Tighten up melee combat.

  • There needs to be something done about the way melee combat feels.

    • Charge mechanic should have no cooldowns, this speeds up combat with melee but also adds a new dynamic allowing the charge mechanic to be used as utility.
    • Reduce time waiting between a player has executed an attack and where the next one starts.
    • Allow players to cancel a strike, mid strike to prevent a player getting locked in an animation.
    • Tighten up the dodge mechanic and make it more fluid and intuitive, right now on PC I feel I constantly jump when I should be dodging, the mechanic feels most of the that it doesn't function as intended.
    • A well timed block should stagger the enemy, allowing for a counterattack, right now blocking doesn't require any thought or skill.

    These are just some suggestions on how to make the melee combat feel like it functions a little better but also allows for more seamless combat with swords.

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  • Do you even CQC? All of these suggestions are already mechanics of the sword.

  • @ii-axelforce-ii

    Huh..? No they're not. Did you even go through all the points I suggested.

    There is a cooldown after you end charging, where the player cannot move because they're "exhausted" Also the cooldown where you chain attacks is also very present, you cannot chain another combo of attacks into another chain, there is a small cooldown after that animation ends before you can start a new chain of attacks.

    A well timed block is blocking at the exact moment an attack incoming, currently how blocking works is if you hold up your block and the enemy attacks you as you're blocking they'll eventually become staggered on the 3rd consecutive strike.

    This isn't a downside though ^ because once the attacking player is staggered there is no punishment for it, they can continue to attack because staggering in this game just pushes the attacking player back a foot allowing room for the defending player to get reprieve and attack. A suggestion for solving this would be to make it so the staggered player isn't knocked back but has their attacks slowed down momentarily allowing the defending player a shorter attack cycle.

  • @byrnndi-teach Yea i read every one of them.
    1.) If you make contact theres no cooldown, [Mod edited]
    2.) Have you not fought a skeleton? theyll counter your chains in an instant, theres a window between attacks that you can squeeze your own attack in and counter, [Mod edited]
    3.) Do you want a waiting period or do you want to be able to cancel a strike, this contradicts the 2nd suggestion.
    4.) Not even sure what you mean by this one.. dodging covers the distance to get out of melee range of other swords, functioning as intended, [Mod edited]
    5.) blocking does leave them staggered and leaves a window to make an attack, [Mod edited]

  • @ii-axelforce-ii said in Tighten up melee combat.:

    @byrnndi-teach Yea i read every one of them.
    1.) If you make contact theres no cooldown, [Mod edited]
    2.) Have you not fought a skeleton? theyll counter your chains in an instant, theres a window between attacks that you can squeeze your own attack in and counter, [Mod edited]
    3.) Do you want a waiting period or do you want to be able to cancel a strike, this conflicts with the 2nd suggestion.
    4.) Not even sure what you mean by this one.. dodging covers the distance to get out of melee range of other swords, functioning as intended, [Mod edited]
    5.) blocking does leave them staggered and leaves a window to make an attack, [Mod edited]

    Now who is the one being inconsistent, so you do agree there is a cooldown..? You can't chain charges together or use them one upon each other, there is a short cooldown where the animation ends and you go into a cooldown before you can begin your next animation. You've obviously never played any FPS melee game where the sole focus of the game is melee combat like Chivalry or Mirage or even Mordhau. The actions in those games feel seamless, once you've played those you'll realize how sluggish Sea of Thieves feels with its melee combat it pales in comparison.

    Also my suggestion for a canceling animation was intended for an attacking player not a defending one. The suggestion I added in my further comment was a suggestion and intentional change to the defending player in adding intentional complexity that rewards well timed blocks like in Chivalry where you need to aim where a strike is coming from but also block at the exact moment a strike is about to make contact.

    Yes dodging does just that but it feels sluggish right now and some of the times it doesn't seem to function as intended, it could be just an issue with PC but whenever I try to dodge sometimes my player will stand on the spot and jump instead of dodging, the binds for dodging and jumping are on the same controls on PC

    You're just speaking around me at this point and not even addressing the points I actually layed out, blocking does leave them staggered but if you actually knew what I was talking about you'd know staggering only happens on the 3rd consecutive strike that is blocked, I shouldn't have to preface a point twice for you to understand.

