With the current Combat system and the upcoming one, many new combat mechanism and synergies are being implemented into the game, which consists of many creative ass-whooping techniques to apply on our foes. However, I feel like there's still some aspects missing and tweaks in those nearly-perfected combat mechanism.
- System ( CPS Implementation, Balancing & more... ) -
The upcoming system in which Players will have an overall much faster attacks in any weapon form which seems to be the right way to prevent the slow-combat play style, but how fast the new combat play style will be, will it be as fast as 1.7 or 1.8. Even so, I would still prefer going with 1.7 or 1.8 where JitterClicking, FlyingSquirrel ( W Tapping/ Blockhitting/ S Tapping/ Shifting which makes ur foe flies ), Hardcore Strafing ( Strafing like there's no tomorrow ) and Fishing Rod Combos can be applied smoothly with ease and that required a certain amount of skill, making it overall more competitive and intense. Understanding How jitter clicking effect ur gameplay. Let's say ur having 6 cps and facing against a foe with 8 cps. 6 clicks per second means that ur hitting every 167ms; 8 clips per second means that ur hitting every 125ms. At the moment ( hit registration period after a 500ms of hit immunity ) where both of u traded hits and about to land the next one with an assumption of having 100% accuracy, its obvious that the ur foe will hit u first, the same thing applies when both of u missed ur attacks. Another scenario to view at is that with 6 cps, u hit 3 times during the 500ms Hit invulnerability duration after a successful hit registration; with 8 cps, u hit 4 times during the 500ms Hit invulnerability duration after a successful hit registration. Conclusion, the higher the cps, the higher the chances to land a first hit
Here are my ideas on how to implement these kinds of traditional combat playstyle with the new ones.
By having the ' Chargeable Sword icon ' which we currently have. Make it so that the % of Dmg Output will be based on the % of Charged Sword Icon. Meaning, having 60% Charged Sword Icon makes u deal 60% of ur total dmg. As an example, having a range of 8-9 cps makes u deal 86 % of total dmg, having a range of 10-11cps makes u deal 56% of total dmg, having a 12-13 cps makes u deal 30% of total dmg and having a range of 14- infinite cps makes u deal 10% of total dmg. Make it so that the speed of sword icon recharging is 1% per 0.14ms
By having the Sword Icon to have 2 fully charged state,100% & 200%. Make it so that 100% fully charged state can be achieved in a range of ( 140ms ≤ 100% charge < 250 ms ) ; 200% fully charged state can be achieved in a range of ( 200% charge ≤ 250ms). This means that with a range of nearly 6-7cps will achieve 100% Charged Sword Icon; with a 5cps or lesser will get u to 200% Charged Sword Icon.
The 200% charge makes u perform Crits and extra KnockBack
The 100% charge makes u perform 100%dmg and standard Knockback
Less than 100% charge makes ur dmg less than 100% but with standard Knockback
This whole purpose is to make it so that the higher the cps, the higher the chances to land the first hit or initiate a combo, the lesser the dmg.
Cps control would be a thing
-Crouch Evading ( Tuck-N-Roll )-
By double-tapping W/A/S/D key while Crouching, it makes the player trigger default sprint in forward/left/backwards/right direction motion for an extremely short period while Crouching.
The sprinting effect will last for 350ms and would then return into Crouching state. It has a time interval of 1 s to be used again.
This so-called ' CrouchEvading' can't be activated when you are hit, during the hit immunity duration, in a more specific term, during the 500ms moment which ur hits won't register after a successful hit. This means that player can use CrouchEvading once they are out of the Hit immunity duration.
With these, it enhances a player's mobility to be able to dodge attacks and even reposition themselves. This mobility passive can be used when using a bow, swords, axes and so on ( even with bare hands )
Expectations: What u will be seeing is that the player moves swiftly to its right and left while Crouching and will return into original Crouch state ( the movement debuff u have when Crouching )
Notice: Toggle sprint can be used by just simply having toggle sprint on and go with movement keys while in crouch state without double-tapping it ( rmb to disable toggle sprint when trying to sneak around ).
Crouch evading takes the same effect as Crouching in which it prevents u from falling a the edge of the block. The player can alternate in between Default Sprint and CrouchEvading to keep in motion by exit Crouchstate after Crouchevading.
Players can hold shift and movement keys down after double-tapping it to perform continuous Crouch evading, however it is very chunky as it has a time interval of 500ms which gets u into Crouching state.
