Please understand that I do not have an IT background, I am merely suggesting this off of logic and I am hoping it may address a few issues. Veteran PVP and End Game PVE players are pressing 3-4 buttons per second between: Blocking; Light Attacking; Abilities; Dodge Rolls; Bar Swapping. This idea is to address Light Attacks, Abilities, and Bar Swapping.
Solution Part 1:
Bar Swapping and Abilities need to be collapsed into one single action. Instead of our UI showing the tradition 5 Ability array and an Ultimate, this can be updated to show all 12 at the same time (Front and Back Bar). When a player uses any of the slotted abilities the game uses a prefixed delay and processing time to show the animation of bar swapping (And changing to the appropriate weapon) and executing the ability. This would smooth performance and limit the amount of information going between players and the server. Please understand that I understand this will not work for console/control players.
Solution Part 2:
Because Light Attacks are used solely for damaging an enemy, it is time that they become embedded as part of an offensive ability. As an example, if you were to utilize Snipe AND you are within range for a Light Attack (The cross-hairs on your UI are collapsed) the game will immediately process executing both the ability and an automatic Light Attack against the target. However, if you cast Vigor, Shadowy Cloak, Hardened Ward, or any other non-offensive ability, no Light Attack will be queued. To maintain fluidity of the combat system: Light Attacks; Medium Attacks; Heavy Attacks will all be able to be casted individually as they are now. However, a manually casted Light Attack should have a -75% Damage modifier as these should be utilized for utility (e.g. Initial Aggro, Ultimate Charging, etc). Medium and Heavy Attack Damage will remain unchanged but will follow the same global timing restriction when used behind an ability execution. This change will significantly reduce the spam clicking for a Light Attack resulting in less information being sent to the server. Additionally, this should improve combat as a whole, as set processing times can now be established for animation and damage on a universal level.
Edited by Unknown_Redemption on September 20, 2019 4:51PM