Data collection part 4 šŸ¤‘


Mental illness pit

anything to make ao combat not a snoozefest

if ao becomes a game where people can do a 30 move inescapable combo im quitting for good

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iā€™m more experienced in 2d fighting games where mechanics may not perfectly translate to 3d, but i do believe hitstun would add a lot more depth to combat where thereā€™s more than a neutral state thatā€™s only affected by health remaining.

an example in particular iā€™m thinking of,
king calvusā€™ 500!500!500! attack canā€™t really be interrupted (this would be remedied by letting bosses be grabbed but otherwise), iā€™d think it useful for there to be a rework of the resistance(?) stat where, instead of reducing damage while charging an attack, it increases the damage necessary to break them out of the charged attack (think of super armor)

itā€™d definitely be a radical solution that a lot of people would be unhappy with at first, but in the end i think combat would be overall more dynamic when you consider some of the other consequences of adding hitstun

It makes it even more of a snooze fest

forgot to reply earlier but just making a fun silly lighthearted wholesome joke how at the time you were the only person who wanted the spawn chance decreased

What spawn chance?

hecateā€™s essence spawn chance

Yeah 1% seems fine to me

the issue is is that in ao you can spam attacks to the degree hitstun combos would be near inescapable

if the combat was drastically different and not built on mobility and range hitstun would make sense, but ao is more akin to adding hitstun to a shooter than adding hitstun to a combo based 2d fighting game

the only things that would really benefit from this are moves like flash strike and crash better being able to combo

Hit stun shouldnā€™t be like Armored Core 6 though where you lose all mobility and stop in place, but over time (knockback) or an interrupt (not all skills or attacks; not all knockbacks interrupt so wind isnā€™t overpowered).

When I say interrupts I obviously donā€™t mean grabs. Maybe things like Ultimate Arts or very specific skills.

well yeah even in fighting games thereā€™s measures to keep people from getting hit with infinites - most blatant of measures being combo breakers/bursts. iā€™m not saying to just add hitstun and call it a day, but it being a staple feature to reorient the combat system in general (i could have worded that better in the initial post, sorry).

in general a lot i could have worded better and originally intended to just talk about the idea when iā€™ve got my thoughts more together in a larger-scale post in general. it probably wonā€™t actually go anywhere but itā€™s fun to speculate

not familiar with armored core 6 so tried to watch some gameplay, but hitstun might have been misleading in terms of what i mean

in a generic example of a game, if p1 uses a regular fast move at the same time as p2 using a regular slow move, p1 hits p2 first and puts them in hitstun for a moment (p2ā€™s attack wonā€™t complete and p1 overall wins the clash). i didnā€™t specify how long in particular or the overall nature of the hitstun applied whether it opens possibilities for combos or just as a punish feature, just that it should exist in some way. the following question about grabs hitting on blocked opponents kind of follows that idea

What I was thinking was that something like beam could interrupt if it reaches a certain damage threshold. So if you used it, in theory, you could interrupt someone using self explosion, but when you think about it; spells come out too fast for it to be any use besides rare situations where you get it off.

Maybe if charging was stronger to encourage it, we could have more of these things. With resistance getting a niche as an interrupt resist since it adds DR for some spells that would otherwise interrupt you (maybe at a reduced virtual efficiency; eg. base hit did 100, you took 50 because of resistance, virtually you received 75 damage for the interrupt check).

i agree with all of this except

i feel like, despite timing, that interrupt resistance would still be crucial in the heat of the moment. it gives a quickfire defensive dynamic of block the attack (least risky but guaranteed health loss), dodge the attack (intend to take no damage, slight risk of taking full damage), or attacking back (incredible risk of taking full damage but risks in chances of counterattack dealing damage to opponent instead)

not pvp, but like aforementioned with calvusā€™ 500!500!500!, you can either try to dodge/block as usual or rack up enough damage to counteract it

Literally Fromsoftā€™s best game, please play it

Granted the only Fromsoft games Iā€™ve played are Armored core 6 and Elden Ring, but like Iā€™m pretty sure Iā€™m right.

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from what i saw not my kind of thing but might check it out

Yeah most even metal magicā€™s self explosion comes out fast. Which is my point, spells and attacks startups are fast, but I believe itā€™s more so the endlags that create the openings.

not just endlag, but iā€™d also note the time during casting as important

about what should be done with agility uhh i think if vetex added different types of combat tags like a pve and pvp it would be way easier to fix the issue agility has right now but vetex has weird choices so i guess itā€™s not happening. But for instance, if u were in the pvp tag youā€™d get an agility debuff so youā€™re not uncatchable when running, and when you have the pve tag your agility wouldnā€™t be affected and would stay as it is