Re: Zerus/Baqqfisch's Alpha Feedback [WIP]
Posted: 15 Sep 2016, 10:37
I tend to agree with Zerus here. Will put the idea of "focus" buffs/debuffs into my to-do list for a little later this year. =D
Where MOBA combat meets Sandbox MMO strategy.
dbltnk wrote:I tend to agree with Zerus here. Will put the idea of "focus" buffs/debuffs into my to-do list for a little later this year. =D
zerus wrote:It feels natural in shooters because you can't see the bullets. You just see the gun firing, and you are pretty much always aware of the concept of spraying. So you not hitting despite directly aiming at the target is kind of expected behaviour with "run & gun".
For The Exiled though you expect that if your projectile hits, it does damage. So to achieve the same feeling you'd need to have projectiles go off path or something, which imho messes too much with how the skills work. The game is already a lot about actually hitting your opponent, adding RNG to that sounds awkward. Working with whats already there and existent(stat boosts/reduction) sounds more fun to experiment with!
(But well, thats just, like, my opinion man )
zerus wrote:But thats the point. I think that having the projectile go to a random point near where you're aiming is okay in a shooter, but would feel awkward in here.