Can We Evolve Combat Mechanics?

Ch4mpTW
Ch4mpTW
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Just wondering, can we take combat mechanics to the "next level"?

As is we have: Animation cancelling, blocking, dodge rolling, fearing, immobilizing, knockback, macro-slicing, snaring, stunning, and weaving. Can we implement something like countering/parrying or something similar to a wavedash of sorts? I'm fully aware this isn't a fighting game, but I just think it could help out with making combat even more fluid. And possibly provide a means to help with dealing with situations.

For example, in parrying when you block a heavy attack and your opponent gets put off-balance for you to respond with a heavy attack of your own... Why not have the option to block and set light attackers off balance as well? Why only heavy attacks? If you get your timing down fast enough, you could block those things and set your opponent off-balance for less time than what the heavy attack being blocked would set them off-balance for.

Or wavedashing. This would help with classes who lack in mobility strengths (e.g. DK's and Templars). It could also be done a myriad of different ways and could help dramatically with magicka builds not having that much stamina to sprint for prolonged periods of time by not consuming as much stamina as sprinting once executed properly. Thus allowing magicka users to have more stamina to: Block, break-free, dodge roll, and or cast a stamina-based skill.

What are you all's opinions on these concepts? Yay or nay?
  • Twilix01
    Twilix01
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    I don't think light attacks should put an attacker off balance if the defender is blocking, there's already enough sources of CC in the game, you may not want to put your enemy off balance from a light attack, especially if it's for a shorter duration than a heavy attack because that just gives an effective free CC immunity.

    As for "wavedashing", I don't even know what you mean by that. Clarify?
  • kadar
    kadar
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    What % of the people here did you think would understand what "wavedashing" is? :D
    https://www.youtube.com/watch?v=6Q6X-Oo5wBo
  • Ch4mpTW
    Ch4mpTW
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    What % of the people here did you think would understand what "wavedashing" is? :D
    https://www.youtube.com/watch?v=6Q6X-Oo5wBo

    That's true... I didn't think about that, when making this post. Whoops. Lmao.
  • Twilix01
    Twilix01
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    Ch4mpTW wrote: »
    What % of the people here did you think would understand what "wavedashing" is? :D
    https://www.youtube.com/watch?v=6Q6X-Oo5wBo

    That's true... I didn't think about that, when making this post. Whoops. Lmao.

    So, basically, giving everyone bolt escape? Or do I misunderstand what you want with wavedashing?
  • Lolssi
    Lolssi
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    I'd rather we first could return to fluid combat that was before Dark Brotherhood. Meaning no animation lags.
  • Ch4mpTW
    Ch4mpTW
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    Twilix01 wrote: »
    Ch4mpTW wrote: »
    What % of the people here did you think would understand what "wavedashing" is? :D
    https://www.youtube.com/watch?v=6Q6X-Oo5wBo

    That's true... I didn't think about that, when making this post. Whoops. Lmao.

    So, basically, giving everyone bolt escape? Or do I misunderstand what you want with wavedashing?

    Kind of. It's essentially moving with little to no animation lag. Every move you make has frame data to it. Whether it: Walking, running, jumping, etc. And with wavedashing, you essentially remove the excess frames of data from your movements. Therefore cutting out unneeded lag somewhat.
  • Taylor_MB
    Taylor_MB
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    Please no.

    With my ping I can't even dodge or block a wrecking blow even though I dodge or shield as soon as the animation starts.

    Edit: this suggestion would just increase the already significant divide between people with different pings.
    Edited by Taylor_MB on September 28, 2016 7:32AM
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  • Malitias
    Malitias
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    I don't like the idea of being able to put light attackers off balance too much somehow.

    About wavedashing.. How do you see it being implemented in terms of controls? You know, which buttons would be used to do a wavedash and what is the difference between a dodge roll?
  • Rohamad_Ali
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    One of my favorite old sword fighting games .

    https://m.youtube.com/watch?v=BXwE94fguyE
  • kaithuzar
    kaithuzar
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    Am I the only one that thinks templars & dk's don't need any help in pvp?
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  • I_killed_Vivec
    I_killed_Vivec
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    You don't set light attackers off balance... because it's only a light attack!

    You block it (that's the parry) and counterattack.

    The penalty for a light attack is that it doesn't damage as much as a heavy attack. The bonus is that you don't put so much into it so you don't fall over if it is blocked.
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