How can vertex improve the combat system to fit all the build and be smooth. My example is to have a sekiro and elden ring combat system
Here’s the example I came up with
Animation Cancelling: Implementing animation cancelling mechanics can allow for more fluid and responsive combat. Players can interrupt attack animations with dodges, blocks, or other actions, enabling quicker reactions.
Smooth Transitions: Focus on seamless transitions between actions. For instance, transitioning from a sprint to a roll, seamlessly chaining combos, and smoothly integrating dodges into attack sequences can enhance the overall combat flow.
2. Weapon Variety and Techniques:
Weapon Arts: Introduce weapon-specific abilities or “Weapon Arts” that provide unique techniques and effects for each weapon type. This enriches combat diversity, allowing players to customize their approach based on weapon choice.
Stance System: Implement a stance system similar to Elden Ring, where players can switch between different combat stances for various advantages. Each stance could have its own set of attacks, blocks, and counters.
in all seriousness, fromsoft’s games are all about commitment to an attack. you charge an attack against a fast enemy in elden ring with an ultra greatsword? you’re TAKING that hit
weapon arts… already exist. multiple of them. like, that’s the entire point of weapons
stance system isn’t something that can even be put in a game like AO
To be honest though these changes would not fit in AO. Both games you listed are mechanics based around grounded combat. AO does not have much grounded combat, and when dark sea comes along with dodge reflexes this is going to be lessened more.
Also weapon arts are already a thing in the game. Every weapon has unique skills, save for some which repeat maybe 1 skill from another weapon, but this was never a problem in the first place with warriors.
The idea of cancelling animations with blocks, dodges etc is a horrible idea for pvp. I’m saying this because the only way you can even hit someone with agility is with endlag and needing to commit to moves, so being able to just dodge out of using something would break the game.