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'''Combat''' in [[Chrono Odyssey]] is a real-time, action-based system that emphasizes player skill, tactical decision-making, and mastery of time manipulation mechanics. Unlike traditional [[MMORPG]]s with tab-targeting systems, Chrono Odyssey requires manual aiming, precise timing, and active engagement with defensive mechanics.<ref>Combat and Classes in Chrono Odyssey: Action, Time, and Strategy | questlog.gg</ref>
'''Combat''' in [[Chrono Odyssey]] is a real-time, action-based system that emphasizes player skill, tactical decision-making, and mastery of time manipulation mechanics. Unlike traditional [[MMORPG]]s with tab-targeting systems, Chrono Odyssey requires manual aiming, precise timing, and active engagement with defensive mechanics.<ref>Combat and Classes in Chrono Odyssey: Action, Time, and Strategy | questlog.gg</ref>


==Overview==
==Overview==
The combat system in Chrono Odyssey is built on the philosophy of "easy to learn, hard to master," combining responsive action gameplay with strategic depth through [[weapon switching]], [[Chronotector|time manipulation]], and dynamic enemy AI.<ref>Chrono Odyssey Devs Detail Their Design Philosophy, Gameplay, Player Freedom, Combat, Beta & Much More | MMORPG.com</ref> Players must actively control their character's attacks, blocks, dodges, and positioning to succeed in both [[PvE]] and [[PvP]] encounters. The system draws inspiration from traditional action games while incorporating MMORPG elements, creating a unique blend that rewards both reflexes and strategic thinking.
The combat system in Chrono Odyssey is built on the philosophy of "easy to learn, hard to master," combining responsive action gameplay with strategic depth through [[weapon switching]], [[Chronotector|time manipulation]], and dynamic enemy AI.<ref>Chrono Odyssey Devs Detail Their Design Philosophy, Gameplay, Player Freedom, Combat, Beta & Much More | MMORPG.com</ref> Players must actively control their character's attacks, blocks, dodges, and positioning to succeed in both [[PvE]] and [[PvP]] encounters. The system draws inspiration from traditional action games and [[Soulslike]] titles while incorporating MMORPG elements, creating a unique blend that rewards both reflexes and strategic thinking.


==Core Combat Mechanics==
==Core Combat Mechanics==
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* '''Attack''' - Manual targeting system requiring aim and positioning<ref>Chrono Odyssey Combat System Explained – Action, Skills & Time Mechanics</ref>
* '''Attack''' - Manual targeting system requiring aim and positioning<ref>Chrono Odyssey Combat System Explained – Action, Skills & Time Mechanics</ref>
* '''Defense''' - Active blocking that mitigates damage until guard is broken
* '''Defense''' - Active blocking that mitigates damage until guard is broken
* '''Dodge''' - Invincibility frames (i-frames) for evading attacks
* '''Dodge''' - Invincibility frames (i-frames) for evading attacks (Shift + direction)
* '''Parry''' - Timing-based counter mechanic for skilled players
* '''Parry''' - Timing-based counter mechanic for skilled players
* '''Counter''' - Offensive response following successful defensive maneuvers
* '''Counter''' - Offensive response following successful defensive maneuvers
* '''Lock-on''' - Optional targeting assistance activated with middle mouse button
===Movement and Positioning===
* Double jump capability for enhanced mobility
* Sprint function for rapid repositioning
* Class-specific dodge animations (roll for Swordsman, slide for Ranger)
* Most attacks root the player in place during animation
* Some abilities provide movement (Greatsword lunges forward during basic attacks)


===Targeting System===
===Targeting System===
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* Free camera control during combat
* Free camera control during combat
* [[Lock-on system]] available for precision-based classes like [[Ranger]]
* [[Lock-on system]] available for precision-based classes like [[Ranger]]
* Headshots deal increased damage for ranged weapons


