They thought about it, but when you looking from design side, add staff to the game will be pain in the *ekhem*, they have to design new moves (at least 15) for all 5 styles, thats a lot, and also you cannot perform some punches as you can do with sword. Your movelist and possibilities will be limited.
Maybe not long range weapons like bows, but maybe some sort of throwing knives or shruriken that could be implemented into the game. They'd do next to no damage but are instead used to stagger or break opponents combos or movements? Just think how cool would it be if you seen it coming so you side dodge a few knifes flying past your head only to return a few of your own seconds later...thoughts?
Maybe not long range weapons like bows, but maybe some sort of throwing knives or shruriken that could be implemented into the game. They'd do next to no damage but are instead used to stagger or break opponents combos or movements? Just think how cool would it be if you seen it coming so you side dodge a few knifes flying past your head only to return a few of your own seconds later...thoughts?
In truth they just added the first actual projectile effect in the game, it just works in reverse. The disarm literally throws their weapon at you. It's really awesome in game play.
Something like essence shard projectiles could work for the narrative. Function as a spell. When the spell is activated other spells cannot be cast for up to 3 seconds, during which time the range, impact, and damage of any thrusting attack is multiplied by the characters Shard Refill factor. (Animate the larger hitbix using the essence burn visual effect. One shard is consumed with each attack. If the player runs out of shards before the three seconds the spell ends. Shards not spent during the spell are not lost. Such that if a player chains two small punches together, they could activate the spell and pew! pew! pew! a handful of times before they run out of gas. Or they could wear an opponent down, activate the spell, and hit them with a Breaking Thrust attack, which ends up looking very 'hadoken' like in execution. Give this to the Angrel or Revario and their goons AI to test it in the wild and teach it to the players. Goes well with Kahlt, Forsaken, and Faejin. When activated the spell turns the players shards red for a visual que. The 'tell' animation should be incredibly subtle.
Note that this only works with Thrust attacks. You could have this work with Vertical attacks for limited if funny use cases. Leave that to your imagination. The above should not however EVER go with horizontal attacks. That should be a totally separate spell that increases the range, impact, and damage proportional to shard refill rate but exhausts the shards much more. Arcs are huge hitboxes and you need to prevent someone from spamming the buffed box space. So increase the cost to 2 shards an attack. No character can use it more than twice in a row, and chances are it has to be killing blows to be worth it. Give this to the Ama Saba, Dormek, and the Forest Dancer AI to test it in the wild. Their fighting style would maximize it and also teach it to the players in a heart beat. Goes well with Stagger and Windfall mobility based decks. Same visual ques as above.
Note that I used the proportionality of the attacks to maintain balance and leverage all the existing moves. Comparing my school deck on a level 30 versus a level 60... all the range impact and damage numbers come out reasonable. It practically bumps a light attack to a medium, a medium to heavy, and then a heavy to a new class of extra heavy. If you reimagine any of this with the sword moves it gets that much better. Applying the shard limit relegates this to endgame play for many players. Only the really dangerous would be able to absorb or doge regularly enough to fire more often. That in itself would be the reward for the fighting style. Pulling it off would look so incredibly awesome and be very satisfying. I can imagine so much fun with it.
Cool, glad you like it. You would get a significant stagger and knockback effect from increasing the impact of the move itself. Looking at the numbers on high level characters shows that you could just about top out a boosted move to about 280-290 impact damage. My high level character has an 88% boost using the suggested scale and most heavy attacks will actually fall below this range. It takes a slow big move to get that much punch out of it. That impact damage can level most characters even if blocked. So a well timed heavy can be a game changer if used right. Spamming it is a waste and leaves you tapped out.
Yea this would be amazing to use and I’m always looking for a challenge so if they bring this out witch I’m really hoping they do I’m gana use it a lot
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I don't know that long-range weapons are something we'll be looking into. Absolver is a fighting game that focuses on melee combat.
Something like essence shard projectiles could work for the narrative. Function as a spell.
When the spell is activated other spells cannot be cast for up to 3 seconds, during which time the range, impact, and damage of any thrusting attack is multiplied by the characters Shard Refill factor. (Animate the larger hitbix using the essence burn visual effect. One shard is consumed with each attack. If the player runs out of shards before the three seconds the spell ends. Shards not spent during the spell are not lost. Such that if a player chains two small punches together, they could activate the spell and pew! pew! pew! a handful of times before they run out of gas. Or they could wear an opponent down, activate the spell, and hit them with a Breaking Thrust attack, which ends up looking very 'hadoken' like in execution. Give this to the Angrel or Revario and their goons AI to test it in the wild and teach it to the players. Goes well with Kahlt, Forsaken, and Faejin. When activated the spell turns the players shards red for a visual que. The 'tell' animation should be incredibly subtle.
Note that this only works with Thrust attacks. You could have this work with Vertical attacks for limited if funny use cases. Leave that to your imagination. The above should not however EVER go with horizontal attacks. That should be a totally separate spell that increases the range, impact, and damage proportional to shard refill rate but exhausts the shards much more. Arcs are huge hitboxes and you need to prevent someone from spamming the buffed box space. So increase the cost to 2 shards an attack. No character can use it more than twice in a row, and chances are it has to be killing blows to be worth it. Give this to the Ama Saba, Dormek, and the Forest Dancer AI to test it in the wild. Their fighting style would maximize it and also teach it to the players in a heart beat. Goes well with Stagger and Windfall mobility based decks. Same visual ques as above.
Note that I used the proportionality of the attacks to maintain balance and leverage all the existing moves. Comparing my school deck on a level 30 versus a level 60... all the range impact and damage numbers come out reasonable. It practically bumps a light attack to a medium, a medium to heavy, and then a heavy to a new class of extra heavy. If you reimagine any of this with the sword moves it gets that much better. Applying the shard limit relegates this to endgame play for many players. Only the really dangerous would be able to absorb or doge regularly enough to fire more often. That in itself would be the reward for the fighting style. Pulling it off would look so incredibly awesome and be very satisfying. I can imagine so much fun with it.
Would something like that do the trick?