Melee Creativity Lacking
Posted: Thu Jul 07, 2005 3:15 pm
Let me start by saying that I enjoy this game a lot.
I am no SoR expert, but I am a gamer. I have played a number of MMOs and have a feel for the gameplay in them. By no means do I aim to compare this to other MMOs, because this is different than any I've played. Also I don't want to come across as saying, "Other games have this, why doesn't this one." I'm dealing solely with the gameplay mechanics of this game and how I feel the melee aspect is unfinished.
A few points:
- While each weapon gets its own branch at higher levels, all the skills remain the same. A person who takes dagger use to 250 will have few, if any skills different from someone who uses a 2H axe. While you can learn every type of weapon, if you pick a favorite you should be able to differentiate yourself based on your weapon by more than just different attack animations.
- Action malus on armor is another issue. While I like the idea and it makes sense it can really hurt people who use faster weapons as they will reduce their stamina/HP (Whichever they use as a credit) too quickly. While the logical solution to this would be to equip lighter armor...it brings me to my next point.
- Dodge/Parry modifiers on equipment I have learned from crafters is +2 at the max. That is with very high quality materials. Since lighter armor only has 5 pieces as opposed to heavy armor's 6, you can only get +10 Dodge/Parry from armor. While good, that does not allow a melee to have Dodge/Parry act as a means of defense while wearing lighter armor. Now I don't know how the numbers for Dodge/Parry directly translate to what happens in a battle with an equal level mob. If anyone has more info on that, it'd be helpful.
- Aimed shots = worhtless? That is the impression I get from the community and from "wasting" points on them. From what I gather the aim shots are supposed to take advantage of weak points in mobs armor...yada yada yada. Do we know these weak points? Do they really do more damage? Are they worth the points, even if only 5? No.
- Criticals. They are there so that you can add the "After Critical" credit. Correct me if I'm wrong. On this one I really hope I am.
- Shields don't give the ability to block? Yes, they add damage reduction and can add +Parry, but that's besides the point. Shields are used for blocking.
Ok, so now I've complained about this and that, and many may have stopped reading by now. But if you're still with me, I don't intend to gripe without some suggestions to correct. Again, I am no game programmer/designer, but I do have a lot of gaming experience. This is me speaking from a standpoint of this games mechanics...no references to other games...I promise. (Addressing issues as I posted them above)
- Special attacks. Not the one for each damage "type" (Pierce/Blunt/Slashing), I mean weapon specific attacks. At pretty low fight level (Lv15) you are introduced to the damage type effects. However, for the next 200+ fight levels you will still be using it, with no other progression. I propose that as you reach each new milestone in the fight tree (100, 150, 200), you gain access to a quest for a new weapon attack. This would add some meaningful quests and allow you skip them if you think they are not for you. These attacks would have the following characteristics:
- Instant. They interrupt action bar progress and once complete resest it to auto attack.
- High option cost that is scaled to fight level.
- Editable by Modular Action System, but initial option cost would make pumping them to ridiculous levels of uberness impossible. - Would all share the same 1 minute timer.
- Dagger
Trifecta (3 attacks at x1.5 damage)
Swift Strike (Strike at normal damage that reduces dodge/parry factor by damage done for 10secs)
Phantom (Normal strike that raises +Dodge/Parry x2 for 10 seconds)
- 1H Axe
Havoc (x2.5 damage attack that cannot miss, be dodged or parried)
Destroy (AoE swing that cannot miss, be dodged or parried)
- 2H Sword
Wild Strike (Strike with x3 - x4 damage possibility)
2H Mace
Knockout (Strike at 1.5 damage that stuns for 5secs. Cannot miss)
Slam (Single attack at x2 damage that stuns for 10secs)
Ok, enough of that. You get the idea.
- Points 2 and 3 go together so I'll get to both of them here. Heavy Armor has a high action malus...and why shouldn't it. Problem comes when using faster weapons (1H weapons/ Daggers). Wearing lighter armor to compensate for this will get you dead very quickly. If they upped the amount of +Dodge/Parry you could put on armor (Maybe weapons), you would have much more surviveability up on the front lines, no matter your armor type. I think the +Dodge/Parry should be applied to armor the same way that +HP/Sap and the rest are (Green Stat). That eliminates the potential to run into the super equips that let you have everything. It also opens up new options on how melees want to conduct their business.
- Again I'll address two at once. Aimed Shots and Criticals could be combined, as by themselves they do pretty much nothing. All of the aimed shots would instead be critical shots aimed at said part and criticals have a 25% chance to inflict a certain effect on enemy. Instead of the typical double damage, you could have so that criticals were a way to dismantle an enemy. Again for fairness sake you could have all these stikes on a shared 15sec timer so you can't just spam the same attack over and over again.
- Shields. Add a block factor to shields. Damage taken = 0. Percentage based on quality and materials used. Cap 30% (Super hard to make)
- And for kicks dual wielding all the 1h weapons would be nice, but not at all necessary.
Now I'm sure there are several critiques on this post and my ideas. Even if you don't like a single one, I think it's pretty clear that melee is missing something. Please enlighten me to any and everything I have incorrect in here, as any information I get here I can apply in game in an effort to make my melee experience more enjoyable and dynamic. Sorry for the lengthy post but I just want to get my thoughts out in the air. Again, criticism is welcome and correction is appreciated. Thanks for reading.