===Defensive Mechanics===
===Defensive Mechanics===
{| class="wikitable"
{| class="wikitable"
! Mechanic !! Description !! Strategic Use
! Mechanic !! Description !! Strategic Use !! Stamina Cost
|-
|-
| '''Blocking''' || Mitigates incoming damage for a duration || Tank positioning, stamina management
| '''Blocking''' || Mitigates incoming damage for a duration || Tank positioning, stamina management || Variable
|-
|-
| '''Dodge Roll''' || Provides i-frames to avoid damage completely || Repositioning, avoiding AoE attacks
| '''Dodge Roll''' || Provides i-frames to avoid damage completely || Repositioning, avoiding AoE attacks || Yes
|-
|-
| '''Parrying''' || Deflects attacks with precise timing || Counter-attack setups, stamina conservation
| '''Parrying''' || Deflects attacks with precise timing || Counter-attack setups, stamina conservation || Yes
|-
|-
| '''Guard Break''' || Occurs when block gauge depletes || Creates vulnerability windows
| '''Guard Break''' || Occurs when block gauge depletes || Creates vulnerability windows || N/A
|}
|}


==Weapon System==
==Weapon System==
===Dual Weapon Mechanics===
===Dual Weapon Mechanics===
Each [[Classes|class]] in Chrono Odyssey can equip and seamlessly switch between two distinct weapons during combat.<ref>Combat and Classes in Chrono Odyssey: Action, Time, and Strategy | questlog.gg</ref> This system provides:
Each [[Classes|class]] in Chrono Odyssey can equip and seamlessly switch between two distinct weapons during combat by pressing Q.<ref>Combat and Classes in Chrono Odyssey: Action, Time, and Strategy | questlog.gg</ref> This system provides:
* Real-time weapon swapping without cooldowns
* Real-time weapon swapping without cooldowns (0.25s global cooldown)
* Different skill sets for each weapon
* Different skill sets for each weapon (8 abilities per weapon, 4 active at once)
* Tactical adaptability to combat situations
* Tactical adaptability to combat situations
* Unique animations and combat styles per weapon
* Unique animations and combat styles per weapon
* Passive benefits while encouraging strategic combos<ref>Chrono Odyssey Devs Detail Their Design Philosophy, Gameplay, Player Freedom, Combat, Beta & Much More | MMORPG.com</ref>
* Passive benefits while encouraging strategic combos<ref>Chrono Odyssey Devs Detail Their Design Philosophy, Gameplay, Player Freedom, Combat, Beta & Much More | MMORPG.com</ref>
* Ability to swap weapons mid-attack (attack completes before swap)
===Weapon Mastery System===
* Each weapon has independent mastery levels separate from class level
* Weapons must be actively used to gain mastery experience
* Higher mastery unlocks new abilities and passives
* Cannot level weapon mastery by using other weapons


===Weapon Combinations by Class===
===Weapon Combinations by Class===
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| [[Swordsman]] || Sword & Shield || Greatsword || Dual Blades || Versatile melee fighter || High-pressure melee combos
| [[Swordsman]] || Sword & Shield || Greatsword || Dual Blades || Versatile melee fighter || High-pressure melee combos
|-
|-
| [[Paladin]] || Mace & Tower Shield || Spear || Halberd || Tank/Support hybrid || Temporal shielding & area taunts
| [[Paladin]] || Mace & Tower Shield || Lance & Shield || Halberd || Tank/Support hybrid || Temporal shielding & area taunts
|-
|-
| [[Berserker]] || Dual Axes || Great Axe || Chain Blades || High damage dealer || Rage-driven sustain & gap-closers
| [[Berserker]] || Twin Axes || Battle Axe || Chain Blades || High damage dealer || Rage-driven sustain & gap-closers
|-
|-
| [[Assassin]] || Dual Daggers || Rifle/Musket || Sabre & Wrist Blades || Burst damage specialist || Shadow entry & execution crits
| [[Assassin]] || Sabre || Wrist Blades || Musket || Burst damage specialist || Shadow entry & execution crits
|-
|-
| [[Ranger]] || Bow || Rapier || Crossbow || Ranged/melee hybrid || Quick-draw shots & hit-and-run tactics
| [[Ranger]] || Bow || Crossbow || Rapier || Ranged/melee hybrid || Quick-draw shots & hit-and-run tactics
|-
|-
| [[Sorcerer]] || Staff || Grimoire/Spellbook || Manasphere || Magic damage/support || Long-range time-distortion spells
| [[Sorcerer]] || Staff || Grimoire || Manasphere || Magic damage/support || Long-range time-distortion spells
|}
|}


