
    Last edited by Static; 05-25-2020 at 01:27 AM.

  2. #2
    I like the successful parry pop up too letting you know you did it properly, I get thats most likely just there for test server confirmation..... but I think some kind of pop up like that could be good, maybe the same system message that you get when you brake a tool?

    My pve guy cant fight bears so I'll let you know about that after release so I can test with my pvp guy, I like the sounds of a 2nd attack tho.
    Last edited by Static; 05-25-2020 at 01:37 AM.

  3. #3
    The logic behind this is that parry is effectively deflecting a hit so you take no damage, while blocking a hit your still taking the blunt damage at the very least cuz your blocking instead of deflecting with parry.

  4. #4
    I realized that I had forgotten to test those dark grey cave-like boulders and did that today. It was nice, a coyote went away when I was on the cave but attacked me when I was in the cave (which is fully ok).

    And then I saw something ... PLEASE can I have one when the big update is done? Please
    Click image for larger version. 

Name:	I WANT one   xD.png 
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  5. #5
    A few comments:

    1) Regarding changes to parry. I will see what I can do for a future patch. Systems can always be adjusted and improved. This patch will go out next week and the proposed changes may sound simple but they are not given the current code. It may be best to post those in the Suggestion section as that's where I look first to grab requested features to implement.

    2) For test sessions I've been switching between data from the Peace and War Servers. I will continue to do so. (With the most recent tests I had the War Server data up for a long while until I needed to load the Peace Server data for some specific tests).

    3) I turned off the 'special attack' that I had set up with the bears. That can be for a future patch. When I turn that back on during another test session I will let you all know. It was a neat potential feature but will require a lot of work to fully implement it for all creatures if you all like it.

    I will post when I am ready for the next test session that will focus on Pets.

    This patch is ready for now and will go out June 1st! Thanks for all the feedback!

  6. #6
    Just giving my feedback on this dodging combat. I'm sorry to say I do not like it. I was excited about it just reading, however, after testing it today. I can say it is not good.
    To fight mobs using this system you pretty much are going to get very dizzy.
    You spinning around the mobs over and over to avoid being hit and training up dodging. Also trying to get back attacks. This makes it so you are looking top down at the fight and it's very dizzy feeling. Doesn't really add much to the combat.

    I highly suggest changing it. Maybe even do something simple like simply dodge is a calc of hit or miss from the monster attacking you in range or something. It was a good idea but there is no real way to sidestep without spinning around the mob.


    Not sure what to think about parry, its good and strong. But it is a little lack luster. The fights I've tested this with are simply this.
    Hold Parry for 1 to 2 seconds, mob attacks you. If it hits your parry, you attack it back as it is stunned. Then hold parry until it attacks again.
    If the mob is not attacking you and attacking someone else or running from you, you simply follow and attack it. I predict this will be a highly used system even more so than the dodge.

    This is my feedback. I hope it helps.

  7. #7
    Thanks very much!

    I will start a new combat specific thread and we can continue the discussion there. For now I am closing this thread as the public patch has gone out. I will copy some of the current suggestions to that start of the new conversation in that thread.

    I appreciate all the feedback!

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