Just a few things before I start this off. These are suggestions, but I don’t have good enough trust level to actually talk about this. But, still I think it is worth discussing. So here are my ideas on how to fix blocking in WoM. This will be lengthy.
How to Make Blocking more Optimal:
1- Reduce Blocking Activation Stamina
- Blocking takes way too much stamina, currently blocking takes up around 30 stamina just to even activate, which although doesn’t sound like much, in PvP it definitely is. Now, in WoM’s current combat system you are always constantly running, jumping, high-jumping, etc all in order to avoid attacks, all of those actions take an incredible amount of stamina to pull-off simultaneously and to add onto that blocking takes a lot of stamina, So if you ever wanted to block, you couldn’t because you don’t have enough stamina; which is unfair because where you definitely would’ve blocked you couldn’t, “Oh, you wanted to block? Shouldn’t have wasted all your stamina dodging attacks”. Thing about this is that not only does it put blocking at an unfair disadvantage, but also a pretty unsafe option to use. It is too reliant on how much stamina you have, so much so, that you have to ask yourself, “I am out of stamina so do I want to block here or not?” or in other words, “I am out of stamina so do I want to live or die?” Simply put, if you are out of stamina you have no other options except get destroyed by a placed explosion. I would recommend the blocking stamina to get reduced to 10, the draining effect is ok as it is.
2- Startup and Release
- The start-up lag for blocking needs to be fixed. When you block the instant the attack hits you, the block doesn’t activate in enough time even though you did indeed perfect blocked the attack. I think that the startup lag, or the time it takes for the block to be activated, should be 3 frames or .03 milliseconds assuming WoM could run at 60 fps. Though milliseconds do seem like much, this is actually a pretty common time-frame for most action and fighting games like Smash Bros. for example. Not only that, but when you release the block (or the moment you let go of the ‘G’ key) in WoM there is too much end-lag, to the point where you can’t commit to an option or block again, so again assuming WoM runs at 60 fps (which it probably doesn’t) blocking should finish releasing after 3 to 6 frames or .03 to .06 milliseconds. This change this would make blocking a whole lot more safe and it would allow the player to commit to an option before they get completely annihilated by, again, a placed explosion.
3- Rolling or Dashing Out of Shield
- When the player blocks there should be a dashing mechanic out of blocking, and the player should be able to move very slightly when shielding they shouldn’t be completely still because that just makes you essentially an open target to placed explosions. This system could be like Roblox - Anime Battle Arena in which you can roll/dash. Here is what I mean.
Credit: Infernasu
In the gif, you see the player dash backwards this is a good tool for dodging and spacing. I believe that is how blocking should work, this would work really well for avoiding attacks and would be more effective than just spamming high-jumps and would be an effective counter to placed explosions. The more you roll the more stamina in takes, a normal roll should take stamina and if you roll 3 times in a row within a certain time frame maybe like 5 seconds the stamina it takes to roll will increase. Example: 30 -> 40 -> 60 stamina
4- Change Keybinds For Block (Optional)
- I believe that the blocking keybind should be ‘F’ instead of ‘G’. The reason is because the closer the block is to your fingers the more effective the block is. I am not saying the ‘G’ key is too far away, but I think that the ‘F’ key is ultimately more natural and would work better.
Anyway, that is all I have as far as suggestions. What are your guys thoughts?
Edit: I removed the I-frames, and made rolling take stamina.