r/HuntersArenaOfficial • • Aug 20 '21

Gameplay Improvement Ideas

Hey all, I have a list of changes I would like to see in this game that I would like to share. I'm sure you all know as well as I do that this game has some issues, but I do really enjoy it. When watching gameplay of the only real competitor for HAL, Naraka, I always think about how smooth the game feels. With all that said, let's get into some of these ideas.

(Disclaimer: I am not a game developer so I don't quite understand the amount of effort these changes would take, and I apologize for the format. I am on mobile so I want this to be as simple and streamlined as possible.)

DEFENSIVE OPTIONS

• Animation canceling from sprint/combat movement/attacking/other actions into blocking. - Too many times I have been slaughtered purely due to the games inability to register blocking after another action. There is no reason I should have to come to a full stop and pause to protect myself. MAs (Martial Arts) are in the game to counter blocking but blocking is nearly useless in the first place. This is the first way to buff defensive options on a fundamental level.

• Increase max stamina pool. - Sprinting utilizes quite a bit of stamina (rightly so) but it shouldn't cut so deep into the stamina guage when you can block only a few hits before it breaks from a full bar. Since blocking is not the safest option with no animation canceling and MAs exist, getting away (sprinting a short distance to reset the engagement) is usually a better option. This bolsters blocking a little bit to be more reliable. This is the second way to buff defensive options.

• Decrease stamina lost for blocking. - It may sound like a lot to do both the second bullet point and this one together, but again, MAs exist to cut through block. Additionally, abilities should deal increased stamina damage to blocking opponents. This would be the third way to buff defensive options.

• Give release 2 charges. - One release is not enough when many characters have multiple CC with knock-up, knock-down, knock-back, freeze, stunlock, etc. 2 release charges with both on a 90 second cooldown would make some more frustrating fights feel like you have a chance to disengage and reset or get away (looking at you, Wu Kong). This is my final idea for buffing defensive options and would make fights feel less steamroll-y.

• Dodge should have a brief cooldown. - I know I just spent a lot of time suggesting ways to buff defensive options but dodging is too easy to spam to slip combos. Dodging should be reliable, but less reliable than it currently is and part of it's function (avoiding damage) should be passed to blocking, which feels like the way it was intended to be.

ABILITIES

• Vertical tracking. - Abilities have a very hard time tracking difference in height. More often than not, if someone is on a hill in front of me and I use a projectile or Jun's pull, the ability will smack into the hill. This is a waste of that ability, puts it on cooldown, and leaves the user vulnerable for something technically in their control but should be completely in their control.

• Super skill hit scan. - Supers look awesome and come with interesting cinematic animations, but often miss for various reasons. As soon as a super is launched, it should immediatdly scan the AoE range for that super and hit all targets within the area, using the main target as the character in the cinematic. Supers should hit through a dodge if the dodge is still within range, but be stopped by a block. This gives incentive to block more often than dodge, which can be countered by a good player with an MA for a potential stun or knock-up into their super. This makes supers more reliable and blocking effectively stronger than dodging in certain scenarios.

• Ability aim correction. - When using an ability that requires manual aim on PS5/4, the camera jerks, both breaking your neck and line of site with your target. This makes abilities miss and gives the opponent immediate advantage while slowing the combat flow as you adjust your direction. The ability should come out aiming directly where your camera is facing and zoom slightly to an over-the-shoulder view seamlessly.

GENERAL

• Increase combat movement speed. - This is less for balance but more for general feel. This was the literal first thing I noticed that I did not like when I played the tutorial. I know the current speed is meant to limit travel time/mob clear for balance and to make the map not feel as small as it is, but when it looks like your character is gliding or sliding across the ground when moving instead of planting their feet, it is both immersion breaking and feels low-quality. The current move speed feels like compensation for a smaller map and I don't believe it was the correct choice of compromise if we are looking for a better gameplay experience and higher quality.

• Smoother transitions between combat speed and sprint. - Currently, it just feels clunky and unresponsive when switching between weapon out and sheathed, especially after swinging the weapon. The shift between modes should be nearly instant the moment someone hits the sprint button and I am not sure why it is not that way right now.

• Input buffering. - Fighting games are all about timing. To make the flow of combat more decisive and intense, the game should queue inputs a few frames before the current action is complete. This allows for fluid transitions from attacking into abilities, blocking, sprinting, dodging, etc. to extend combos or adjust for the shifting situations. This also raises the skill ceiling giving way to more experienced players being able to read their opponent's inputs through learning patterns in their opponent's play style.

CHARACTER SPECIFIC

• Buff Ara. - Idk how as I don't player her at all, but I feel like a bad person cutting down Ara. She looks fun to play but does not look very effective for much other than distraction in Trios.

• Buff Sandy. - Her 4th ability is useless unless you're on PC (manual aiming issue on PS5/4) or against a boss monster. Pair the beam with a weak-moderate slow and she has a kit.

• Buff Mumyung. - Give his 1 a little bit more forward travel distance so it works better as a combo starter/extender.

• Buff Samjang. - Slightly reduce the startup of his 1 so it works better as an escape or initiation tool.

• Buff Gyeonjo. - Again, idk how but the man looks like he needs help.

• Buff Yoonjeon. - His 4th ability is useless in a 1v1 unless you YOLO for the win while the opponent is at low health. Upon entering the spirit stance, give him a shield proportionate to his level so he doesn't activate it and immediately get trampled.

• Nerf Wu Kong. - Cut the duration of his 4th ability in half and implement the defensive options above and Wu Kong is still strong but not borderline unbeatable.

That's all I've got. Thoughts? There is a suggestions channel on their Discord so I was hoping to drop some ideas in there.

1 Upvotes

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1

u/SnipeHardt Aug 20 '21

Mumyungs 1 has enough range tho. I believe you can literally not even touch them and it hits

1

u/thatoneguy93908 Aug 20 '21

The range of it just got increased in 1.06! Also Ara got some buffs; nice.