if jumping cancels the animation between attacks, thus allowing players to cast the spells with less time in between, then thats a pretty dumb feature. everyone will be hopping around every map looking retarded all to increase their damage per second.
Itâs not just jump, you can (with mouse controls) target a mob, then click and hold where you want to move and hold down âzâ or your auto attack. This auto cancels attacks
Fine⌠Fixing. First off why do people jump attack? Cause it feels better then the ground attacks. You get freedom of movement and youâre hitting more buttons your timing the attack itâs all around more interesting and fun for the player. It is a little derpy to have your character jump up and down all day. Is it a problem? Probably not in itself but it makes you wonder if you could improve the ground attacks so players will actually want to use them.
So what would I do? First and foremost make it so stutter step cancels are better from the ground. Iâd honestly straight up remove the animation lock for ground auto-attacks for Wizard at least if not Swordsmen and Cleric as well. Instead if a player moves when theyâre mid swing they can cancel the attack before it goes off. Now there is a timing element to stutter step. And it also should feel better for the players and you can speed up boss tells since players can now react faster.
^ That alone would likely go to great lengths to limit bunny hop. I would test that and see how it feels for the different tiers of players see if the players that are weak on twitch skills think it feels awful or not. The best of us would only jump to dodge because you would increase your control on when youâre getting the invulnerability from the jump. Bottom line is though you should be less worried about derpyness in your game and more worried about whether itâs feels good to use the basic controls.
Blindly nerfing bunny hop would be hard on some of the classesâit wouldnât bother archer or the melee classes all that much but it would be a very big deal for wizards and theyâre already low on the totem pole early game⌠Especially with the way their shield spell scales and how reliant they are on dodging attacks and spamming auto attacks for damage early game.
If I had to stand in place to use auto attack, I would probably do it significantly less because of how vulnerable it would make me. You are already put at risk for casting spells Like Fireball, Electrocute, Meteor, so on. Wizards already take a boat load of damage from ranged units, making them more vulnerable to melee will turn them into paper.
Removing jump would also make gathering units much more difficult. Mobs already react slow enough to aggro as is.
Melee classes need to be able to kite as well, and being able to jump into a hit to draw aggro is very helpful.
[quote=âRaspy, post:44, topic:23797â]
Iâd honestly straight up remove the animation lock for ground auto-attacks for Wizard at least if not Swordsmen and Cleric as well.
[/quote]Funny, thatâs pretty much what Iâve been asking for. Not having to cancel it manually = no frantic bunny hops all the time.
[quote=âPiriPiri, post:45, topic:23797â]
If I had to stand in place to use auto attack, I would probably do it significantly less because of how vulnerable it would make me.[/quote]Iâm not saying you should stand still, Iâm saying the delay shouldnât be there in the first place. Hit and move by all means, but having to always cancel the animation manually, by either jumping or moving is just making it harder for the sake of being harder, as I said.
They made the animation while shooting and moving quite nicely for archer, if they add the same type of animation for wizard, it will work just as fine. I donât get why wizards have to have this awfully slow animation in the first place.
That takes art resources to add though⌠I doubt youâre going to get your wish⌠There would have to be a whole new set of animations for 3 of the classes. If you want to see change here itâill have to take minimal engineer or art time I think.
Yes, thatâs true. I think they can squeeze in a few animations in there though. It shouldnât be expensive compared to some other parts of the game that needs some major work (chat system, anyone?). At least I hope they wonât rush the game in an unfinished state.
Iâm against with jumping to cancel animation, its just plain dumb. However, I donât want jumping to be removed entirely from the game. If there are people like to jump and attack, let them but donât cancel the animation. Since everyone wants to maximize DPS, everyone will end up jumping around and thatâs so⌠dumb lol.
Iâm not for or against this, but it honestly is tedious to have to jump cancel attack animations. Regardless of what you may think, there is no âskillâ in pressing jump and attacking. As far as animation goes, Archers donât have some special animation for doing their move-cancel. It simply stops the shooting animation halfway through and goes to the running animation. See here: https://www.youtube.com/watch?v=R9J3zoe1Lhc. This probably wasnât even intended in design because it completely mitigates the use of one of their skills, Swift Step.
As for a âfixâ? I dunno, probably just increase the animation speed of some classes attacks.
I didnât notice archer gaining anything from cancelling to be honest. What I meant was their walking and shooting animation, whether using Swift Step or not. No other class has this.
Yes, please remove these silly cancel mechanic.
It make commitment cheap. It make mistakes more forgivable.
Donât make this gameâs combat cheap.
If cancel going to stay, put some negative to it, so player can actually weight the benefit vs risk.
Itâs a good thing you guys complained about it instead of asking for a bonus on melee. I was afraid the game would be fun and interesting to play, but now we can safely play another boring game that lost all of the charm and fluid feel it ever had. Thanks a whole lot.
Just remove the whole cancel ideology altogether and set 1 speed for everyone in every state.
Jumping through more hoops (hah) to get more attacks per second is dumb.
