Beelzebub
Regular
One thing I think most people here love about M&B is it's great FPS melee combat that is simple, but at the same time feels very to play as it has that good mix of pacing that makes it seem realistic and also intense. Plus a whole like this, especially without any fantasy, is very original.
That said I've been thinking recently of how maybe it could be improved. We don't want to change it so it becomes to combersome, but any tweaks that can add depth w/o reaching this point are ok.
Strength considerations: Much like the way momentum is now a factor in damage, relative strength should also be when it comes to blocking and parrying. Currently, a weak scimitar/dagger weild character (maybe archer type) with 9 or less STR has no problems parrying or blocking overhead smash attacks from a 15 str juggernaught wielding a massive 2h hammer. This is kind of unrealistic.
Suggestions..There should be more knockdown effects and glancing blows. Maybe an effect where the receiver is still standing, but is pushed backwards and/or stunned. Also glancing blows that give partial damage.
Also melee combat is a bit too easy, there should be more variables. It's too easy to parry and block. You can be mid swing and you see your opponent will land his blow first, you can instantly hit your defend button and it will work perfectly, no delays. I was just examining this and you can parry so late into your enemy's swing that his weapon graphics will be partially clipping through your head.
Suggestions: There should be a parry/block delay from when you hit button, ranging from maybe 0.1 seconds to 0.5. This should depend on your shield skill (maybe a new parry skill too), and also the encumberence of your weapon/shield. THis would complement my firs suggestion, cuz bigass weapons would parry/block better (reduce chances of glancing blows), but would be slower to wield and take longer to setup a parry. Small weapons would be quicker to use, but not quite as effective at blocking a hulk smash. THis could also be affected by relative str/agi stats. Also parrying later into the enemy's swing (when it's in full force) will increase chances of a partial hit.
Also, I think there could be different attacks. Right now M&B combat is good cuz of it's 1 attack button simplicity, I think its better we don't have to hit different buttons for thrust, swing and overhead attacks, but maybe there could be a non-weapon attack like trip or shoulder slam.
Suggestion: Add one or two of these. Trip being a slower attack where you try and take out opponents legs with a sweeping kick (you can defend it with button, or by jumping/backing out of range), if you miss you give a nice juicy opening for your opponent. AGI could be a prime stat here. Shoulder slam is a quick short range attack where you try and bodycheck the guy with a powerful lunge shoulder first. This would be good for when you are very close and he tries some kind of slow swing or overhead that exposes his chest area. Connecting would knock him down or at least stagger him, missing would throw you off balance for a short time. He can defend by bracing himself (defend button) or backing up (its short range). This should be effected by STR, since again, an 8 str guy slamming into a 15 STR refridgerator isn't going to have the affect of the other way around. Both these attacks could by default be "Q" button or middle mouse button, if you hit it and are looking up, it's shoulder, if looking down, a trip.
Again, I really don't want to see M&B made too cumbersome, but some more depth making it difficult to master but while retaining its basic simplicity would be great.
That said I've been thinking recently of how maybe it could be improved. We don't want to change it so it becomes to combersome, but any tweaks that can add depth w/o reaching this point are ok.
Strength considerations: Much like the way momentum is now a factor in damage, relative strength should also be when it comes to blocking and parrying. Currently, a weak scimitar/dagger weild character (maybe archer type) with 9 or less STR has no problems parrying or blocking overhead smash attacks from a 15 str juggernaught wielding a massive 2h hammer. This is kind of unrealistic.
Suggestions..There should be more knockdown effects and glancing blows. Maybe an effect where the receiver is still standing, but is pushed backwards and/or stunned. Also glancing blows that give partial damage.
Also melee combat is a bit too easy, there should be more variables. It's too easy to parry and block. You can be mid swing and you see your opponent will land his blow first, you can instantly hit your defend button and it will work perfectly, no delays. I was just examining this and you can parry so late into your enemy's swing that his weapon graphics will be partially clipping through your head.
Suggestions: There should be a parry/block delay from when you hit button, ranging from maybe 0.1 seconds to 0.5. This should depend on your shield skill (maybe a new parry skill too), and also the encumberence of your weapon/shield. THis would complement my firs suggestion, cuz bigass weapons would parry/block better (reduce chances of glancing blows), but would be slower to wield and take longer to setup a parry. Small weapons would be quicker to use, but not quite as effective at blocking a hulk smash. THis could also be affected by relative str/agi stats. Also parrying later into the enemy's swing (when it's in full force) will increase chances of a partial hit.
Also, I think there could be different attacks. Right now M&B combat is good cuz of it's 1 attack button simplicity, I think its better we don't have to hit different buttons for thrust, swing and overhead attacks, but maybe there could be a non-weapon attack like trip or shoulder slam.
Suggestion: Add one or two of these. Trip being a slower attack where you try and take out opponents legs with a sweeping kick (you can defend it with button, or by jumping/backing out of range), if you miss you give a nice juicy opening for your opponent. AGI could be a prime stat here. Shoulder slam is a quick short range attack where you try and bodycheck the guy with a powerful lunge shoulder first. This would be good for when you are very close and he tries some kind of slow swing or overhead that exposes his chest area. Connecting would knock him down or at least stagger him, missing would throw you off balance for a short time. He can defend by bracing himself (defend button) or backing up (its short range). This should be effected by STR, since again, an 8 str guy slamming into a 15 STR refridgerator isn't going to have the affect of the other way around. Both these attacks could by default be "Q" button or middle mouse button, if you hit it and are looking up, it's shoulder, if looking down, a trip.
Again, I really don't want to see M&B made too cumbersome, but some more depth making it difficult to master but while retaining its basic simplicity would be great.