Melee needs an Area Attack and Ranged Combat should be weake

Post » Tue May 17, 2011 10:22 am

I dont care much for realism - I want fun. I have real life for realism. This is not a combat sim. I dont usually use bows - I either make melee or mage characters but I want nothing nerfed just to add to realism.
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Krystina Proietti
 
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Post » Tue May 17, 2011 8:57 am

Sure, bring on the whirlwind attacks, and the "smash Daedric warhammer into ground making shockwave that destroys everything for a mile around" attack, and the "magically split 1 arrow into 200" arc attack, why not?

Hell, the descriptions so far seem to suggest that dual-wielding is now "fast-travel optional," (as in the game's designed around it, but the fanatics and Pete will still chant "you don't have to use it, so it's teh opshunnal!!1!!") so let's just take it the rest of the way. :shrug:
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Nany Smith
 
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Post » Tue May 17, 2011 2:31 pm

i think marksman characters where a little bit weak in oblivion...i like the changes iam hearing about as far as combat
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Samantha Wood
 
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Post » Tue May 17, 2011 2:05 pm

I think melee should include moves, though I am not sure about area of effect attacks. Sure D&D did it with whirlwind attack, but it might be a bit much. But disarms, targeted attacks for special effects, like leg hits for a movement penalty should be avaialble. Have moves that work kind of like spells but cost fatigue instead of magika. As for ranged balance, well being at range is kind of like the ultimate defense so DPS should take a hit, but even that can be changed up a bit. For example they could have ranged combat penalties for heavy armor like they have had for magic, so while at range they take no damage but when people close they take a lot more damage.
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gemma
 
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Post » Tue May 17, 2011 2:56 am

I don't want melee to have AoE attacks, purely because it is unrealistic. Dual wielding should mean twice as many attacks, so I don't think pure melee fighters will be at a disadvantage as some have suggested. If you favor a sword 'n' board combo over dual wielding, you will have a defensive advantage rather than an offensive one in melee combat.
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jennie xhx
 
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Post » Tue May 17, 2011 1:23 am

They said that the draw back on the bow takes a little longer but is more powerful.
The melee combat is a little better because you can't walk backwards as fast as you can walk foward.
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megan gleeson
 
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Post » Tue May 17, 2011 4:45 am

This isn't Zelda. I don't think we need an over-powered spin attack.

There is a simple solution to this. Don't get surrounded. Keep moving. Position yourself so you don't get backed into a corner. Give yourself the high ground. Attack, block, and look for strategic openings. And ranged weapons can give you an advantage before a fight begins. Start with ranged, and try to take out as many as you can before the fight comes to your doorstep.

And if you really want an area attack type move, play as a spellsword, and keep a spell with area damage capabilities in your left hand.
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Melanie
 
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Post » Tue May 17, 2011 4:41 pm

Okay, I understand the whirlwind attack thing is ludicrous, but melee weapons should be able to strike more than one target. Most slashing attacks will not become embedded in their target, and the tip of the sword or edge of the axe will continue to move across anything else in it's path.

What I'd really like to see is not so much a stagger but just a enemy's falling back from attacks, the same way the character does. 1 person can certainly keep 2-3 at bay by swinging in an arc, and basically preventing them from advancing.

http://www.youtube.com/watch?v=3C_v2AnKLI0

Skip to about 1:46
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Joanne
 
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Post » Tue May 17, 2011 3:49 pm

Do you know how hard it is to cleave through a spinal cord, flesh, muscle and the armor- yet having enough momentum to hurt the next person in the same blow? Perhaps only the strongest-drug up barbarian with an oversized daedric two handed battle axe could pull it off..I'd be happy if they added AOE enchantment spells where the spell itself would resonate from you're weapon, so if you slam it down on the grown it damages everything in the radius.
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Ann Church
 
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Post » Tue May 17, 2011 5:48 am

Who said anything about cleaving through whole bodies? Most attacks graze people with the very tip of the weapon. Even using a kitchen knife I could hit 3 different people, as long as they were close enough to hit singly.
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Jenna Fields
 
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Post » Tue May 17, 2011 3:17 pm

Meh, that's that magic is for. Fighting multiple opponents in melee should be a challenge. It should require that you have to be strategic about it, watching your back, making sure you don't get surrounded, etc.
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Ash
 
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Post » Tue May 17, 2011 2:35 pm

I've got to say, there was nothing overpowered about ranged attacks. As a mage I ended up with either AoE spells to hit the target or touch spells. Archery was weak IMO, I could hit you all day, but it was like a fly on your neck, annoying but nothing else.

