The reason Mortal combat looks so boring, feels so slow, is so predictable (in terms of predicting the winner) , and so reliant on ping, is because of weapon weight balancing.
The entire game has been affected by this choice; All weapons have a "spool up" period before they apply damage.
Mages can not cast with weapon out because weapons do not swing fast enough to punish them otherwise.
Footys must hold on eachother and engage in these awkward rituals trying to get a blink strike. When watching footys fight it seems like half of all time or more is spent holding. This is the primary problem in tempo.
Weapon abilities will interface poorly with weapon swing times. Making balancing a nightmare and limiting mechanical impact of abilities.
Facilitates the need for spinning because the swing is slow. And makes spinning unpunishable because you can not "spool up" damage fast enough to punish them while they spin.
All of these problems and more that i've failed to understand or list. The reward? A tiny bit of realism, in an already unrealistic world.
In a perfect world the weight would of just gave you a raw time period before you can swing again but always swing at the same speed(fast) and the only difference between speed is weapon class and even that might not be a good idea in a game that is focused on blocking being the primary form of active mitigation. Material balancing should of been damage only. All weapons should swing relatively fast if not all of them the same speed.
The entire game has been affected by this choice; All weapons have a "spool up" period before they apply damage.
Mages can not cast with weapon out because weapons do not swing fast enough to punish them otherwise.
Footys must hold on eachother and engage in these awkward rituals trying to get a blink strike. When watching footys fight it seems like half of all time or more is spent holding. This is the primary problem in tempo.
Weapon abilities will interface poorly with weapon swing times. Making balancing a nightmare and limiting mechanical impact of abilities.
Facilitates the need for spinning because the swing is slow. And makes spinning unpunishable because you can not "spool up" damage fast enough to punish them while they spin.
All of these problems and more that i've failed to understand or list. The reward? A tiny bit of realism, in an already unrealistic world.
In a perfect world the weight would of just gave you a raw time period before you can swing again but always swing at the same speed(fast) and the only difference between speed is weapon class and even that might not be a good idea in a game that is focused on blocking being the primary form of active mitigation. Material balancing should of been damage only. All weapons should swing relatively fast if not all of them the same speed.
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