The near-foolproof formula for beating (pretty much) all NPCs right now is to camp outside their effective range and use whatever projectiles can you can land over that gap. NPCs spam random attacks straight at you constantly with no downtime, and being far enough away means the travel time will save you from taking constant hits.
The problem is, there’s a whole bunch of skills and even an entire stat build dedicated to close quarters combat, however when placed in PvE melee skills lose nearly all viability except for straight up DPS racing the enemy, as getting close guarantees that every single bit of the non-stop flow of attacks will collide with your character.
It’s also been confirmed that NPCs won’t have aimbot anymore which is a massive W, but even NPC inaccuracy won’t matter if you’re too close for them to miss.
So, my question for you is, given the absolute authority to make any changes you deem necessary to fix this problem, how would you go about solving it? It can be anything, no matter how unreasonable.
The only thing that really comes to mind is to give all FS armors some resistance, you’re gonna be rushing enemies with FS move spam so that should give some needed survivability
that can happen with players funnily enough, since if someone is closer they move (relatively) faster so you have to move your camera all over the place
This is a terrible one, but hitting a character while they’re in start-up or charge could increase the skill’s casting time (by using a logarithmic BaseHealth/Damage formula) under the pretext of pain hindering your focus, but that wouldn’t make sense with experienced fighters and would make attack speed outright overpowered.
Maybe the real solution is to make NPCs track their enemies through raycasts or a field of view instead of just an aimbot. If made modular, this could allow for a wide variety of behaviour based on context and some pretty unique fights.
give NPCS a reaction time so you can crash shockwave then dash out and they’d fire a blast at where you were a second ago instead of instantly locking onto you
give NPCs priorities- if the player is too close, the NPC will dash away- then counterattack. if the player is too far, the NPC will either attempt to close the distance or to snipe with long range moves(piercing shot, beam)
this way NPCs don’t just continue to throw out their 300 damage blasts whether you’re in close range or not
Higher level npcs are less inclined to try and be ontop of you and will prefer to keep at least some distance depending on what moves they have. (Which may cause some npcs to try and flee while you are standing next to them rather than attempting a point blank blast for a dps race, allowing you to push the enemy back rather than have them push you)
also if you are running up into their face aggressively enough a npcs accuracy may decrease from “Panic” with you constantly in their face instead of it being the other way around (npcs of similar level and above should have a reduced chance of their inaccuracy increasing)