And on melee hitting multiple people, if you swing your weapon and hit more than one person you aren't aiming right. Only a few weapons were made for crowd control like that, maybe some warhammers and axes, but not your typical longsword or mace. For appropriate weapons I wouldn't mind, I could see hitting a few opponents with a claymore, but not a longsword. This just screams it should be a perk.
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Nauty
 
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Post » Tue May 17, 2011 3:40 pm

Maybe you want to see a version of the D&D perk Cleave, and Great Cleave?
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Andrew Perry
 
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Post » Tue May 17, 2011 5:32 am

Whoa, ranged attacks were overpowered in Oblivion? I always thought that it was anything but that. Sure, sneak attacks at low levels were devastating, but at higher levels you were stuck running backwards and jumping around while being chased by some bandit/creature/whatever with 493874 arrows sticking out of it. Marksman slowly became more and more worthless as you progressed to higher levels. What it needed is a total overhaul, which is exactly what Skyrim is getting. :turned:
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chirsty aggas
 
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Post » Tue May 17, 2011 12:48 pm

Erm, I don't think Baldur's Gate 2 and Throne of Bhaal were action, nor hack-n-slash. In fact, they were one of the best cRPG's evah...and based from pnp RPG, no? (I dropped out after Unearthed Aracana, so I don't know about the special attacks in later AD&D)

Greater Whirlwind Attack
Classes: Fighter, Paladin, Ranger, Barbarian, Monk
Requires: Whirlwind Attack
A more powerful version of the Whirlwind Attack, Greater Whirlwind Attack gives the fighter the same bonuses without penalties. Their number of attacks per round are set to 10 for 1 round.


Whirlwind Attack
Classes: Fighter, Paladin, Ranger, Barbarian, Monk, Swashbuckler
This ability allows the warrior to unleash a flurry of super-fast blows. The ability sets one's number of attacks per round to 10 but one's THAC0 and damage suffer a -4 penalty. The whirlwind attack lasts for one round.




Those are D&D maneuvers that are designed to make fighters feel less useless than your average spell caster. These things really should stay where they are.

This argument should be based on real life multiple attack routines not stolen from another game.

I don't see much reason to add something to the game that doesn't make a whole lot of sense in a combat situation. I would imagine that if you were capable pf hitting some one hard enough to damage another person next to him your weapon would lodge itself in that person's body or bounce right back in the direction it came from. That is if the target didn't absorb all of the energy of the swing.
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Juliet
 
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Post » Tue May 17, 2011 7:48 am

Hello,

i just registered to post this^^

I really love Oblivion but there are several Flaws which make playing a Melee bases Character less fun. I hope the Designers are aware of those and have Plans to change it for the better

Given the Fact that Melee is in your Face and you are often surrounded, it really needs a Way to Damage multiple Opponents. Its realistic and will add a new dimenstion to melee combat. Barbarian Whirlwind anyone ?^^

One of the Reasons Melee seems lacking is cause Ranged Combat is so much superior. Fighting on Range it is really easy to avoid all kind of projectiles and blows. Both Archer and Mages shouldnt be able to sidestep as fast as they can. Reading the Blog i noticed that Bethesda plans to reduce backward running speed. Thats seems like a good idea, but how about you can only use ranged while walking instead of running? Would be realistic and make sidestepping projectiles alot harder.

Before anyone thinks i have no clue what im talking about. I played trough OOO several Times so i know how to fight.

11/11/11 will be the End of my Life as i know it lol^^



No just no absolutly not!!!!! I am always a archer and I hated being weak in oblivion and shooting 50 arrows and having a dondging contest with the npc!!! I am glad arrows will be undodgeable and pack a punch. I sorta agree with the combat thing but howbout a combo thing instead? Like a sheild bash to ones face you drop the sheild jump over him pull out a short sword and do some agile combat moves to hit 2 oponets at one time and just work with it. But no I do not want my archery skimped out on again I am looking forward to this.
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Steeeph
 
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