The Nitty-Gritty
So we talked (for perhaps too long) about directions and their consequences, now let's get down to brass tacks.
Thrusts vs. Cuts/Swinging Attacks
Having thrusts as well as swinging attacks on the same weapons allows for yet more gameplay options. It would be kinda boring if we only had one kind of attack, right? Not to mention many weapons are deadly with both the cut and the thrust.
Thrusts could use a separate button to perform (maybe swing with left click and thrust with right?) or perhaps the different attack types would depend on how long you held the attack button.
In the previous section, we spoke about the directions with regards to swinging attacks. The same rules could in general apply to thrusts:
a thrust from the right is a simple forehand thrust
from the left would be a backhand thrust (Imagine moving your right hand to the left side of your body and then thrusting)
above would be thrusting down with your hand above your head
below would be a thrust at the feet/legs with the hand low.
In that sense, Thrusts are similar to swings/cuts, but they would differ in a few ways:
Thrusts are faster: Pretty obvious, I suppose.
Thrusts are always easy to sidestep: Even thrusts from the left/right (or mid in h/m/l) are easy to avoid by moving horizontally. To compensate, thrusts from left/right (or mid) should be the fastest.
Damage will differ: This will depend on weapons, which will be detailed later. Suffice it to say, some weapons will be better at cutting or bashing, some at thrusting, and many can do both effectively. There is also the consideration of the target's armour, which again will be covered later.
Thrusts are more vulnerable when parried or clashed: (See the respective sections for parries and clashes below) If an opponent parries your thrust, you will be staggered for longer. If your thrust clashes with a swing, instead of the usual clash scenarios you will simply be staggered for even longer than if you were parried.
Blocking
Directional: Blocking is fundamental to directional combat. It's the entire reason for having attacks come from different directions in the first place! Obviously, your block will need to correspond to the direction of the incoming attack. An attack from the left must be blocked on the left, etc.
OR
Conventional: In a high/mid/low system, the block button would by default block mid. To block high or low, you would just press block + whatever input is used for high or low attacks.
Blocking would require its own button. When pressed alongside a directional input, you will block attacks from that direction.
Blocking with a single weapon (1h or 2h)
Block stays active until an action is performed: You press the block button and the direction and you block on that side until you attack or do something else. You would be able to move while blocking.
You could make it so that the block button must be held and limits movement, but I feel that blocking doesn't need to be any more punishing when there are already multiple directions for attacks to come from. For those that want something with a little more risk-reward, you can try to parry the incoming attack instead, which I will cover soon.
What happens when an attack is blocked? Blocking should keep the battle fairly neutral, with neither player gaining much of an advantage. When an attack is blocked, both the attacker and defender stagger for a brief time. The defender can continue to block during this time so as to deal with multiple attackers.
What about Shields?
In some games, shields can be a bit boring. They engender passivity by encouraging you to just hold up your shield because then nothing can hurt you while also preventing you from making an attack while doing so. This is not how shields were meant to be used!
The specifics here will depend on what kind of shield you're using (Big round shields, smaller round or heater shields, bucklers, kite shields, huge shields like a Roman Scutum), but here are the general rules:
Shields block directionally: A shield can block left, right, or above just like a weapon. Some taller shields will also block low, but smaller shields leave you open to low attacks. Specifics will be detailed later.
You can attack while blocking with a shield! This is crucial to making shield play less boring. You can be blocking your opponent's strike on the left side while delivering a strike to their head. You may not be able to make attacks from certain directions while blocking from certain directions, depending on the type of shield (more details later).
Block + down will allow you to hunker down behind the shield: This will also depend on what kind of shield you have. When hunkered down you cannot attack and may move slowly (maybe not at all), but you will block attacks from all directions.
Shields can break or be moved out of the way: Shields are (generally) made of wood, and such can be broken with repeated strikes. Some weapons have hooks on them that can disarm (dis-shield?) a shielded opponent unless they react in time. This provides a way to beat people who cower behind their shield.
Shields block projectiles: Seems obvious but still bears mentioning. Larger shields will block projectiles while blocking in any direction, while with smaller ones you must hunker down (block + down). Bucklers probably can't block projectiles at all.
The "Weapons and Armour" section will have more on shields (Coming Soon)
Screw shields, I wanna hold two weapons like a badass!
Well too bad, that's not realistic.
Just kidding, there are practical reasons to dual-wield. However, this section is way too long so I'll save the dual-wielding for later, I promise.
