This post will be for suggestions to improve the parry gridlock that can occur in 1v1 fights.
All of these suggestions are intended to work within the framework of the existing MO2 combat system, which means a single global server with normalized ping (100 ms) for all players.
Before we get started I think it's important to note a few things:
Ways to reduce parry gridlock in 1v1 combat situations:
With Mechanical Inputs:
All of these suggestions are intended to work within the framework of the existing MO2 combat system, which means a single global server with normalized ping (100 ms) for all players.
Before we get started I think it's important to note a few things:
- Mortal Online 2 combat is still in it's infancy, which means there are very few tools available to the players, which means there is a very low skill cap, which means if the ping normalization is working as intended then fights SHOULD devolve into stalemates between equally skilled players. And fights between unequally skilled players SHOULD be slow and take a while to resolve.
- If player latency is not deciding fights, then GOOD JOB Star Vault. No one should be surprised that their "skill" isn't deciding a fight when there are literally only two moves available (attack & parry). It's like saying Albert Einstein should be able to beat a 5 year old in Tic-Tac-Toe because Einstein is smarter. Tic-Tac-Toe is a low skill game when played with optimal strategy, neither player will lose.
- As the MO2 combat system deepens there will be plenty of ways to introduce skillful play that don't involve giving MO1 ping advantages, regional servers, or attempting to clone combat systems from lobby-based combat games.
Ways to reduce parry gridlock in 1v1 combat situations:
With Mechanical Inputs:
- After a successful parry your next attack cannot be parried, only blocked
- After multiple successful parries (up to "x" number) your next attack cannot be parried, only blocked and bonus damage is added.
- Implement a secondary weapon attack, which if successful, leaves your opponent vulnerable for a small window (2 sec) to an attack that cannot be parried, only blocked. As a trade-off initiating this attack could leave you vulnerable to a weapon attack yourself (i.e. no animation cancelling)
- Implement a shove and/or kick that functions like the secondary weapon attack described above.
- Implement "rock-paper-scissors" rules for weapons. Some weapons can never be parried (only blocked) by other weapons. Example: Slashing cannot parry Blunt, Blunt cannot parry Thrusting, Thrusting cannot parry Slashing.
- Successive parries of the same weapon have reduced effectiveness. Example: 100%, 95%, 90%...0%. Quick and less powerful weapon attacks could quickly diminish your opponents ability to parry. Slow and powerful weapon attacks would continue to chip away and deal damage. This would reset if you parry a different weapon (or opponent) so this would really be a special case of 1v1 "combat fatigue".
- Successive parries have reduced effectiveness but parry also regains effectiveness on a short cooldown. Example: After initiating combat, each parry has 5% reduced effectiveness but your parries will also regain 5% effectiveness every 15 seconds. This is another way of introducing "combat fatigue" that isn't specific to 1v1 scenarios.
- We should note here that Star Vault have mentioned adding "special" attacks. The possibilities for these are endless and could include attacks which can't be parried.
- Strength attribute (str) gives a % chance to deal damage through a parry. Could be restricted to certain weapons.
- Dexterity attribute (dex) gives a % chance to deal damage through a parry. Could be restricted to certain weapons.
- Adjust the Blocking Primary Skill. There are a ton of ways to make parrying part of a character's build to require point investment and scale effectiveness. Some examples:
- Example 1: Rework the skill to give 0-100% chance to parry instead or in addition to knockdown resistance.
- Example 2: Rework the skill to give 0-x% reduced block damage and unlock the ability to parry after 70 points invested.
- Example 3: Make blocking a secondary skill and then make parry a primary skill underneath with 0-100% chance to parry, or 0-45% reduced stam drain, etc.
- Relative size (height) affects the ability to parry. Example, a size differential greater than x% means the smaller player cannot parry only block. This would need to be counterbalanced with boons for the smaller players (i.e. better stamina or increased move speed)
- Relative weight affects the ability to parry. Similar implementation as described above.