==Time Manipulation Combat==
==Time Manipulation Combat==
===Chronotector Abilities===
===Chronotector Abilities===
The [[Chronotector]] is a unique artifact that allows players to manipulate time during combat:<ref>Chrono Odyssey on Steam</ref>
The [[Chronotector]] is a unique artifact that allows players to manipulate time during combat, activated by pressing C:<ref>Chrono Odyssey on Steam</ref>


{| class="wikitable"
{| class="wikitable"
! Ability !! Effect !! Tactical Use !! Combat Application
! Ability !! Effect !! Tactical Use !! Combat Application
|-
|-
| '''Time Stop''' || Freeze enemies or projectiles temporarily || Sets up high-damage bursts or group repositioning || Maximize damage windows
| '''Time Stop''' || Freeze enemies or projectiles temporarily (2s base, halved in PvP) || Sets up high-damage bursts or group repositioning || Maximize damage windows
|-
|-
| '''Time Rewind''' || Reverse damage taken or reset positioning || Emergency heal/escape, resets aggro || Survive lethal attacks
| '''Time Rewind''' || Reverse damage taken or reset positioning (up to 3s) || Emergency heal/escape, resets aggro, clears DoTs || Survive lethal attacks
|-
|-
| '''Temporal Shift''' || Access alternate timeline versions of the battlefield || Strategic repositioning and exploration || Discover alternate paths
| '''Temporal Shift''' || Access alternate timeline versions of the battlefield || Strategic repositioning and exploration || Discover alternate paths
|-
|-
| '''Chrono Chains''' || Set up devastating combo attacks using time manipulation || DPS amplification, rapid combo extension || Create favorable engagements
| '''Chrono Chains''' || Set up devastating combo attacks using time manipulation || DPS amplification, rapid combo extension || Create favorable engagements
|-
| '''Temporal Isolation''' || Freeze single enemy in place || Single-target control || Line up finishers
|-
| '''Temporal Resistance''' || Slows fall speed and reduces fall damage || Environmental navigation || Exploration safety
|-
| '''Temporal Tuning''' || Highlights quest objectives with golden trail || Quest assistance || Objective tracking
|-
| '''Fast-Forward''' || Reveal alternate boss phase; speeds DoT ticks || Advanced raid optimization || Discover hidden mechanics
|}
|}


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* Isolate priority targets in PvP scenarios
* Isolate priority targets in PvP scenarios
* Create tactical advantages in group content
* Create tactical advantages in group content
* Cancel opponent ultimates in PvP with perfect timing
* Clear bleed and burn DoTs with Rewind


==Skill System==
==Skill System==
===Core Mechanics===
===Core Mechanics===
* Each class slots a limited number of '''Active Skills''' plus one '''Ultimate''' ability
* Each weapon has 8 total abilities, but only 4 can be active at once
* Skills evolve along branching upgrade paths, altering damage type or adding crowd control
* Skills evolve along branching upgrade paths, altering damage type or adding crowd control
* [[Cooldown]] management is critical; time manipulation can temporarily shorten them for explosive burst phases
* [[Cooldown]] management is critical; time manipulation can temporarily shorten them for explosive burst phases
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* Active and passive abilities
* Active and passive abilities
* Combo system for chaining skills across weapon swaps
* Combo system for chaining skills across weapon swaps
===Skill Tree Structure===
Each weapon's skill tree follows a specific layout:
* '''Left Lane (Red)''' - Contains 4 abilities, typically focused on one combat style
* '''Right Lane (Blue)''' - Contains 4 abilities, typically focused on alternative style
* '''Middle Lane''' - Contains passives, buffs, and enhancements for basic attacks (LMB) and special moves (RMB)
* '''Synergy Skills''' - Middle lane contains one synergy skill with two selectable options
* Lower tier skills require minimum points invested in respective lanes
* More powerful abilities are positioned lower in the tree
===Mastery Abilities===
* Unlock at specific character levels (10, 15, 20, etc.)
* Level 15 grants first active mastery ability
* Level 10 and 20 provide passive mastery abilities
* Help specialize class role (tank, DPS, support variations)


