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JohnnySideburns

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Everything posted by JohnnySideburns

  1. I agree with you so much that the movement speed should have its throttle turned down and it should all be made more tactical. But I don't think running in a melee verges on simulation, that stuff will get you killed! concluding that turning down characters movement speed in combat would even be more realistic! -whatever that means... Anyways keep up the good work!
  2. Just a suggestion for feeling a difference between different weapons: set the attack speed for melee weapons to be the same, but have the difference be in the recovery-time. That way the weapon with the farthest reach will get the first hit (which i think it should) , but the faster weapons will still get more.
  3. Rogue has a skill called "riposte" any melee attack against the rouges deflection that misses has 20% chance of getting a free riposte attack. I like the idea, but this skill seem like a completely random win or lose the combat type of skill involving no skill of the player. If anything it pushes the rogue towards using shield and hatchet. I would suggest that the riposte skill instead became an active skill (usable a couple of times pr. combat or day) that, when activated, will take the next melee attack against the rogue against either deflection with a bonus or against the rogues reflexes (or perhaps even just let it miss), and if it misses grant a riposte attack. That way the rogue sets up the riposte, gains a defensive, yet offensive skill that takes a bit more skill to use by the player. resulting in a satisfying experience.
  4. Just dropping my two-cents regarding my experiences in combat while playing around with the beta. I have enjoyed the combat, but there are a couple of things I believe could improve the experience: First of all I have a tendency to keep track on what is going on, it might be due to limitations of my computer and lack of optimizing of the beta, but I would like to request a selection circle indication on the guy, my guy is attacking. Just like in the BG games. I would also like a somewhat similar indication of whom my guy have engaged in combat (if it is more than the one he is attacking) and some kind of indication of who has engaged him, as I as it is have to just guess and that is hurting my tactical perspective. Second, Regarding the whole engagement, disengagement-attack. It is not clear to me when the disengagement-attack will fall. Will it be if a guy I have engaged tries to move, or can he move freely around in my engagement "zone" (effectively circling around me to engage the wizard behind me). Circling isn't much of a problem in wide open spaces, but it does get a bit annoying that you can't zone people in more cramped conditions. I would suggest that as soon a character moves while being engaged he will get hit, but then not get a disengagement hit from that guy until he engages again. Third, I find that the movement speed in combat feels like it is a bit too fast and that slow movement speed effects don't really matter because doubling the time the opponent will get to you is pointless when he'll reach you in a second.
  5. I imagined that perhaps a talent, could do something about it, like "shapeshifter" and it lets you spiritshift once per encounter at the cost of other spells being less at hand.
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