Bring Back AA clashes In Cutsceneshttps://forum.arcaneodyssey.dev/uploads/default/optimized/3X/d/c/dc99f6f7ea116cae903a8019682c2e1c5c985b69_2_1024x576.jpeg
Of course it’d work the same way as before by pressing random keys at varying speeds and with an option to skip cutscenes and always skip cutscenes.
Details
With the addition of the new classes clashing might have to change a little bit since it isn’t just mages such as warriors slicing though a mage’s spell or sending a flying slash to counter it and so on. For hybrid classes I guess the game could prioritize what stats you have a higher investment in and prompt that type of clash against a boss. Maybe even the game could have a feature were you could pick your favorite spell/technique/skill to prioritize in cutscene clashes.
Below are some examples of how clashing with certain classes should look like.
Iron Leg users get a single frame QTE to trip Calvus at the speed of light while he’s dashing, causing him to fly into Neviro at full force, killing both of them
I suggested something like this a while back but it was mostly to provide a cinematic transition into another area. Although I’m all for cinematic clashes so I’ll leave my vote here.
Although instead of having it be class specific, just make it based on whatever is the class focus.
So warlock with 150 strength and 100 magic has a strength clash with whatever fighting style is equipped at the time + imbue.
150 magic and 100 strength warlock would be the mage one
This is largely just to simplify implementation so Vetex only technically has to make 4 vs 1 for each class.
i don’t really thing ult art clashes being the only thing that has aa clashes would break the flow of combat, how often do you clash an ult art with another ult art in a pvp match?
I think it would only work for players during story and then occur in cutscenes. I used to play a game that also does something like this in cutscenes, and it’s very cool. However, if there’s another player in the fight, it wont disrupt the other player who’s already fighting the boss, only the player in the story disappears for the cutscene.
Maybe it would work better here if you have to lower the HP to 0 instead and then the actual clash cutscene starts. When get the boss’ HP to 0, it’s not an immediate win just yet and you have to finish it off through a story cutscene, and then the clash.
It could also work as a double boss system where at first, the boss will be in a certain location to fight them, but this “boss” is a temporary, story-exclusive one (like Shura or Revon), and then cutscene starts when you lower hp to 0 (where the clashing will start), and then you get transported or moved to the real boss location. It’s like seperating the boss phases.