-Kash-
I am no SoR expert, but I am a gamer. I have played a number of MMOs and have a feel for the gameplay in them. By no means do I aim to compare this to other MMOs, because this is different than any I've played. Also I don't want to come across as saying, "Other games have this, why doesn't this one." I'm dealing solely with the gameplay mechanics of this game and how I feel the melee aspect is unfinished.
A few points:
- While each weapon gets its own branch at higher levels, all the skills remain the same. A person who takes dagger use to 250 will have few, if any skills different from someone who uses a 2H axe. While you can learn every type of weapon, if you pick a favorite you should be able to differentiate yourself based on your weapon by more than just different attack animations.
- Action malus on armor is another issue. While I like the idea and it makes sense it can really hurt people who use faster weapons as they will reduce their stamina/HP (Whichever they use as a credit) too quickly. While the logical solution to this would be to equip lighter armor...it brings me to my next point.
- Dodge/Parry modifiers on equipment I have learned from crafters is +2 at the max. That is with very high quality materials. Since lighter armor only has 5 pieces as opposed to heavy armor's 6, you can only get +10 Dodge/Parry from armor. While good, that does not allow a melee to have Dodge/Parry act as a means of defense while wearing lighter armor. Now I don't know how the numbers for Dodge/Parry directly translate to what happens in a battle with an equal level mob. If anyone has more info on that, it'd be helpful.
- Aimed shots = worhtless? That is the impression I get from the community and from "wasting" points on them. From what I gather the aim shots are supposed to take advantage of weak points in mobs armor...yada yada yada. Do we know these weak points? Do they really do more damage? Are they worth the points, even if only 5? No.
- Criticals. They are there so that you can add the "After Critical" credit. Correct me if I'm wrong. On this one I really hope I am.
- Shields don't give the ability to block? Yes, they add damage reduction and can add +Parry, but that's besides the point. Shields are used for blocking.
Ok, so now I've complained about this and that, and many may have stopped reading by now. But if you're still with me, I don't intend to gripe without some suggestions to correct. Again, I am no game programmer/designer, but I do have a lot of gaming experience. This is me speaking from a standpoint of this games mechanics...no references to other games...I promise. (Addressing issues as I posted them above)
- Special attacks. Not the one for each damage "type" (Pierce/Blunt/Slashing), I mean weapon specific attacks. At pretty low fight level (Lv15) you are introduced to the damage type effects. However, for the next 200+ fight levels you will still be using it, with no other progression. I propose that as you reach each new milestone in the fight tree (100, 150, 200), you gain access to a quest for a new weapon attack. This would add some meaningful quests and allow you skip them if you think they are not for you. These attacks would have the following characteristics:
- Instant. They interrupt action bar progress and once complete resest it to auto attack.
- High option cost that is scaled to fight level.
- Editable by Modular Action System, but initial option cost would make pumping them to ridiculous levels of uberness impossible. - Would all share the same 1 minute timer.
- Dagger
Trifecta (3 attacks at x1.5 damage)
Swift Strike (Strike at normal damage that reduces dodge/parry factor by damage done for 10secs)
Phantom (Normal strike that raises +Dodge/Parry x2 for 10 seconds)
- 1H Axe
Havoc (x2.5 damage attack that cannot miss, be dodged or parried)
Destroy (AoE swing that cannot miss, be dodged or parried)
- 2H Sword
Wild Strike (Strike with x3 - x4 damage possibility)
2H Mace
Knockout (Strike at 1.5 damage that stuns for 5secs. Cannot miss)
Slam (Single attack at x2 damage that stuns for 10secs)
Ok, enough of that. You get the idea.
- Points 2 and 3 go together so I'll get to both of them here. Heavy Armor has a high action malus...and why shouldn't it. Problem comes when using faster weapons (1H weapons/ Daggers). Wearing lighter armor to compensate for this will get you dead very quickly. If they upped the amount of +Dodge/Parry you could put on armor (Maybe weapons), you would have much more surviveability up on the front lines, no matter your armor type. I think the +Dodge/Parry should be applied to armor the same way that +HP/Sap and the rest are (Green Stat). That eliminates the potential to run into the super equips that let you have everything. It also opens up new options on how melees want to conduct their business.
- Again I'll address two at once. Aimed Shots and Criticals could be combined, as by themselves they do pretty much nothing. All of the aimed shots would instead be critical shots aimed at said part and criticals have a 25% chance to inflict a certain effect on enemy. Instead of the typical double damage, you could have so that criticals were a way to dismantle an enemy. Again for fairness sake you could have all these stikes on a shared 15sec timer so you can't just spam the same attack over and over again.
- Shields. Add a block factor to shields. Damage taken = 0. Percentage based on quality and materials used. Cap 30% (Super hard to make)
- And for kicks dual wielding all the 1h weapons would be nice, but not at all necessary.
Now I'm sure there are several critiques on this post and my ideas. Even if you don't like a single one, I think it's pretty clear that melee is missing something. Please enlighten me to any and everything I have incorrect in here, as any information I get here I can apply in game in an effort to make my melee experience more enjoyable and dynamic. Sorry for the lengthy post but I just want to get my thoughts out in the air. Again, criticism is welcome and correction is appreciated. Thanks for reading.
-Kash-