I recently had an idea for combat that balances quick attacks with timing and strategy, including more in-depth equipment choice.
Currently, when a player left-clicks with a weapon, it performs a single attack, with variable power and knockback loosely based on the cooldown meter. My idea would be to take this meter and alter it to create "light" and "heavy" attacks. The new meter would include above it a bar with three "charges."
When the player attacks with a full meter, it becomes a "heavy" attack, capable of breaking an enemy's guard (knocking aside shields/weapons being blocked with.) After that, the following attacks will be considered "light," and with each "light" attack, the bar above the cooldown meter depletes one charge. The bar will be recharged fully when the cooldown meter charges up.
"Spam-clicking" would then simply become a short chain of "light" attacks, having a cooldown between bursts, rather than being a frankly annoying flurry of nerfed hits. Timed hits, as introduced in 1.9 would in turn become "heavy" attacks, thus integrating the "two worlds" of PvP Combat. Perhaps smithing tables could alter the balance of a weapon (i.e., adding light attack charges, or making the weapon do heavier attacks.)
The re-introduction of blocking with weapons and the addition of parrying and a "guard bar" would also enhance these changes greatly.
Thanks for listening! Comment below with your thoughts.
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