The combat is primarily about movement darker from Devon's blog



Blocks breaking a shield deals huge damage at the shield bar with overflow going to the opponent and penalizes hiding behind a shield rather then moving to avoid the attack Dark And Darker Gold.


Block breaking attacks cause 50 to 100 more damage depending on the weapon


Daggers and light weapons like rapiers cannot preform block breakers. This makes it necessary for sneaky, clever instructors to remain sneaky smart and rely on outpacing and moving enemies.


Thanks for making it here and we're wrapping the deal.


All of these elements create a lot of moment to immediate options and reactions that you could make that your opponent will react to. This significantly expands and builds upon the positioning and timing elements of the game. They also help in making the combat more fair and less like you win or lose only based on your stats, increasing the quality of play for both well-equipped players and newbies. IT can also help avoid the complex combat systems in Mordhau and Chivalry that the majority of the players seem to be opposed to.


I hope you'll support this thread by exploring it and its concepts more in depth by refining them, and then expanding on them to keep it prominently on the forefront of discussions where the devs can see it and hopefully implement it before the next playtest.


Really, it's an advantage to Dark And Darker


"Current problems: The combat is primarily about movement, and is it about positioning and what equipment you're sporting and what the health bar on your device looks like Dark And Darker Gold for sale. Your other equipment could be helpful until you get into melee."


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By Devon
Added Mar 8 '23

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