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General / Re: Dev Blog #5 Combat
« on: March 23, 2016, 10:33:53 am »
Totally dead.
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MY HOPE is that simply changing stances to the new side of a incoming attack for a PASSIVE BLOCK will be good enough to reward a player's perfect reflexes.
Hmm, but won't you already make a huge commitment by just choosing your armor and weapon. Picking up heavy plate and maul quarantees that you will be vulnerable to ganks and unable to flee. Light armor sort of makes it more risky to join a group fight, but allows (and should allow) more control on 1vs1's and allows choosing your fights. I don't quite get it what stamina adds to gameplay that these gear&weapon stats don't already give? If it was just used for sprinting cooldown, that'd be fine imo.
I can imagine that it will slow down battles a lot, since after a moment of fighting people will just have to stand still and wait for stamina to build back up. Another concern if you consider a battle where one team is holding a hill: They already have a huge advantage to begin with and sure won't go anywhere. How does it affect on balance if the team attacking that hill have to run up, take hits from arrows and end up being unable to fight properly because they got drained of stamina? Also, does it treat light armored players fair if every small cut or so will drain them?
This sound like locking into target and not being able to unlock it feels like playing witcher on xbox
Want to elaborate? It seems like stamina will almost by definition restrict gameplay decisions, since less is possible when under its effect.