The same thing applies when using a bow
- Weapon Blocking ( Frontal Guard state ) -
By implementing Weapon Blocking, there will be a Chargeable Shield icon underneath ur crosshair.
Crouch while attacking ( Left-clicking ) makes u into Frontal Guarding State. It is basically the same effect as Crouching but able to block attacks ( I will be explaining these later ) during the Crouching effect. So once u stop left clicking, it becomes a Crouching state.
The player can stay in Frontal Guarding State whenever they like and exit Frontal Guarding State and attack normally by just simply unhold Shift key.
During Frontal Guarding State, ur 1 Left click will activate ur Frontal Guard for a duration of 250ms and can be refreshed with another Left-click. This means that there's no point of Jitterclicking while in Frontal Guarding State, u just have to plan ur Left click properly. It also gives room for resting ur stressed fingers. So once u stop left clicking, it becomes a Crouching state after 250ms. Remember, ur not dealing any damage but blocking instead
During Frontal Guarding, ur Block attacking ( shift left-clicking ) is similar to normal attacking but with a 'mining fatigue effect' which slows the animation. This effect will last for 250ms after a Shift Left click. This helps to indicate whether ur in Frontal Guarding State. This effect can be refreshed with another Holdedshift Left click.
Shield Icon has 3 charges ( 3 blocks )and it depletes when u blocked a registered attack. With a 3 charged Shield Icon, u will Block 100% of the successfully registered attack dmg from the Registered Attack and u will now have 2 Charged Shield Icon. With 2 charged, u will Block 50% of the successfully registered attack dmg from the Registered attack and left with 1 Charged Shield Icon. 1 Charged Shield icon will block 25% of successfully registered attack dmg from the registered attack. Once u have 0 charges, u can't get into Frontal Guarding State.
Charges of Shield icon only regenerates when u stop Crouching. It regenerates 1 charge per second
The regeneration of charges pause once ur back in Crouching stance
Chances of prevention of Shield icon depletion from an attack vary from what type of armour ur wearing. Diamond Armour has 0% chance, Iron Armour has a 5% chance, Leather armour has a 20 % chance, Chain armour has a 15% chance and Gold Armour has 10% chance.
It is logical that Leather and Chain armour does not restrict ur reflexes much irl.
Tuck-n-Roll still can be performed while in Frontal Guarding State
When equipping a shield, it adds up another 60 % of Chances of prevention of Shield icon depletion from an attack
Knockback is greatly reduced when having 3 Charges Shield Icon.
Projectile based or ranged based attack can deplete the charges, including arrows, and passive ( explanation is down below)
After a 100% dmg block, ur next hit deals extra half a heart (Counter attacks )
- Passives & Passive Skills-
The upcoming combat update has implemented range types in weapons. It can both be good and bad implementation for the game. As an example, The good thing about it is that u will now have different synergies when in combat, The bad thing is that it can be applied on every basic attack which I found it too overpowered and has a brain dead reach without performing a FlyingSquirrel Technique.
Heres my ideas
All weapons have a maximum default basic attack reach distance of 3.5 blocks ( Sprinting and other external factors are not included)
All Passive skill is charge-activate by holding right-click just like charging a Bow or Trident even the slow debuff and then release to activate the passive skill
The player can remain in charge state whenever they like
Some Passive Skill has a charge time of 350ms (except Axe)and can be cancelled before activating their passive skill when being damaged by external factors. Passive skill on-hit effect is the same as the basic attack but with a reach distance of 4.5 blocks. It also has the same dmg as basic attacking
Axe type Weapon has different passive skill on-hit effect reach distance, Axe throwing. It has greater Angle of projection than Bows and Trident to reach the same distance
Axe throwing is the same as Trident throwing and has to pick it up manually after a throw
Loyalty enchantment can be used on Axes
Charge time for Axe type weapon is 700ms and can be cancelled before activating by external factors
Player still can charge their Passive Skill while in Crouch state and CrouchEvading State
Axe type Weapon has higher base dmg than the sword but has slower attack speed (the slower speed of Charge of Sword Icon )
Sweeping enchantment for Sword can be activated during activation of Passive skill
Passive skill is disabled when equipping a Shield
This whole purpose is to make it so that player can perform using their 'Fishing rod combos' without a fishing rod for initiating a combo and poking with a short charge time