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Most everything you listed is in the works. :]
Well your first impressions are good compared to some other silly impressions. However, there are some things i need to note.
1)Stunlocking is fine, fighting games tend to have lots of stunlocking? (at least in doing some crazy combos) and this is far from MOBA, the only thing that might give the impression that this is a MOBA game is NetherDale and the 2 rage skills.
2) I dont really want this to be some S4/GunZ game, those are shooters and this is a fighting game. Speed is really fine for this game, so i don't really know why some people want a boost (it could probably ruin the game as well)
3) As for blocking, i think you got the wrong impression about it? i mean just blocking attacks will lead to death, because as you said you're just a sitting duck. Blocking has to be used while being mobile, not just sitting there the whole time blocking without doing anything else. I think this video might be able to explain my point.
http://www.youtube.com/watch?v=CWMC7kTcwAA
I also don't want this to be S4/Gunz, but I still feel the speed is a little on the slow side for it to be an action game. My main gripe is that traveling relatively large distances on larger maps like NetherDale is kind of a pain and takes the flow out of the game a little.
As for the stunlocking, I feel the combos are too easy to pull of in comparison to more complex and timing sensitive fighter games. If you get caught then, it is a matter of how well the opponent can finish the combo. If they pull it off correctly (which is usally quite the chore) your death is deserved. In Archeblade, you practically don't have to worry about them being able to pull it off since it's just a (short) combination of using the mouse buttons. I guess I'd propose that only some parts of a combo actually cause stun/knock down so it's not just a matter of who gets hit first but rather who can line up their attacks well enough (follow ups) that gets a fair shot at a finisher.
Thanks for the replies :)
But wouldn't that still say that you want the game more action-y? Increasing the speed does that. That's what I believe.
As you said, this game feels more strategic. Positioning plays much more of a role. Getting hitstunned and being ganged on is basically part of the game. If you are out of position, you should be punished for it, either by heavy damage or death.
I just don't agree that hitstunning and the slow speed make it a lesser game, the speed is fine actually.
Blocking can and will help. It's when you stop blocking and move quickly enough to avoid other incoming blows. Of course, lag can be a problem on that part. But, it can give the time to get some space, or keep the enemy focused on you, for your teammate to attack the your enemy.
As for Renoah(sniper), if she isn't focused by someone on your team, you're doing it wrong. Her sniping ability should be something you should fear and rightly. Otherwise, she has no reason to exist other than being something your opponents eat for breakfast. Characters have to have something threatening about them, otherwise what's the point?
As for Renoah's Q(the one you notice is targetting you), I know Sewon's(monk) F skill, purge, will get that debuff off of you. On the other hand, Elrath's Q, magic shield, protects ytou from any debuff and Renoah's Q skill is counted towards that pool. However, those are the 2 characters I know that can peel off that skill.
Other than that, I agree with this.
I'm not saying the hitstun and speed make it a lesser game, I just feel it is less in the direction I would personally go. I'm a fan of more open combat systems such as Warframe or Overgrowth, where aim, speed, timing and reflexes are key. Overgrowth is still very unforgiving due to the fact that you can still get kicked and punched silly if you're not careful (inexperienced). However, once you get better you will sometimes get very interesting and exciting fights going on due to the fact that properly dodging, blocking, countering and attacking at the right moments is a very difficult thing to master. But if you pull it off, it feels very satisfying and doesn't give the other guy any reason to complain because he was consistently being outperformed. Note that I'm just trying to elaborate the mechanics and dynamics of these systems, I'm not saying that ArcheBlade should copy it.
With the combat system in ArcheBlade, it's more of the matter who gets his/her combo going first (assuming a 1v1) which for all intents and purposes could be pure luck. Since combos are already so easy, you're usually done for. I get the purpose of this, but it focusses more on the strategy and the importance of who gets the first hit rather than action. This is why I feel that the combat in ArcheBlade is less "open", meaning that one mistake or stroke of poor luck can instantly mean the end of you as you powerlessly watch yourself being pummeled. I'd rather see cleverly timed evades and counters, a battle of wits, cunning and timing. More sparring, less destructive chains of death. Note that I'm more often than not the guy doing the stunlocking, so it's not raging or ranting. I just prefer being constantly challenged rather than looking for that one moment to end it all.
On the other hand I like the importance of proper positioning before attempting to attack so I definitely don't want ArcheBlade to go all gung ho or wallrunning and whatnot. It just that the action part falls completely flat for both parties the moment somebody is up in the air. So I would suggest to either have a way to get out of stunlocks once in a while or make the combos more difficult so there is actually room for error. I'd prefer the latter with easier combos being less devastating as it fits better in the game I think. I'd also like to stress that I think more accurate timing would (or should) play a role in this. Kind of like a quicktime event where you have a limited window to respond, only you know exactly when and what to press so it doesn't suck.
That said, I've begun to get used to the overal pace of the game more and have found that it fits the combat as it currently is. I've also switched to Tiac and found he is actually much more mobile and quick on his feet than Renny save for the teleport which strikes me as odd. Also, in spite of my "criticism" (which is basically just personal preference) I am having a blast so far ;)
TL;DR: Once more combos are in the game, the deadly/long ones should be (much) harder to pull off. Since pressing LMB and RMB isn't that difficult, proper timing and aiming should play a much bigger role.
I know certain chars cannot do what you think they can do in a 1v1 situation. Ice Renny cannot kill in one combo. Maybe the squishiest of targets might get killed, but it usually doesn't happen. Same with Valle, she cannot pull off a 1 hit to combo KO at all.
I think it's to do with the team element here where someone can be juggled senseless due to other teammates timing their attack to keep them floating.
Also, chars can stand on your head. so if they're floating high enough and you get under them, you mess up your combo.
It might seem like I am arguing for the sake of it, but I do think you are misconstruing the thing I'm talking about.
It's about teams actually dealing all that damage in one fell swoop. Not a lone character itself. Some characters can and will do it, but they are made for it.
I guess my point is that I think that the moves you can currently pull off are too rewarding for the effort that is put into them. Or at least, some of them are. This causes you to get dead or hurt very quickly, a little too quick for a game that classifies itself as an action game in my opinion. It doesn't take a mastermind to get a hit or to execute a combo meaning the focus is almost entirely on the strategy part of the game with team compositions, positioning and coordination. Personally, I'd like to see a little more player finesse and creativity in the combat/combo parts, so that choosing the right combo/attack at the right time and being able to pull it off is considered a challenge as much as exploiting the opponent's mistakes.
I feel that upping the overal pace of the game is one way to do that, as landing a succesful hit requires better timing and aim, dodging an attack becomes easier due to being able to exploit the timing window of attacks better and combos finish earlier meaning stunlocks are far less annoying to be in. The strategy still exists since nothing technically changed, but there is less time to think or react, so more room for mistakes on players' part making encounters much more interesting. This makes the action aspect in the game much more prominent and noticeable without throwing strategy out the window.
To be honest, I'd like to try a few rounds with about 10% faster gameplay just to see what it would be like. It may be awful and break a lot of things, but it could also be a valid remedy for some if not most of the things that are less exciting about ArcheBlade. I recall there being gamespeed modifiers in some games like StarCraft and all respectable matches there are played on the fastest speed which implies that speed is indeed relevant even in strategy focussed games. I'm pretty sure this also goes for some fighting games. Perhaps it would be an interesting experiment to allow servers to set such a modifier? Whatever is more popular would work best for the majority of the playerbase I reckon. Plus it's optional.