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
iām 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 thereās more than a neutral state thatās only affected by health remaining.
an example in particular iām thinking of,
king calvusā 500!500!500! attack canāt really be interrupted (this would be remedied by letting bosses be grabbed but otherwise), iād 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)
itād 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?
hecateās 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 shouldnāt 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 isnāt overpowered).
When I say interrupts I obviously donāt mean grabs. Maybe things like Ultimate Arts or very specific skills.
well yeah even in fighting games thereās measures to keep people from getting hit with infinites - most blatant of measures being combo breakers/bursts. iām 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 iāve got my thoughts more together in a larger-scale post in general. it probably wonāt actually go anywhere but itās 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 (p2ās attack wonāt complete and p1 overall wins the clash). i didnāt 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 Fromsoftās best game, please play it
Granted the only Fromsoft games Iāve played are Armored core 6 and Elden Ring, but like Iām pretty sure Iām right.
from what i saw not my kind of thing but might check it out
Yeah most even metal magicās self explosion comes out fast. Which is my point, spells and attacks startups are fast, but I believe itās more so the endlags that create the openings.
not just endlag, but iād 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 itās not happening. But for instance, if u were in the pvp tag youād get an agility debuff so youāre not uncatchable when running, and when you have the pve tag your agility wouldnāt be affected and would stay as it is