@Home said in Biggest gameplay flaw right now: Overall game speed:
I believe I did not make my point very clear. I agree that the game would become a chaotic spam fest when you are removing cooldowns.
THe point I want to make is:
It seems you want to have a very basic movement and combat system which is the core of the game, and abilites to be like a bonus.
I would like to see a more complex and dynamic movement and combat system that does not need any bonuses.
Imo you should not try to balance the cooldowns around the abilites, but you should try to balance the abilites around having no cooldowns so that in fact - abilities become part of the basic core gameplay.
A high game speed would help a lot and would be needed for that to work properly.
FOr example: Instead of having an ability that makes you invulnerable during use, it could be a dynamic fast jump that doesn’t absorb any damage but gives the player the possibility to skillful dodge attacks at the cost of energy.
That is what I mean with higher skill ceiling. Pressing a single key on your keyboard does not require any mechanical skill, making good and successful dodgings does require mechanical skill and also you would have to take into account way more the enemy positions and what the enemy would be generally doing at that time.
Right now Mirage looks for me like Overwatch with more close combat. It is understandable when you want to achieve that because Overwatch made a whole lot of money and it is very popular, but personally I don’t like Overwatch (played it in beta) because it got all the same weaknesses (and even more).
That being said I believe I might be the wrong audience for this game and I understand you cannot make a game for everyone.
I agree, and even have suggested removing the one key cooldown abilities altogether. We don’t need another overwatch.
It would be much more interactive and original to include all of the abilities into special moves associated with the weapon or class you are using and attach a stamina cost to it.
Whirlwind: 360 circle with mace during attack wind up. High stam cost.
Leap attack: jump during wind up. Med stam cost.
Boulder throw: after ranged parry, reposte to throw boulder. Med stam cost.
Bull charge: crouch during reposte, can be delayed by pressing “S” or accelerated with “W”. High stam cost.
Haft push: replaces parry. Pushes foe back with successful parry. Increase parry stam cost by 1.5x.
Shield bash: after successful reposte press parry to follow up with a low dmg shield attack. If it connects, it drains opponents stamina. Low stam cost.
Spear throw: replaces an equipment slot. Switching to equipment slot puts her into “javilin” stance. Attack to throw spear for very high ranged damage, lose ability to use spear. Can be retrieved.
Iron dome: press parry button and 360. High stam cost. Increased duration if performed as a reposte after successful parry.
And so on…