I'd like to suggest a little change in the combat system, which could make the general grinding a lot-lot colorful.
The basic attack which is the left-click can be much more diversified, and more interactive, with more control over the basic attack.
The idea is the following, and can be implemented to all standard attack types - sword, bow, staff
1.Standard attack: 1 quick click - 1 normal attack
2.Standard attack repeat: Double click AND hold - repeating the normal attack until release (currently this happens with 1 click and hold)
3.Charged attack: 1 click AND hold - Prepare to attack (lift the sword, draw the bow, charge with the staff), during hold aiming is possible, and do a charged attack on release.
The charged attack's damage depends on the hold's time. In the first second of the holding, the damage is 100%, but after the first sec, the damage grows gradually to 200% (10% grow in every tenth of the second). This would be the basic damage-multiplier degree without any skillpoint spent. (Instead of the damage-multiplier method, increasing critical chance and/or increased critical damage would be appropriate too!)
The damage multiplier of the Charged attack could be an individual skill in the skill tree, with options to expand the charge time to 3 and 4 and 5 secs with increased 300% - 400% - 500% damages. And also could be increased damage without increasing the charge time - like fast charge.
The exact numbers and percentages are just examples in my suggestion, can be changed with the knowledge of a Dev to better values, and the increase speed could be progressive, not just linear...
The charged (full charge) attacks would cut off enemies' attacks, could do piercing damage with sword, could do stun with hammer, and could bring new animations of the knock-outed enemies, for example one-two-three meters more fall back before they hit the ground. And even the charged attacks could have new animations - straight stab with sword for example...
Created: 3 weeks, 2 days ago
Category: Feedback & Suggestions