How it looks like now:
Actors no longer 100% stagger on every single heavy hit/bash.
Now, every actor is given a hidden "balance" value("poise“ and "posture" are already taken)
Every combat action: hit, perfect blocking, bash, will damage an actor's balance. Some actions does more balane damage than others; when actors are exhausted, they receive more balance damage.
Once balance reaches 0, the actor enters a "balance-broken" state; during this state, actors will stagger on every hit, however their balance will start regenerating.
Hitting an actor during their "balance-broken" state stifles balance regeneration.
I find this setup most enjoyable and balanced. For weaker enemies, every single attack breaks their balance, so it's basically stagger on hit where you enjoy slaughtering the minions. For stronger enemies, you need to carefully land hits before their balance breaks, and are able to launch a fitful of attacks uninterrupted once you finally break their balance.
And of course, everything is subject to change. Feel free to give any suggestions.
This should be the last missing piece of this combat overhaul; I originally planned to release it before April(even had multiple showcase vids done that are still unreleased), but just keep coming up with new stuff. ATM I'm satisfied with its stability, but there are still many uncertainties and tests to be done; it touches way too many aspects of combat gameplay, and I need to make sure they fuse together nicely. Please don't hesistate to let me know any issues you encounter during the gameplay.
Lusir30
2022-04-19 05:17:07 +0000 UTCdTRY
2022-04-16 00:54:57 +0000 UTCRico
2022-04-16 00:50:51 +0000 UTCdTRY
2022-04-15 16:50:05 +0000 UTCdTRY
2022-04-15 16:48:59 +0000 UTCdTRY
2022-04-15 16:48:12 +0000 UTCJunior
2022-04-15 14:55:11 +0000 UTCAzur
2022-04-15 10:41:13 +0000 UTCDamien Lazovic
2022-04-15 10:31:12 +0000 UTCdTRY
2022-04-15 08:54:11 +0000 UTCNiko
2022-04-15 08:05:16 +0000 UTC