Hey everyone,
As some of you already know, I have a sickening amount of hours in MO2. I'm currently at 1,800 hours (get a life nerd) and continuing to push forward. Because this amount of playtime brings absolutely no value to my life, I'm hoping it can at least help to benefit the game in some way.
While we're on the topic of wasting our precious time on earth, I have an even more sickening amount of playtime in MO1. My melee combat background consists of War of the Roses, M&B, Chivalry 1, Chivalry 2, Mordhau, Reign of Kings (lol), Kingdom Come: Deliverance, Mortal Online 1 and Mortal Online 2. So at a minimum, I hope you will regard the feedback I'm about to offer with some form of credibility.
Although I'm guessing, I'd say 90% of my MO2 playtime has been purely melee combat. Over a year and 1,800 hours later, here's a handful of ideas I feel could improve the game's melee combat without resorting to "make it faster" or "regional servers". If I'm being honest, I feel that those solutions are valid, but will never happen. This thread is designed to offer solutions based off of what we have instead of what will never be.
So, now that's over. Let's proceed.
Suggestion 1 - If a fully committed swing does not make contact with a player, increase the block delay window significantly.
Keep in mind, these suggestions stem from the fact that this game will always utilize a global server with pings ranging from 1-300. If this was a lobby based game or a regional server MMO, my suggestions would differ greatly. However, that discussion is pointless and I encourage all of you to start accepting that as well. Let's focus on what we have rather than what will never be.
Thanks for reading. Have a great weekend everyone!
As some of you already know, I have a sickening amount of hours in MO2. I'm currently at 1,800 hours (get a life nerd) and continuing to push forward. Because this amount of playtime brings absolutely no value to my life, I'm hoping it can at least help to benefit the game in some way.
While we're on the topic of wasting our precious time on earth, I have an even more sickening amount of playtime in MO1. My melee combat background consists of War of the Roses, M&B, Chivalry 1, Chivalry 2, Mordhau, Reign of Kings (lol), Kingdom Come: Deliverance, Mortal Online 1 and Mortal Online 2. So at a minimum, I hope you will regard the feedback I'm about to offer with some form of credibility.
Although I'm guessing, I'd say 90% of my MO2 playtime has been purely melee combat. Over a year and 1,800 hours later, here's a handful of ideas I feel could improve the game's melee combat without resorting to "make it faster" or "regional servers". If I'm being honest, I feel that those solutions are valid, but will never happen. This thread is designed to offer solutions based off of what we have instead of what will never be.
So, now that's over. Let's proceed.
Suggestion 1 - If a fully committed swing does not make contact with a player, increase the block delay window significantly.
- This system is actually already in place. However, the window of time between a missed swing and your next block is far too short to be truly punishable.
- An increased delay should not apply to a follow-up swing. Aggressive options need to be maintained.
- The block delay HAS to be global and unable to be avoided by simply starting a new attack into a block.
- One handed weapons should automatically have a shorter block delay than two handers to create further incentive for use.
- This rewards well timed/aimed inputs while punishing spammers and unskilled play.
- Movement and footwork will play a much bigger role in the game again similar to MO1.
- Players can completely negate suggestion 1 without suggestion 2. Ramming your weapon into the ground to negate your mistakes is not difficult to do and lowers the skill ceiling significantly.
- There should still be an early stage in the charge circle that punishes spammed left clicks by dealing minimal damage.
- Melee damage stages currently function like this - / 0-20% / 20-70% / 70-100% / 100% / 120% /
Each of these damage states represent the percentage of the circle filled, not damage. Every new bracket equals a damage increase. The time between 20% charge and 70% charge has 0 effect on your damage. This doesn't feel like you're rewarded for squeezing every bit of charge out of your swings. - With the exception of the 0-20% stage (punishes LMB spammers), adjusting the damage calculation to perform like archery would lead to more controlled damage output and would pair exceptionally well with suggestion 1. This will naturally lower TTK.
- Dodging your opponent's swing, gauging their block delay (based on their weapon/character) and punishing with a perfectly charged attack to output maximum damage requires skill.
- Kicking your opponent while they're in an active block state should either deal low-moderate damage or temporarily disable blocks. (Feedback needed here)
- Kicking an opponent who is not actively blocking should have no effect at all (maybe a small shove MAYBE).
- If we go with the disabled block route, movement should never be affected by a kick.
- Kicks should take A TON of stamina and encourage players to use them strategically/sparingly rather than spamming.
- Stamina should not begin to return until the kick animation has concluded.
- Failed kicks will lock the kicker in place for the entire animation and leave them completely open to attacks. Failed kicks need to be PUNISHABLE!
- Players should be able to feint an attack into a kick to increase mix-up/mind game potential.
- Zergs who spam kicks will fall behind due to the massive stamina penalty + distance lost from the whiffed kick.
- A skilled player will be able to predict a kick and quickly lower their block which will waste the attacker's stam, distance and time.
- If an unskilled zerg spams kicks, they will quickly split their group and leave many behind allowing smaller groups to strike back.
- We need a small side step or dodge similar to Chivalry 2.
- Dodges pair well with all previous suggestions and come together to make one cohesive combat system.
- Dodges should take a considerable amount of stamina or be tied to a balanced cool-down. We don't want dodge spam and teleporting players.
- Current attacks should not be cancelled by a dodge and must be chargeable during the dodge animation.
- To further reward skilled, aimed inputs, a player who lands a counter attack on a player should be given a small invulnerability window. Nothing more than 1 second.
- This will slightly increase skilled player's ability to fight outnumbered by allowing a window of time to deal damage and recoup.
- I-frames will not apply to successful normal attacks. Only counter attacks.
- The idea of the entire counter animation being invulnerable crossed my mind but ended up sounding overpowered and abuseable. (Team's feeding counters to each other, further encouraging the defensive meta, etc.)
- This whole idea is a huge maybe. Would love to hear improvements and feedback.
- We need a legitimate feint system which allows us to mix-up our attacks through intended game mechanics. Not a function that was originally intended to be "Walk".
- MO2's free blocking system allows for feints to be acceptable due to the sheer speed we can redirect blocks.
- Feints must take a considerable amount of stamina and not be spammable. Everything must be done in the name of strategy and skill.
- Players should be able to feint or cancel their swing for a very brief window after the swing is released.
- Even morphs might work where certain directions can only be morphed into specific other directions (within reason).
- An active ability that functions like an on-demand counter would be useful as a finisher or a way to mix up your opponent's defense.
- Same thing here. The stamina penalty or cooldown route should be taken. I personally prefer stamina management over cooldowns in most scenarios.
- After successfully striking another player, the game currently allows us to instantly begin a new attack. This active counter could be weaved into this system as well.
- Example - If 1kg is maximum speed and 5kg is minimum speed, increase the stages between min and max speed where 1kg will still be fastest and 8kg would become the new minimum (just an example). It's the exact same minimum and maximum speed but spread out across a longer weight range.
- This allows for higher-end materials to become more viable from a speed perspective without actually speeding up the game.
- Heavier, higher damage weapons would see much more use among players and naturally decrease time to kill.
- A higher demand for more protective armor would come with this as well.
Keep in mind, these suggestions stem from the fact that this game will always utilize a global server with pings ranging from 1-300. If this was a lobby based game or a regional server MMO, my suggestions would differ greatly. However, that discussion is pointless and I encourage all of you to start accepting that as well. Let's focus on what we have rather than what will never be.
Thanks for reading. Have a great weekend everyone!