@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.