1varangian wrote:
And all of the above will be made even more rewarding by a system that can punish you for a bad move. Some enemy that is so fast you can't always outstrafe it would make the combat system more dynamic and interesting.
There already are enemies that are faster than you can strafe, and even strong enemies that can attack sideways without having to turn first. This is already there.
1varangian wrote:No one is demanding core mechanics to be changed. Please read the posts through so you know what you are arguing against. We all want to keep the "combat tetris" in. We all want movement and positioning to matter. What we don't want is cheese tactics that make all single enemies utterly pointless unless you are trapped in a dead end hallway.
Excuse me, but who exactly is "we"? I have been following this thread since page one, and it looks very much like you're on your own with your opinion, and everyone else is facepalming.
Besides, a lot of enemy encounters ARE in narrow hallways. And if you fight in a big open space, there are usually at least 3 enemies coming for you.
That said, a bunch of your suggestions are not bad. It just seems to me that your conception about the
now is flawed. There already are skeleton archers that strafe away from melee. Uggardians and Goromorgs that try to engage in indirect combat and hide at the other end of hallways and strafe in to get a hit on you. Scavangers that swarm you and surround you quickly. Spiders that (somewhat) lurk in the dark and tend to attack you from behind. Not to forget about Shrakk Torrs who are just a whole lot faster than you.
PS: I forgot to mention that both the Elder Herder and the Disease Masses (slimes) can attack into any direction around them.