It actually was very good. It just st wasn’t as casual, typical MMO-player friendly. It made combat about more than just trading damage - you had to reclaim momentum and focus on responding/countering other players - not just trying to out-damage them.
Actions/choices had more consequence behind them - which also made the outcome of a fight based on skill more than gear. Superior gear still gave you a strong advantage, but right now it is often the main determining factor because most fighting is just about who can do the most damage while tanking the least damage.
And generally, yes - you typically had to take some defensive action. It’s like right-of-way in fencing - with many weapons if your opponents attacked you first you simply could not attack yourself if you hadn’t first rebuked their attack.
I never played with stagger, but I seriously doubt adding stagger back in will suddenly fix the droves of players moving away. I believe it has more to do with the added grind on an already grind heavy game or the absurd amounts of RNG on RNG that applies on the game.
To me Stagger and the Parry suggestion sound very interesting.
The question I have is, wouldn’t everyone just switch to Ranged Weapons to not have to deal with that in the first place? Or how would you guys go about that?
If Stagger becomes a thing, diminishing returns is a must have.
I like outsmarting my opponent and that kind of implementation would help my Playstyle. It would propably also result in less Pitfights and more Skrimish Type Fights, I think.
I think it’s safe to say I’ve been fighting this fight as long or longer than anyone else and I can assure you, reintroducing stagger on its own won’t save the game anymore. There’s A LOT of major changes that need to be made to bring the game back to the beautiful vision it once had.
Cutting out the bloat of gear drops and focusing on making crafting important for something other than endgame.
Making endgame crafting more accessible to drive up competition and let players actually enjoy that part of the game.
Reverting all the nonsensical “QoL” movement changes from June/July.
Territories, player impact on territories, and territory impact on the world need a MAJOR overhaul.
But yeah, this game’s combat is still as bad as it was predicted it would be after the December 2020 patch.
Seemed a pretty popular discussion for a while there.
THAT BEING SAID: Focusing on creating a high-skill ceiling, competitive PvP scene would absolutely do wonders in attracting a strong following both in-game and on Twitch.
To anyone who needs more explanation here’s my in-depth post with explanations and non-NDA Alpha examples: