This was our first large-scale combat playtesting event! Please post any combat feedback and suggestions you may have here. Here's my thoughts:
- Armor needs a bit of a nerf; I'm not sure if that should come in the form of it blocking damage less often, blocking less damage, or a complete rework. I don't want to raise weapon damage to compensate because 2H iron weapons already one-shot most unarmored
- The movement systems are a placeholder and we intend to implement something more fluid in the beta without characters clipping through each other when they walk into each other. It's hard to differentiate a hit being dropped from the swing cooldown, in fairness; we should probably add a UI indicator for the duration your attack is on cooldown. Combat will always have some jankiness because it's a tile-based game distantly descended from the BYOND framework, but we want to make it as accessible as possible.
- Root definitely needs a nerf in either duration, or the amount it slows you while the effect is active, since it was routinely immobilizing people entirely
- Dispel might need a buff in Mind cost to make it viable, though it wasn't really intended for mid-combat casting per se
What do you all think? How would you improve things?