[video=youtube;GscviP0CkW8]https://www.youtube.com/watch?v=GscviP0CkW8[/video]
At first, I attack the enemy when it has defense loaded. This is to show two things.
1 - The enemy is much, much stronger than I am.
2 - Using the wrong skills at the wrong time can make things take a turn for the worse.
After that, I actually attempt to beat the enemy, here's a notable list of my actions and decisions.
0:55 - I open with Smash so that it can't immediately retaliate, since Smash has a high damage multiplier and forces a knockback.
0:57 - I load Counter because I expect that the enemy will come back to attack me.
0:59 - Seeing that the enemy loaded Smash itself, I go cancel Counter and run up to it to do a normal attack.
1:01 - Normal attacks cancel Smash, so I get a combo off on the target.
1:03 - I back away to give myself time to see what the enemy is doing if it decides to attack me.
1:08 - The enemy is loading Counter, so I use Icebolt to deal a few hits of damage, knock it out of that and goad it into attacking me.
1:22 - The enemy is likely going to attack be after that, so I load up Defense to prepare to block the attack that I think is coming.
1:25 - The enemy hits my Defense, stunning it and letting me gbet a combo of skills off.
1:30 - My Assault Slash lands me right next to the enemy with a recovery period, so I load Counter to be safe.
1:34 - The enemy triggers Counter, putting it into cooldown. So I load Icebolt to stun and hurt the enemy a bit to give it time to cool down in case I need it again quickly.
1:37 - I back away a bit as well to give myself time to judge the enemy's moves.
1:40 - The enemy is running towards me with no skill loaded, so I load Defense to block it.
1:42 - With the enemy's attack blocked by Defense again, I retaliate.
The process basically continues until the enemy finally dies, despite being much stronger than my character.
Notice any sort of pattern? Most of my actions take into account what the enemy is doing (their positioning/timing/skills), and many of my actions are reactions that are capable of preventing the enemy from taking specific action (or turning it against them).
I'd love to see a breakdown like this of normal combat in another game that's supposedly more tactical... because I'd love to play a game where you have to react like this (that's not broken in as many ways as Mabinogi is).
Quote from Syliara;1297994:
Mabi combat whether it be for bosses or normal combat was not fluid in comparison to current games imo.
Definitely, Mabi's combat seems to be state-based (as put by somebody else), in fact the skill data uses terms such as "waitlock" which describe things well. Being stuck into place for many skills and inconsistent recovery times are annoying.
Quote from Syliara;1297994:
Even tera to me was more fluid in terms of linking skill usages together and generally being able to have an enjoyable and fluid fight with the things you are fighting.
Tera was one of the ones I played in the hopes for combat like Mabi's, but in the end it was typical MMO combat, just with attack areas instead of auto-hit attacks. Don't get me wrong, it was smooth, but there was little to no interplay between enemies and players. We couldn't influence and stop eachother like this.
Quote from Syliara;1297994:
The majority of its difficulty revolves around artificial hp increases, advanced heavy stander, movement speed increases for mobs, and increased damage.
One hard thing to deal with in MMOs is progression.
When you're OP, you don't have to care about the little things anymore. This is true of most games. In Castlevania games going back through the entry rooms I don't even bother to dodge or use any MP because there's no need to. I take minimal damage from attacks and most things I do will kill the enemy by that point.
How do you handle that in MMOs? If you can one-shot an enemy, tactics vanish, do you just prevent players from getting strong enough to one-shot things? That's why a lot of MMOs have such limited character growth, I feel.
Quote from Syliara;1297994:
This doesnt equate to actual difficulty, all it equates to is that you should get more gear or use as much cheesing as you can.
Gear is debatable, but some skills are definitely OP. Lullaby and Bash being big ones nowadays. They're broken, they break the game's combat system to the point where Lullaby doesn't even work in the new-hardest dungeon (so that it's not a cakewalk). That's a balance issue though, nore a core issue, and it could be fixed if the devs would just fix it.
Quote from Yoorah;1297995:
You should probably give it a try.
Show me why.
Quote from gundamweed;1297996:
You know you've lost the argument when you can't refute anything and can only respond with "put up or shut up."
Never had a debate before? I'm asking for proof of your claims, if you can't back your claims then retract your claims.
Quote from gundamweed;1297996:
You can more than easily go to youtube and look up these A V E R A G E boss fights
Boss fights aren't my main concern though, because they're generally
unique by design. Even Runescape has boss fights where you need to follow specific tactics and there's unique attacks everywhere now (Arax and Telos for example), despite normal combat falling into my original line of
using skills in a set order for best DPS. In fact, the game's most-used combat mode is literally the mode that uses skills in a set order
for you.
This is why I don't really want to discuss bosses or raids, because that's an easy cop-out on both sides. Games with boring by-the-number standard combat (like Runescape) can have crazy raids bosses,
but they're individual instances and not indicative of the normal daily gameplay experience. I want to see a game that has tactical combat at the core, from the start, pervading the game.
Also, Mabinogi has that kind of stuff now too. Bosses of the Abyss/Phantasm dungeons as well as Girgashiy require players to react to their skills to survive/win. So saying other games have this
in bosses doesn't automatically put them above Mabinogi.
Quote from gundamweed;1297996:
And be amazed yourself at how big the world is outside of mabi.
If I look up a video myself, I don't get a proper breakdown and comparison, and I can't discuss the content with you the way I could if you made it yourself.
If I'm unfamiliar with a game, how am I supposed to break down what is going on in normal combat?
"Oh that guy uh, sparkled a bit and then the monster-thing died? Wait he's reviving the monster thing, are they on the same side? Did something else kill the monster? Is blue gas good or bad to walk into? Was that attack strong? Why did he only do it once? Is it a cooldown or is it expensive? Why did he try to kick it in the junk? Why did the other people laugh when it didn't work, was it supposed to, is it a low chance to not work?"