The combat design in mortal is a little wierd sometimes. What i mean with this is:
Players have directional combat where mechanical skill and reflexes are key to winning a fight. But thursars have Styganthrope allowing them to pasiveley regen hp without skill and any decision making.
Players have to aim their spells, with different timing and mechanics for different magic schools requiring skill and knowledge. But pets have an auto atack torpedo mode with no skill or heavy decision making involeved.
Players have to learn animations in order to be effective at parrying others. But tower shields exist and remove any skill involved in the defencive gameplay for melees.
(This is just an example)
Some things in mortal are extreamly skill and decision making dependent while others are just passive but extreamly strong, to, i would say, a game breaking point. My problem is not with the idea that the thursar should be the strongest melee fighter, or that pets should be able to have and inpact on pvp or that shields should provide a defencive bonus.
The problem is how these features are designed. Decision making and skill should always be the most important priorities when designing any combat related mechanic. What i mean with this is, make players press a button if they want an efect. For each reaction there should be an action. Give players strength through active decision making not passive buffs or past choices. The beuty of mortal is being able to activley engage in a fight and take decisions that will make you win or loose. If the enemy has a buff so strong that any decision you can take is irelevant the game becomes rock paper cisors. It turns inot Albion Onlie. The skill and outplay potential fades away. Combat becomes static and predictable.
Bandages, Ogh pipes, casting spels, parry, melee atack, running away, standing still to regain stam, drinking a pot, shooring a bow, riding four speed. All of these actions require a player input and these are the actions that make the game fun and intresting. Styg, pet auto atack, necro walker for ever agro are not dependent on active decision maing and are not fun, exept by the fact that they are strong and win fights against decision dependent skills.
I am not asking to delet pets or delet thursars. They are suposed to be strong in their specific areas. just make them decision making dependent. make players have to press buttons. For the future melee combat skill or any old mechanic that needs balancing.
Star Vault should adopt a combat desing philosophy: All instance of damage or healing are related to one instance of player input. (Static spells like static charge or star fall would not fall into this idea)
Give us strength through action!
Sabotage
Players have directional combat where mechanical skill and reflexes are key to winning a fight. But thursars have Styganthrope allowing them to pasiveley regen hp without skill and any decision making.
Players have to aim their spells, with different timing and mechanics for different magic schools requiring skill and knowledge. But pets have an auto atack torpedo mode with no skill or heavy decision making involeved.
Players have to learn animations in order to be effective at parrying others. But tower shields exist and remove any skill involved in the defencive gameplay for melees.
(This is just an example)
Some things in mortal are extreamly skill and decision making dependent while others are just passive but extreamly strong, to, i would say, a game breaking point. My problem is not with the idea that the thursar should be the strongest melee fighter, or that pets should be able to have and inpact on pvp or that shields should provide a defencive bonus.
The problem is how these features are designed. Decision making and skill should always be the most important priorities when designing any combat related mechanic. What i mean with this is, make players press a button if they want an efect. For each reaction there should be an action. Give players strength through active decision making not passive buffs or past choices. The beuty of mortal is being able to activley engage in a fight and take decisions that will make you win or loose. If the enemy has a buff so strong that any decision you can take is irelevant the game becomes rock paper cisors. It turns inot Albion Onlie. The skill and outplay potential fades away. Combat becomes static and predictable.
Bandages, Ogh pipes, casting spels, parry, melee atack, running away, standing still to regain stam, drinking a pot, shooring a bow, riding four speed. All of these actions require a player input and these are the actions that make the game fun and intresting. Styg, pet auto atack, necro walker for ever agro are not dependent on active decision maing and are not fun, exept by the fact that they are strong and win fights against decision dependent skills.
I am not asking to delet pets or delet thursars. They are suposed to be strong in their specific areas. just make them decision making dependent. make players have to press buttons. For the future melee combat skill or any old mechanic that needs balancing.
Star Vault should adopt a combat desing philosophy: All instance of damage or healing are related to one instance of player input. (Static spells like static charge or star fall would not fall into this idea)
Give us strength through action!
Sabotage