I would like to suggest the inclusion of a bindable /follow command that works in combat and gets you into melee range as well as something like combat jumping for any melee classes, especially scrapper-like ones i.e high damage single-target melee.
One thing I liked was that CoH proved melee didn't have to be either a tank AKA a crypto-controller with a wiffle bat, or some rogue/thief derivative with a magical super-backstab. You could just be a straight-up fearsome fighter.
It didn't break the game.
But a clumsy fight mechanism would make life painful anyway. Here is where CoH really shined, and I think they lucked into half of it: The /follow command used in combat.
Every time I made a character, scrapper or otherwise, I always did /bind g "/follow", and it became an integral part of the "scrapperlock".
Fights against groups would go like this:
- Select target
- Fight fight fight
- As it got to a sliver of life, such that my next hit should kill it, as soon as the attack "fired", but before it even hit, I would:
- Hit tab to next target
- Attack hits, thing dies
- Hit jump (combat jumping active)
- Hit 'g' = /follow in mid-air
- Pivot and hurdle over to next thing, next attack starting already.
This was a dynamic of pure joy. Please PLEASE PLEASE make sure this kind of thing works in your melee classes.
I hope I'm already preaching to the choir!
Again, it was the bindable /follow that got you into melee range of something else quickly that was the key here.
Many other games, incredibly, deliberately disable /follow in fights precisely to deliberately disallow this. NO NO NO
I suppose key components for programmer implementation would be:
1. /follow works to get you into melee range, using whatever speed you are currently moving at, and doesn't slow down as you approach, gag. This includes combat jumping bonus if any as well as working while leaping/flying.
2. If an attack has "fired", it will still hit even if you subsequently tab to a different target.
Sometimes that "final" attack would wiff anyway, so I'd have to go back and finish it off anyway, but that #2 point really let you set up a mental chain of the next 3-4 moves as per my previous post.
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The very existence of the taunting tank irritates, for it requires idiotic AI that obeys the taunt.
I think in PVP the /follow mechanics should not always work perfectly or not work at all. Some opponents are going to want to get away and put some distance between you and them, and allowing perfect move-for-move following eliminates any possibility of that. Things like knockback, knockdown, hold, stun, etc should toggle the /follow off and maybe suppress it for a while, and having enough stealth or -perception ought to make it useless. On the other hand, I could see Taunt turning it on you against your own will for a short time too.
R.S.O. of Phoenix Rising
Maybe, but I don't worry about how it impacts PvP, and certainly (though I love PvP) I loathe, absolutely hate, letting PvP design dictate PvE design.
CoH was, of course, no stranger to powers behaving differently in the two.
I also have no problem with, in PvE, say, being knocked down by an NPC cleared them as your target, much less cleared /follow. Heck, if they know this going in, they can just build it into their "checklist" for powers:
- When power attacks a player, should it clear their /follow?
There. Engineering process completed! (The difference between programming and software engineering.)
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The very existence of the taunting tank irritates, for it requires idiotic AI that obeys the taunt.