It will affect the game if they think of it as a feature, as they’ll end up balancing the game over it as well.
And i surely wouldn’t like some gameplay based on people jumping and attacking all the time to maximize mobility and dps.
If we’re supposed to be standing still while attacking and they balance the game over that, then there is no point for such a workaround. And it is even detrimental for the balance.
If we’re supposed to move and attack at the same time and they balance the game over that, then just make that the default and don’t make us rely on workarounds.
People jumping around is silly. I like it. :’)
Yeah I remember seeing this in an earlier video, it looked kinda lame. I think what they need to do is add some down time when you land after you jump and attack just some time when you land where you can’t move, and give some classes a dodge and if it doesn’t already make shield cancel attack to. Because jumping just seems to make bosses to easy.
As wizard, if you don’t jump and hit Z or release a spell that has a cast time, you will have some delay and you won’t be able to move.
Jump casting/hitting allows you to cancel that delay.
So that’s a good thing, it compensates this atrocious cooldown haha
I made a thread a while ago talking about Jumping. There are also other problems to jumping too.
I prefer the game how it is currently. It adds additional level of skill to the game (however small) by being able to fast cast moves you wouldn’t otherwise be able to cast in that situation due to needing to dodge.
Example: Kiting a pack of monsters, if you can’t jump cancel then you wont be able to buff yourself as the monsters will catch up and hit you.
I think there should be some penalty to jumping, for example, after you jump, you run slower for 5 seconds. Or maybe make jumping consume stamina so people can’t spam it endlessly.
Jumping is going to be very important for PVP later on (as melee).
Delays are annoying when you press Z on ground as you won’t be able to move for a bit.
You’ll have to do jump z repeat while moving forward or chasing someone.
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This is opinion is based from the pvp videos that i watched, that’s what melee players do.
No.
Without animation cancel, melee classes would be useless in PvP.
So people prefer a workaround instead of fixing a broken system. I don’t know what I expected.
i think their point is, doing that is like cheating on attack speed, which will increase the DPS…
uhmm i dont know with others, but, im jumping to dodge, not to cancel animation. And yes, just like the others said, even walking cancels animation.
What I’m saying is, having to cancel the animation shouldn’t be necessary. It’s bad design.
And whoever is talking about it taking “skill”, cancelling animation is learned in literally <2 minutes.
Calling that “skill” is just sad.
I think you want a change that improves the game. I don’t think nerfing bunny hop is the way to go. It’s interesting and fun in it’s own right but there just isn’t a benefit for staying on the ground. At least none that I know of. But that is probably what we want, isn’t it? A reason for a player to stay on the ground a trade off so we can still bunny hop evasively when we’ve got 5 multi-shot archer mobs looking at us. But we get some benefit from staying grounded when we’re not under a lot of pressure.
Well, they said jumping would drain stamina, but I’m not seeing it happen at a rate that would matter. If jumping meant losing about 0.5 stamina per jump or something, that’d be tradeoff enough. You can jump to evade, but you have to watch your stamina too. As it is now, stamina only matters for swordsmen anyway, since they burn it with dash.
You see in my eyes that’s a weak approach. You want good to come from not doing bunny hop. An incentive I think would be better.
A punishment like you have to pay silver to bunny hop cause you will need to support it with stam pills is not a fun way to deal with it. And you already have the mana and potion system setup like that. And then you have players consider whether it’s better to just eat damage and drink a health pot or dodge damage and use stam pills. And you’re creating a catch 22. That kind of a system just make everyone think… Meh…
It should always be rewarding for your players to dodge attacks and play well. So why not reward players for staying on the ground when it’s the correct time to stay on the ground. You have a chance to increase the skill ceiling on your game and that’s what you want especially when you’re game is made for this audience… The Ragnarok players aren’t kids anymore they’ve lived through a period of gaming when gaming was hard and Ragnarok was also a hard game in it’s own right on some classes. We want a high skill ceiling on the game to satisfy those that crave that kind of play. So kill two birds with one stone give advantages to staying on the ground but make them meaningful… Not I don’t have to spam stam pills.
As a Wizard, I really like it because you actually have to time when you attack after you jump to maximize your auto attack DPS. Stutter stepping is also fairly skill intensive. Wizard’s single target DPS is on the weaker side, so we kinda need some mobility to keep up with Archers and Swordsman when grinding in areas where mobs are more spread.
My approach might be weak, but you haven’t provided any concrete examples of how that incentive would look like yourself, that’s not how it works.
Something else I could think off would be attacks that hit you stronger if you try to evade them by jumping. For example some slash attack hitting you in the air would slap you out of the air and smack you against the wall, dealing additional fall damage vs. staying on the ground. This would encourage thinking about whether evade by moving, jumping, or opting out to eat an attack because, say, you’re hiding behind a Pavise.
@PiriPiri: but that’s exactly the problem - you have to jump or stutter step just to get on par with other classes. It makes the class harder for the sake of being harder. I’ve also been trying this yesterday, and I could jump through the whole dungeon without getting hit once. That just waters down the game immensely.
Coming from years of league, I don’t mind the jump / move cancel. It gives a little skill curve which all games need. And with mouse control, move canceling is the easiest thing on the planet and fun too.
