Hyper-Armour suggestion
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Hello.
I've noticed that in the beginning of the game abilities with long animation time were very often interrupted even at the last frames of the animation cycle. For example wolf movement ability can be interrupted in the last frames of its animation, so the jump actually happens but damage and "mark" part of the ability is not. While this is mostly the issue at the beginning of the game and can be addressed with stacking stun threshold and skill speed later on. Still I believe that early on in the current state of the game it makes the abilities with long animations feel extra clunky, right at the stage where players are experimenting with skill gems and possibly just learning the game. So my suggestion is another mechanic from souls like games "Hyper-Armour". Basically the idea is if the attack animation with slow wind up is at 1/2 mark or at 2/3 mark it needs to go through, the attack needs to connect. The exact implementation could be a few frames of stun resistance, or flat amount of stun threshold. In theory it could be done to bosses as well, the fact that bosses can be immobilized in the middle of major attacks is a bit silly. Dernier bump le 22 déc. 2025 à 03:33:37
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