===Class Resources===
===Class Resources===
{| class="wikitable"
{| class="wikitable"
! Class !! Primary Resource !! Secondary Resource !! Resource Generation
! Class !! Primary Resource !! Secondary Resource !! Resource Generation !! Resource Mechanics
|-
|-
| [[Swordsman]] || Rage || - || Combat actions
| [[Swordsman]] || Rage || - || Combat actions || Builds through attacks, depreciates over time
|-
|-
| [[Paladin]] || Mana || Divine Power || Time-based regeneration
| [[Paladin]] || Mana || Divine Power || Time-based regeneration || Starts full, regenerates over time
|-
|-
| [[Berserker]] || Rage || Bloodlust || Damage dealt/taken
| [[Berserker]] || Rage || Bloodlust || Damage dealt/taken || Builds through combat, depreciates over time
|-
|-
| [[Assassin]] || Vigor || Bloodlust || Critical strikes
| [[Assassin]] || Vigor || Bloodlust || Critical strikes || Starts full, combo-oriented spending
|-
|-
| [[Ranger]] || Vigor || Precision Stacks || Sustained attacks
| [[Ranger]] || Vigor || Precision Stacks || Sustained attacks || Starts full, build/spend combos
|-
|-
| [[Sorcerer]] || Mana || - || Channeling/time
| [[Sorcerer]] || Mana || - || Channeling/time || Starts full, regenerates over time
|}
|}


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* Can reposition during combat
* Can reposition during combat
* Unique abilities and patterns for different enemy types
* Unique abilities and patterns for different enemy types
* Counter-attacks when players make mistakes
* Elite mobs can reverse their own death once per encounter using Chronotector-like powers


===Enemy Types===
===Enemy Types===
* '''The Broken''' - Void-corrupted beings that rise from the fallen
* '''The Broken''' - Void-corrupted beings that rise from the fallen
* '''Void Invaders''' - Otherworldly entities with unpredictable attacks
* '''Void Invaders''' - Otherworldly entities with unpredictable attacks
* '''Regional Bosses''' - Dynamic world encounters
* '''Regional Bosses''' - Dynamic world encounters for 20-50 players
* '''World Bosses''' - Massive enemies requiring hundreds of players
* '''World Bosses''' - Massive enemies requiring hundreds of players
* '''Field Bosses''' - Named enemies with unique movesets in specific locations
* '''Guardians''' - Ancient beings that protect [[Setera]]


==PvE Content==
==PvE Content==
===Dungeons===
===Dungeons===
* '''Expedition Dungeons''' - 5-player cooperative challenges
* '''Expedition Dungeons''' - 3-5 player cooperative challenges with trinity role recommendations
* '''Solo Dungeons''' - Skill-based content for individual players<ref>Chrono Odyssey on Steam</ref>
* '''Solo Dungeons''' - Skill-based content for individual players<ref>Chrono Odyssey on Steam</ref>
* '''Chrono Gates''' - Temporal rifts with tiered challenges
* '''Chrono Gates''' - Solo temporal rifts with [[Soulslike]] boss encounters
* '''Trials''' - Puzzle and trap-focused content
* '''Trials''' - Solo [[roguelike]] dungeons with randomized encounters


Small-group content (3-5 players) is emphasized over traditional 20-plus raids, though world bosses still exist. Environmental hazards—temporal rifts, shifting biomes—require constant repositioning.
Small-group content (3-5 players) is emphasized over traditional 20-plus raids, though world bosses still exist. Environmental hazards—temporal rifts, shifting biomes—require constant repositioning.