Dodging/Dashing/Quick-Stepping
So what if I want to just move out of the way instead of blocking? In addition to your regular stepping slowly out of the way, you can dodge to avoid attacks. Many game make it such that Double-tapping a movement direction will allow you to quickly dodge, and I think this works well here too.
Double-tap "A" or "D" keys (left or right movement) to do a quick sidestep. This will allow you to quickly move a few steps to the left or right, avoiding vertical attacks and thrusts.
Double-tap "S" key (backward) for a backstep. This will allow you to move back out of harm's way, but also leave you out of reach to retaliate with your own attacks. A good option if you intend to run away from the fight.
Double-tap "W" key (forward) for a lunge. Wait... how is that a dodge? It is if your opponent is behind you! You never know where someone might come from in CoE, after all. This will allow you to quickly step forward a few paces, allowing you to avoid that backstabbing rogue.
Attacks can be performed while dodging for extra mobility. These attacks would take a little longer to prevent them from being spammed all the time, but the ability to lunge forward and thrust should still be able to catch an opponent off-guard. Perhaps you will also suffer from extra stagger if you are hit while dodging in order to make it more risky.
Parrying
If you can really read your opponent, you can gain the upper hand by performing a parry. You can do this by performing a swing in the same direction as the incoming attack right as you are about to be hit. The exact timing could depend on your agility stat, with higher agility providing more leeway to get it right. If performed correctly, you will do a cool parry animation and push your foe's blade out of the way. This is similar to a block except you will not be staggered but your opponent will be. In general, you should gain the upper hand but your opponent should still have time to block a follow-up attack you might make unless they're really low on stamina or something. In fact, maybe they'll manage to parry you back! A chain of attacks and parries between a pair of skilled players could make for an exciting spectacle.
Feints
Having the option to feint is another simple way to add greater potential for mindgames and prediction to the combat. A feint could be performed by pressing a designated feint key in order to cancel your attack, but this could lead to attacks becoming too safe. Instead, feints should be executed by performing a different attack input before the attack becomes active. You will immediately transition into the new attack animation. However, you must not be able to chain feints indefinitely. This means that performing a feint is an actual commitment while still leaving room for some tricky play.
Grappling
Grappling allows you to get around an opponent's block if you can manage to get really close to them. If you have a free hand (you're using a weapon in only one hand) and perform a grapple while next to an opponent, you can attempt to enter a grapple and perhaps throw or pin them. I believe it has been shown that there is a grappling skill level in the game so that might play a role here
If you are instead using a weapon 2-handed, you can bash the opponent with the pommel of your sword or butt-end of your spear. This would hit them through a block, stagger them, and push them back away from you.
With a shield, you can perform a shield bash instead. This is similar to the above, except for a special case. If you perform a shield bash just as an attack is about to hit you, like a parry you can get their weapon stuck in your shield! This will cause them to be disarmed, but it will also break your shield. This can of course only be performed with wooden shields, performing this with a metal shield will simply be the same as blocking the attack normally.
You can defend against a grapple by doing a grapple yourself. If you are already in a grapple animation while hit by a grapple, it will fail and you'll both be briefly staggered. Once your opponent has started grappling you, there is a short window where you can break out of the grapple with your own.
Clash!
When two attackers have their swings collide (the attack hitboxes active and in contact), a clash happens. Both players will have a short window to do one of three things:
Press the Swing attack button to disarm the opponent: You enter into a bind with the opponent and knock their weapon out of their hands.
Press Thrust to immediately stab your opponent: From this bound position you extend your sword, getting a free hit in.
Grapple to knock your opponent down.
If both players manage to press one of these buttons with the required timing, then both players would simply stagger as if they had blocked an attack.
Alternatively, there could be a rock/paper/scissors relationship with these options when both players press one of them. Disarm beats stab, stab beats grapple, grapple beats disarm. This might be unnecessarily complicated though.
Combos
Combos can be a difficult subject. In many fighting games, there are specific strings of attacks and inputs that can be pressed with precise timing in order to execute them without the opponent being able to retaliate. I'm not sure if this is a good idea for CoE, but I can see the appeal of rewarding a player for pressing buttons with good timing. With that in mind, perhaps a combo system could work by allowing follow-up attacks to come out faster if they are pressed just as the previous attack is ending. Maybe the attacks would also have to be coming from a different direction, both in order to make it more interesting and also to represent the idea that you're using the weapon's existing momentum and redirecting it in order to continuously attack.
Next up, weapons and armor!
Dual-wielding coming soon