    If someone blocks in Sea of Thieves all the work is done for them, the game automatically determines the angle of the strike, the timing of the block, all of that control which could go to the player to add complexity is taken away.

  • @byrnndi-teach said in Tighten up melee combat.:

    @ii-axelforce-ii said in Tighten up melee combat.:

    @byrnndi-teach Yea i read every one of them.
    1.) If you make contact theres no cooldown, git gud
    2.) Have you not fought a skeleton? theyll counter your chains in an instant, theres a window between attacks that you can squeeze your own attack in and counter, git gud
    3.) Do you want a waiting period or do you want to be able to cancel a strike, this conflicts with the 2nd suggestion.
    4.) Not even sure what you mean by this one.. dodging covers the distance to get out of melee range of other swords, functioning as intended, git gud
    5.) blocking does leave them staggered and leaves a window to make an attack, git gud

    so you do agree there is a cooldown..?

    I agree there is a cooldown... if you miss, but why be rewarded with no cooldown if the player misses. you keep talking about wanting a window to attack while defending, but you also keep saying there shouldnt be a cooldown while attacking and you should be able to cancel your attack animation while attacking leaving no window for a defending player to attack, its all contradicting.

    You've obviously never played any FPS melee game where the sole focus of the game is melee combat like Chivalry or Mirage or even Mordhau.

    Yea get this, SoT's sole purpose isnt melee combat, the gameplay isnt centered around one style so yea no its not going to be like that.

    You're just speaking around me at this point and not even addressing the points I actually layed out

    I already addressed the points you made by saying theyre already in the game.

    Did you even go through all the points I suggested...
    You've obviously never played...
    but if you actually knew what I was talking about you'd know staggering only happens on the 3rd consecutive strike that is blocked....

    Also, stop assuming every [Mod edited] thing, i wouldnt make an argument if i was ingnorant on the discussion, I have over 100 hours i know every mechanic about the game. Yea i know staggering happens on the final attack [Mod edited], I was saying theres a window inbetween each attack that the defender is able to attack and counter the attacker, which is what you keep asking for, its already in the [Mod edited] game so get that though your [Mod edited].

  • I'm not so sure I agree with this. Alter the combat now, and xbox users will complain even more. A lot of the combat has probably been adjusted as it is for balancing reasons.

  • They don't even need to add anything mechanically to the combat, just make it more responsive. It feels very sluggish as is.

    Sometimes block just flat out doesn't work, requiring two trigger pulls for it to happen. Swapping between bananas and weapons sometimes doesn't work if you push the buttons too quickly.

    Just smoothing it out would go a long ways.

  • @byrnndi-teach Yeah gets tired just whack-whack-whack with sabre and you're done.

  • @ii-AxelForce-ii Please refrain from personal attacks, name-calling, swearing, and baiting other players. These behaviors are against our Forum rules.

  • L**O did you flag my post? Cant handle a bit of criticism? gonna need to toughen up to sail the seas, ill be on the lookout for you heh

  • @ii-axelforce-ii said in Tighten up melee combat.:

    L**O did you flag my post? Cant handle a bit of criticism? gonna need to toughen up to sail the seas, ill be on the lookout for you heh

    I didn't flag your account dude, I don't care. But it stands to reason that if you use slanderous language you're going to get targeted by the mods.

    Also again, you're misinterpreting what I want, firstly I asked that the defending player upon successful timed block staggers the attack or allows for a uninterruptible strike to be launched from the defending player.

    The attacking player can choose to feint their attack or cancel it out mid animation so they don't get locked into an animation queue.

    The other thing I suggested alternatively was that an attacking players attacks would be slowed down upon a successful defense allowing for a larger time window to counter-attack.

    There is nothing inconsistent with what I'm saying everything I've said so far is consistent with what I originally stated.

    @Doomed-Panda said in Tighten up melee combat.:

    Yes this is ultimately what I want too, but I think if they're going to look into smoothing out the melee system they should also look into methods of improving that feature as well, currently I don't feel there is enough variety nor complexity there, maybe extra weapons would remedy this slightly.

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