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Check out the v.254 - Midnight Carnival - Ludibrium Patch Notes
here!
[*New Defensive Technique*] "Side Step", "Roll"
PURPOSE:
-Give players more control over defense by dodging an attack via rolling or sidestepping,
-Allows developers to give enemies more attack options so that high level game play focuses beyond DPS (damage per second) and more on skill.
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EXAMPLES:
"Side Step"
(for staying close to followup attack faster vs. jumping away)
-1/4x speed-
"Left Roll"
-1/4x speed-
"Right Roll"
(so that players do not simply jump through contact damage)
-1/4x speed-
"Decaying Bubble Shield"
(think Hilla protective bubble)
Perfect Shield Parrying"
(bosses can reflect, players should too)
source link
NOTABLE EXAMPLE:
-
Dark Souls is an RPG with blocking, rolling, and parrying.
- Vindictus has rolling
- It is not uncommon for MMORPGs and RPGs to have fighter game features in their game.
Please do not use that as an argument.
Comments
Just my toughts
Timed Protective Shield vs Timing Personal Shields
- You may have to enter a protective bubble to dodge an attack (like in Hilla) ; it would be better if each character had their own decaying protective bubble.
- You may have to have high enough HP to ignore some attacks and spam potions; there's no feeling of skill or mortality
Homing Attacks vs Dodging in Place
- You might just have to change a layer to avoid an attack; the attack doesn't follow you which would force you to dodge in place if the skill was implemented
Smarter Bosses vs Player Rolling
- You might have to jump to a boss' opposite side to avoid an attack entirely and simply spam attack the blind spot; it doesn't change directions which would then force you to roll around or dodge in place.
Boss Reflect Damage vs Player Parrying
- reflect damage makes it so that the most strategy you must use is either attack and spam potions or don't attack while spamming potions; why can't we reflect attacks as well with a parry system triggered by a perfectly timed shield?
Implementing these defensive techniques in a 2D space is what allowed Super Smash Bros. Melee to not just be about combos or power. The same can be done with Maplestory. The devs only need to look at other games to improve theirs. Every character should have these abilities, not just a select few.
This guy said it best, this is MMORPG not a fighting game like melee.
- Dark Souls, Bloodborne,
- Tera, Vindictus
Altogether, Maple is a game where fighting feels like a chore; it isn't fun nor intelligent. Your help would be appreciated in creating variety.
I suggest adding Smash elements:
- Perfectly Shield Parrying
- Rolling
- Decaying Bubble Shields
- Side Stepping
Does anyone have anything to add to this?