I really want action based combat. I really enjoyed many things about CoX when it was around but the combat was very "stand and cast" based IMO. While I liked CoX for what it offered, I did prefer the fast pace of Champions Online and DCUO. Is the static combat model outdated?
This is both a PvE and PvP question, but I know AI devs probably are non-existant while environment builders are pumping away creating a virtual world to interact with. I have yet to see a game that truly uses enemy AI that moves (much less REACTS) in combat. Likely because the AI pathing is often pretty static.. I really want action based combat. I really enjoyed many things about CoX when it was around but the combat was very "stand and cast" based. As a Crowd Control enthusiast this means that for the most part enemies were predictable and static even before I arrived.
There are some major pitfalls however to mobile, action based combat though too.. It tends to reward a certain kind of gamer (like those who play FPS games) and leaves a HUGE gap in player skill. This can leave casual gamers feeling left out and disenfranchised. Melee is also often left baffled by this .. "Kiting" is a tactic that exists but there NEEDS to be a way for Melee DPS (And to a lesser extent melee tanks) characters to overcome this tactic more often than not. Other games have a "lunge" mechanic.. it works sometimes but not all the time. The thought of playing a super-speed, melee character without using that speed in combat is a tough sell, I DO like the idea of players getting to increase their movement speed as it makes Crowd Control (especial slowing/rooting enemies) more valuable against these tactics.
In action oriented games like Champions Online there was a general (but never defined) mobility for melee and a general root to cast ranged powers. They also used to have an automatic "slow" to enemies attacked by Melee DPS role characters.
From my tabletop days (Mutants & Masterminds and Champions) Melee players received a "grab" that allowed them to both combat enemy speed and keep the enemy in range. IF we have an action based combat I would love to see a grab-like mechanic so kiting melee doesn't happen (even on the Z axis .. yes you flyers!). This can be extremely hard to animate (as it effects two persons) so if a mechanic exists to keep two persons within melee range of each other I would see them working much like "hit combos" in capcom fighting games (but this version would not put the affected enemy into ragdoll mode):
Are there any other popular mechanics used in games today that help Melee DPS with the ability to stay in range to use their attacks effectively?
Crowd Control Enthusiast