OH OH! I have a suggestion to avoid this problem! What if while the monster is in an attack animation its body could still cause damage to the player?
Now this is the kind of forward momentum I like to see. Some robust additions to the combat system to support the style of combat they want. Behavior modifications to the enemy are a clever way to address concerns. Eager to see it in action!
loving the description excited to see it implemented could make for much improved combat strategy well done bring it on
I love it! I always thought the combat was lacking a little, mostly because of how it was usually pretty easy once I got the hang of how my weapon knocks enemies back on a consistent basis. It might be nice to have knockback on critical hits, or at least have it as an effect on certain weapons, but removing it in combination with removing touch damage I think makes combat a lot more interesting to me.
That right there is worth the price of admission! I can't tell you how much I HATE mobs jumping into my spot and making it impossible to land that first blow.
Starbound Freedom Unite Would be really cool to see some big monsters that take a while to take down with this combat system. I'd love to see some sort of Monster Hunter mod with this in place.
I have a number of thoughts on the subject: Some say the best defense is a good offense, instead of completely removing knockback, one could reduce it further and make it more dynamic, add the element of interruption. Knockback/interruption will depend on the type of weapon/ammo, the size of enemy, and percentage of their max HP you damage with a single hit. (Dual wielding could be handled a little differently, they work together once two hits connect, one from either weapon consecutively, not as effective as a two handed weapon of same damage but still better than either weapon on it's own.) Will also depend on enemy type and attacks they use, most attacks could not be stopped once launched, but some could be interrupted during the telegraph phase, size of impact needed and time frame to interrupt will differ. Some attacks could be easier to interrupt than to block, or simply not be blockable, just as some could not be interrupted. Can also add element of increased damage when attacking enemy in the middle of their own attack/while they prepare(or both), a counterattack, sure you still get hit but hey, a little recklessness is fun now and again, but would also add incentive to dodge an attack and counter it in the process, one could even add a stacking bonus to damage for each consecutive hit in this manner, to encourage dual wielding and faster weapons. The result is the knockback itself becomes more an indicator for interruption. All in all this could add greater variety in ways to fight enemies, with incentive for each different setup. In addition to blocking as proposed.A few side notes: Touch damage should depend on enemy type and be obvious in most cases, such as a spiked or burning or electrified enemy. Instead of "shield health", endurance sounds better, by definition, how much one endures. Monsters occupying space would be neat, that is to say that you can step on them, jumping on top of birds would be awesome(causing them to start to drop of course), and fighting a huge enemy while riding atop it would be as well, especially a huge flying enemy. They would have methods of shaking you off of course, and ways to hurt you as you ride them.In general good ideas from the team of course.
What I think is that it reminds me a bit of Monster Hunter, which I loved. I hope this means bigger monsters will be more common. I just wonder how things will work with guns. I think knockback removal is generally good, but think it could be utilized in specific weapon types or against certain enemies. Can you say critter golf with a big hammer?
I think these proposed improvements have a lot of potential. Currently, combat is not very fun and usually ends up being a button-mashing fiasco. I think these changes would be important steps towards making it a more enjoyable experience.
Love it, this will bring so much. I love the intended changes, and will make the game far more exciting. but each weapon should have unique battle effects. like a swords having a cause to cause extra damage, a critical so to speak. Hammers are a must for Knockback, or a Stagger effect. I have dozens of more ideas for weapons and others things. and these are my Opinions
Nice little sketches x). I'm glad this whole "P" Positioning attack thing is being reconsidered (so not fun right naow), and your objectives for combat enhancing are quite appealing there. Don't forget to limit some monsters' attack speed, though ! It's a good thing to parry an attack, but if your opponent harrasses your poor floran by hitting 4 times per sec ... You need to be able to see some of these to make it useful.