===Raids===
===Raids===
Chrono Odyssey features large-scale raid content:
Chrono Odyssey features raid content designed for 10-player groups:
* Designed for organized groups
* Multiple difficulty tiers
* Multiple difficulty tiers
* Unique mechanics requiring coordination
* Unique mechanics requiring coordination
* Rewards include rare equipment and materials
* Rewards include rare equipment and materials
* Smaller scale than traditional MMO raids for tighter coordination


===Boss Encounters===
===Boss Encounters===
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* Require teamwork, positioning, and timing
* Require teamwork, positioning, and timing
* Cinematic and challenging experiences
* Cinematic and challenging experiences
* Pattern recognition crucial for success
* Fast-Forward reveals alternate boss phases and hidden mechanics


===World Bosses===
===World Bosses===
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| [[Eltanius]] || Colossal world boss || 100+ players || Requires mass coordination, real-time co-op
| [[Eltanius]] || Colossal world boss || 100+ players || Requires mass coordination, real-time co-op
|-
|-
| Regional Bosses || Dynamic spawn enemies || 20-50 players || Weather/time-based spawns
| Regional Bosses || Dynamic spawn enemies || 20-50 players || Weather/time-based spawns, time rifts spawn adds
|-
|-
| Field Bosses || Open world encounters || 5-20 players || No instancing required
| Field Bosses || Open world encounters || 5-20 players || No instancing required
|-
| Guardians || Ancient protectors || Variable || Some non-hostile unless provoked
|}
|}
===Eden (PvEvP Endgame)===
[[Eden]] is a high-risk, high-reward [[PvEvP]] zone existing outside traditional timelines:
* Endless [[roguelike]] dungeon with procedurally generated levels
* Multiple groups can fight same boss simultaneously
* After boss defeat, PvP is enabled between groups
* Players must decide to split loot peacefully or fight for all rewards
* Time-limited inventory cube system - fail to exit before timer expires, lose all progress
* Features powerful bosses like [[Balrog]]
* Core endgame progression activity


==PvP Combat==
==PvP Combat==
===PvP Features===
===PvP Features===
PvP combat in Chrono Odyssey is described as fast, brutal, and unforgiving.<ref>Chrono Odyssey Combat System Explained – Action, Skills & Time Mechanics</ref>
PvP combat in Chrono Odyssey is described as fast, brutal, and unforgiving.<ref>Chrono Odyssey Combat System Explained – Action, Skills & Time Mechanics</ref>
* Confirmed PvP modes (details pending)
* Open world PvP flagging system (opt-in via Sentinel Oath)
* [[PvEvP]] zones with contested territories
* [[Freely Contested Zones]] with automatic PvP flagging
* [[PvEvP]] zones like Eden with contested territories
* Skill-based combat favoring player ability over gear
* Skill-based combat favoring player ability over gear
* [[Chronotector]] abilities partially restricted for balance
* [[Chronotector]] abilities partially restricted for balance (Freeze duration halved)
* No punishment for open world PvP kills
* Must be in town to toggle PvP mode on/off
* Arena-style modes "under consideration" post-launch


===Combat Differences in PvP===
===Combat Differences in PvP===
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* Time abilities become clutch tools: perfectly timed Rewind cancels opponent ultimates
* Time abilities become clutch tools: perfectly timed Rewind cancels opponent ultimates
* Weapon match-ups matter significantly
* Weapon match-ups matter significantly
* Blocking prevents crowd control effects
* Skills retain full damage in PvP


==Combat Strategy==
==Combat Strategy==
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* Manage resources efficiently
* Manage resources efficiently
* Use terrain elevation to negate boss line-attack hit-boxes
* Use terrain elevation to negate boss line-attack hit-boxes
* Balance offense with stamina preservation
* Save Rewind for lethal boss combos


