Trying revive @Silen excellent old stance thread with more suggestions on their true utility
My opinion, please comment
- "Correct" stance check in the current code should not add any "Correct/Incorrect Stance" block stun penalties
- Animations for blocking in specific directions from a certain stance are already slightly faster (aka left stance block left or right stance block right) but it is a "slight" not an overwhelming advantage
- Stances should be a tool in a players tookit to gain a directional advantage by attacking from a slightly diffrent angle (see animations below)
- Stances should be a tool in players toolkit to confuse the opponent (read below)
- Stances should have an option to be toggled by a hotkey (lets say Q). Pressing the key should swap stance even if the player is in the "Attack Ready" positon, example of confusing the enemy would be to switch stance while "attack ready" than attack or faint, having the animation swap than attack come from the opposite shoulder.
- Menu options would be, by movement (A&D keys), default, by inverse movement, by Hotkey (Q)
- Thrust / Overhead, animations for 1h and spears are lackluster and could be improved in such a way the character actually switches the shoulder he attacks from
Example 2H sword (Proper Thrust / Overhead Animations for both stances)
Thrust:
Overhead:
Pike / Polearm
Thrust:
Overhead:
As you can see the character does not swap where he holds the weapon, resulting in an awkward attack animations in left stance. Ideally the Left Stance animations would be a "mirror" of the right stance with the character swapping lead hand on the polearm
1h
Thrust:
Another case of awkward left stance attack animations for thrust / overhead. As you can see the character does not switch sides of the thrust / overhead directions, it would be really interesting to see the character thrust and overhead from the left side with the right hand giving the player an alternate set of attack vectors.
My opinion, please comment
- "Correct" stance check in the current code should not add any "Correct/Incorrect Stance" block stun penalties
- Animations for blocking in specific directions from a certain stance are already slightly faster (aka left stance block left or right stance block right) but it is a "slight" not an overwhelming advantage
- Stances should be a tool in a players tookit to gain a directional advantage by attacking from a slightly diffrent angle (see animations below)
- Stances should be a tool in players toolkit to confuse the opponent (read below)
- Stances should have an option to be toggled by a hotkey (lets say Q). Pressing the key should swap stance even if the player is in the "Attack Ready" positon, example of confusing the enemy would be to switch stance while "attack ready" than attack or faint, having the animation swap than attack come from the opposite shoulder.
- Menu options would be, by movement (A&D keys), default, by inverse movement, by Hotkey (Q)
- Thrust / Overhead, animations for 1h and spears are lackluster and could be improved in such a way the character actually switches the shoulder he attacks from
Example 2H sword (Proper Thrust / Overhead Animations for both stances)
Thrust:
Overhead:
Pike / Polearm
Thrust:
Overhead:
As you can see the character does not swap where he holds the weapon, resulting in an awkward attack animations in left stance. Ideally the Left Stance animations would be a "mirror" of the right stance with the character swapping lead hand on the polearm
1h
Thrust:
Another case of awkward left stance attack animations for thrust / overhead. As you can see the character does not switch sides of the thrust / overhead directions, it would be really interesting to see the character thrust and overhead from the left side with the right hand giving the player an alternate set of attack vectors.