Your missing the point that I am trying to make with regards to endgame:
Soulslike → Tactical Combat → Tactical 1v1’s similar to the start of the game
ARPG (Diablo-like) → Button Mashing Power Fantasy → Rune or auto-attack spam deleting mobs and overriding their mechanics
Cooldowns are more associated with RPGs yes, that’s not the point. Cooldowns create tactical combat → V Rising, WoW PvP, etc.
Wicked is not a Soulslike but the tactical elements of combat are there to the extent that it feels like a lovebaby between a Soulslike and an ARPG.
Even if Focus gain on damage/rune usage is done as you suggested it won’t solve the overarching issues. Here are some:
Meta Runes → Competition between runes due to a shared resource: Focus
Limited Reactive Combat → Restricted due to having to build up focus to use dodge runes, aoe runes. You can’t respond dynamically to situations unless you have focus. Cooldowns are also limiting but less limiting if their cooldowns are ‘fair’ relative to the combat.
Focus Cap and Potions → If you have enough focus capacity and enough focus potions you can still spam before fights. With the increased focus restoration of focus potions, +100 per tier. And, most runes costing 50 focus each. We can assume to keep spamming runes throughout combat if we chug high enough level focus potions. If we chug a 200 focus restore potion we can spam 4 more runes.
I have more on this subject:
I have been thinking about the current focus system for some time now. And, I have reached the following, probably controversial, conclusion for myself:
Just remove the Focus System, and give Runes Cooldowns.
Some of the issues that I see are too complex to fix with number tweaks. I think that the focus system will introduce META Runes.
Cone Shot for bows.
Flurry for dagger.
Throw for 2-handers.
If not these people will look at, animation time, damage, rune cost to optimize punishment windo…
@Rakunish
I would argue that cooldown management would then be the new resource management. Managing cooldowns is a lot easier since you will time your abilities to what the boss is doing. But, more on that later since someone else also touched upon this. I also think it is a lot easier for the developers to balance cooldowns against balancing focus and focus gain.
I have played wow a lot, mostly as a Brewmaster, Prot Warrior and Guardian Druid in wod/legion. And the ‘‘resources’’ there are a …
This post is split into two sections, in the first section I discuss the current issues with the Rune & Focus System. In the second section I talk about how the Rune system can be improved upon so it has more depth.
The One Rune To Rule Them All, the existence of Meta Runes
With over a 100 different runes to choose from you would expect players to come up with various build designs. Players mixing and matching runes to suit their preferred playstyle, or use particular runes for certain situa…
The issue is that the ARPG aspects completely take over the Souls like elements as you progress through the game, which in turn makes the game lose it’s identity.
The end state should still have that visceral combat, rather than achieving a focus-neutral state where we spin-to-win mashing 1 button. There are Meta runes due to focus being a shared resource, so people default to the most cost effective one. Then we are allowed to spam it through focus-neutrality. Runes have no cooldown, can stag…
And these discussions are a good read in general:
FOREWORD
The current state of this post took quite some time to achieve.
The discussions with the community had me rethink, rephrase and clarify my thoughts and the way I express them countless times.
I can say that we have a fantastic and vibrant community here.
With some of us really engaged to provide solid expression and debate platforms to help shape a clear vision of what could be the best version of this game.
I personally want to thank @Astont36 , @Stinkerbolle , @RomoloHero , @DankMem…
[Wicked Combat]
Steam advertises Wicked as a “Visceral, precision” Action RPG.
The Official Game Overview from last month continues:
We decided to create an animation driven combat system, which to us meant that every attack you make should be carefully considered. We wanted to bring weighty, precision driven combat to the top-down space. Combat that is inspired by several different genres from ARPGs to Fighting Games
I load the game, wake up on a beach and am presented with ex…
I’m curious what the actual vision is for Wicked’s combat. As I’m sure you’ve seen, people have made impressive builds where they quickly clear enemies as a mage or endlessly spam rune attacks and easily take down Echo Knight.
By contrast, Souls combat is a refocusing on combat fundamentals such as timing, weight, precision, opportunity cost, and other. This is exactly the kind of thing Moon is referencing when they talk about “animation based combat”. This is very different from Diablo style c…
Hi,
the current focus system is quite in a messy state. I’m sure nerfing things will change things up but I wanted to propose another concept around the focus feature.
Right now it’s all about focus generation, so when you reach a point where you can generate more focus than you spend, you’re basically done with the game. This means you can pretty much ignore the intended mechanics of the game and the gameplay becomes stale and boring.
In this game combat is quite similar to souls-like (more …
This post is split into two sections, in the first section I discuss the current issues with the Rune & Focus System. In the second section I talk about how the Rune system can be improved upon so it has more depth.
The One Rune To Rule Them All, the existence of Meta Runes
With over a 100 different runes to choose from you would expect players to come up with various build designs. Players mixing and matching runes to suit their preferred playstyle, or use particular runes for certain situa…