My issue:
I personally like weapons with varied attack patterns and charge attacks. Because it gives me more options and depth to my playstyle.
Now I find a weapons that I like the visuals of, however, it has little depth in it’s moveset. Malice’s 2-hit chain and 1 hit running attack come to mind; no charge attack and no rolling attack. The weapon has great visuals but lacks depth to it’s moveset. Resulting to me picking a different weapon.
Obviously this is EA. But, I think it would be a good idea to have both more depth to movesets as well as homogeneity, as @Lamni put it, across various weapons.
The suggested options should all have a valid use in combat. There should not be an option that is blatantly more powerful than the other. Different ‘‘attacks’’, Charged Attack vs Basic Attack vs Running attacl, should serve different purposes.
My suggestion would be to have the following baseline across all weapons:
Baseline
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Ensure every weapon has a basic attack chain of at least 3 hits.
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Ensure every weapon has a charged attack at any point in the basic attack chain.
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Ensure every weapon has a running attack.
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Ensure every weapon has a rolling attack.
We could then have an option to further make each weapon feel more unique by combining what @Astont36 @Psytoxin @WolfieZee @Lamni have suggested.
Unique Combo
Currently some weapons feel very shallow. If we build upon the unique moveset of weapons and make sure each weapon has something special that is in line with some of the suggestions of @Lamni
Tucked Falcon, for instance has a unique running attack where you attack 7-9 times and quickly build focus and stagger on an enemy. This modifies your playstyle and combat. Generally you can Dodge, Running Attack, Dodge, 2-3 regular attacks (stagger stacked + 100 focus build), Rune special.
The weapon creates it’s own playstyle.
Whereas…
Weapon Example Malice:
Malice has a 2-hit chain and a running attack but, no charged attack. Extending Malice’s hit chain by 1, and adding a charge attack increase our attack options. This allows for more decision making when attacking.
Current Options:
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Attack, Attack
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Running Attack
Suggested Options:
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Attack, Attack, Attack
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Running Attack
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Rolling Attack
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Charge Attack
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Unique Combo Attack
Malice is fairly lacking.
Conclusion:
The latter allows for more tactical decision making when approaching combat. It makes combat more engaging since you have more options. This suggestion builds upon current existing systems in Wicked.
Making sure that weapons are more homogeneous in their base moveset ensures people won’t default to certain weapons and all weapons are ‘‘viable’’.
Adding more depth to weapons creates more weapon identity and allows the weapon the influence the playstyle of the player. This in turn creates more build ideas and build upon affix customization.
Because, let’s be honest. A weapon with a 2-hit chain and a running attack only is a bit boring. I understand it is EA, but there is so much potential with the systems in place. That it feels like the potential isn’t being fully utilized.
Edits: without caffeine my wording was a bit non-consistent, fixed that.
BIG Edit: based upon a suggestion by @Lamni
Edit: Icebreaker seems to have more depth to it as it’s hit chains are on the sprint and rolling attack, thanks for pointing this out @Knite_137
Edit: @Knite_137 made a list detailing the weapon movesets of weapons, link below: