Melee Updates:
We've made a pretty large adjustment to melee combat. We've had plenty of feedback saying something feels off with combat. We think this is it. In earlier versions of the game, we had stagger animations on most hits. We're going back to this. We've mirrored a lot of games that have a similar system called poise, but put our own spin on it. Below are the changes:
Reduced the reset timer on Stun Bar from 10 seconds to 5 seconds. This means stun bars will reset 50% faster.
All weapons now have a class of "Stagger" animations.
-Daggers can cause small/medium stagger animations
-1H Swords can cause small/medium stagger animations
-1H Axes can cause small/medium stagger animations
-1H Maces can cause Medium/Large stagger animations
-2H Swords can cause Medium/Large stagger animations
-2H Axes can cause Medium/Large stagger animations
-2H Maces will always do Large stagger animations
-Bows can cause Large stagger animations when dealing headshots
-Shields will always do Large stagger animations
In order to do larger/more pronounced stagger animations, dealing damage with sneak, backstabs, and heavy attacks will increase the amount of stagger caused; increasing the stagger animation within the weapons available animations.
Players do not take stagger (animation) when getting hit. Players will take a stagger (animation) when their stun bar is full. This will help reduce the frustration of being stunned for 5 seconds, but also allowing interruption in player attacks.
Added a new stat calculation called "Toughness". This is calculated based off the amount of armor players have. By default 50% armor will have 10 stagger HP. This means a light dagger attack will need to hit you 10 times before the player receives a stagger animation. A character with 30% armor, will have their stagger HP reduced to 6. A player character with 80% armor will have their stagger HP increased to 16. This is calculated in chunks of 5% above/below the 50% mark. A players toughness (max stagger HP) will be displayed in the character stat sheet.
Enemies will always receive a stagger animation when taking damage UNLESS, their designated as boss or special mob.
Enemies that are boss or special mobs, will be stunned when their stun bar is filled only.
Enemies have "Hyper" armor while attacking. This means they cannot be staggered while in an attack animation. They can however be stunned if their stun bar fills.
Fixes:
- Fixed an issue where aiming with mage, no staff out, start to jump, after the update to 5.5, player characters looked like they'd fall through the ground.
- Fixed an issue where 2H enemies would get stuck moving sideways after strafing; after the update to UE 5.5.
- Fixed an issue where spellforged arsenal, with a shield offhand, would stagger enemies.
- Fixed an issue when entering the map while crouched, players would be stuck at crouch speed but not crouched.
New:
- Increased frostbolt R1/2 Frost Build-up by 100%.
- Increased Frostshot R1/2 Frost Build-up by 50%.
- Adjusted 2H sword light attack 1 animation. The old animation was inconsistent when dealing damage.
- Moved 2H sword heavy attack 1 to heavy attack 2. Added a new animation for the heavy attack 1. This change is because the heavy attack 2 on 2H sword felt off with the sidestep animation.
- Adjusted all 2H mace animations. The heavy attacks will still have a bit of forward momentum, but we feel this fits using a heavy mace. The light attacks are much faster with less downtime between combo attacks; they also have significantly less forward momentum.
- Updated all dagger light attack animations. We've heard the feedback that the single attack stabs don't feel that good, especially with using abilities (outside of backstab). We've changed these to be more slashy and pronounced. Each of the 4 different attacks hit with both daggers now, this should significantly increase DPS (more so when backstabbing).
