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Combat: Replacing cooldown, movement speed, jump attacks

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    Registered User commented
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    TL;DR'd your subject line to aid in searching. Less generic, more specific. Hope that helps.

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    Registered User commented
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    Incredible! This is better than many of the other ideas I've seen, and much better explained to boot. I, personally, am tired of having to jump around, time my left-clicks with my descent, and time my swings with the cooldown all at once. I agree that a decrease in pace would make combat so much more enjoyable, and the startup-recovery frame system is so much more intelligent and atmospheric than the current one. Voted!

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    I like the combat how it is.

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    Registered User commented
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    Great idea. I'd say scrap the cooldown altogether and just use your mechanics here.

    However, these changes definitely need to apply to mobs too.

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    Maybe there could also be a shield bash attack (tapping right click as opposed to just holding down) one could perform, that could case a stagger in an opponent if timed right.

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    There are actually differences between fully charged hits and spam hits/half cooldown hits. That are noticeable to the player and new players.


    Weak hits have a sound I would describe as "weak". Whereas, strong fully charged hits either make the critical hit sound, sprint hit sound or sweep attack sound. 

    If you turn subtitles on, it literally says "Weak attack" "Critical attack" "Knockback attack" "

    Strong attack"

    Critical hits deal 1.5 times more damage than normal hits. As a result, it emits particles indicating this.

    Mobs emit more dark hearts depending on the amount of damage dealt.

    And of course there is the attack indicator and the visible recovery of the weapon in your main hand. Showing how powerful the attack was.

    In response to:

    "Cooldown issues: heavy and light blows looks the same"

    "Players don’t see or hear any difference between the two types of attack, and, as the enemy is constantly pushed back, a new player may think that spamming is the best option."

    "To feel powerful, attacks also need a good visual and sound design (clashes and particles on successful hits or stagger, for example)."