===Group Combat===
===Group Combat===
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* Communication for large-scale encounters
* Communication for large-scale encounters
* Synergy between different classes
* Synergy between different classes
* Tank maintains threat while DPS maximizes damage windows
* Coordinate Freeze windows on region bosses
* Example synergies:
* Example synergies:
   - [[Paladin]] provides protection while [[Sorcerer]] deals area damage
   - [[Paladin]] provides protection while [[Sorcerer]] deals area damage
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===Advanced Techniques===
===Advanced Techniques===
* '''Animation Canceling''' - Optimize damage output
* '''Animation Canceling''' - Optimize damage output by canceling recovery frames
* '''Combo Chaining''' - Link skills across weapon swaps
* '''Combo Chaining''' - Link skills across weapon swaps for continuous pressure
* '''Time Manipulation Combos''' - Creative use of Chronotector
* '''Time Manipulation Combos''' - Creative use of Chronotector for unique setups
* '''Positioning Mastery''' - Maximize damage while minimizing risk
* '''Positioning Mastery''' - Maximize damage while minimizing risk
* '''Perfect Roll Timing''' - Grants brief invulnerability and faster stamina recovery
* '''Perfect Roll Timing''' - Grants brief invulnerability and faster stamina recovery
* '''Burst Windows''' - Open with crowd control, apply Time Freeze, then burst with swapped weapon
* '''Burst Windows''' - Open with crowd control, apply Time Freeze, then burst with swapped weapon
* '''Resource Management''' - Balance builder/spender rotations across both weapons
* '''Cooldown Cycling''' - Alternate weapons every 3-4 skills to maintain constant pressure
==Weapon-Specific Combat Details==
===Swordsman Weapons===
'''Sword & Shield'''
* Special Move: Block (reduces damage, generates rage when blocking)
* Key Abilities: Battle Cry (taunt), Shield Bash (stun), Steadfast Defense
* Threat generation for tanking roles
* Counter-attack options after successful blocks
'''Greatsword'''
* Special Move: Charged attack (builds rage, up to 3 charge levels)
* 360-degree spin attack at max charge
* Nearly full movement speed while charging
* High stagger damage and crowd control
* Abilities: Groundbreaker (AoE stun), grab attacks
'''Dual Blades'''
* Special Move: Guard and counter-attack system
* Fast sweeping attacks with AoE potential
* Threat management options (increase or decrease)
* 100% critical damage passive available
* Pull-in abilities for enemy grouping
===Ranger Weapons===
'''Bow'''
* Special Move: Aimed shot mode with 5 special arrow types
* Arrow types: Fire, Frost, Poison, Explosive, Impact
* Stamina consumption only when aiming
* 7 special arrows before cooldown
* Basic attacks cost Vigor resource
* Headshot damage bonus
* Slower but harder hitting than crossbow
'''Crossbow'''
* Special Move: Somersault dodge while firing
* Highest sustained DPS potential
* Hip-fire and aimed modes
* Venom Shot and Rapid Fire Stance abilities
* Basic attacks consume Vigor
* High mobility combat style
* Faster attack speed but lower per-hit damage
'''Rapier'''
* Special Move: Gap-closing poke that stuns on critical
* Parry and free dodge abilities
* High single-target damage
* Narrow hitbox precision attacks
* Synergizes with both ranged weapons for resource management
* Essential for Rangers due to Vigor consumption on ranged basic attacks
===Berserker Weapons===
'''Chain Blades'''
* Special Move: Surging Force (consumes Bloodthirst for healing/rage)
* Extended range compared to other melee weapons
* Abilities cost health to use
* Bloodthirst stacks: 0.5% regen + 10% attack per stack (max 5)
* Crowd control: Chain Strike (pull), Glacial Strike (slow)
* Self-sustain through combat
'''Twin Axes'''
* Special Move: Berserk mode (20% damage/speed, drains health)
* 40 stamina activation cost
* Auto-disables at low health
* Immortal ability: 14-second death prevention
* Defense reduction debuffs for group DPS
* Synergizes with low-health damage bonuses
* Throwing options for ranged attacks
'''Battle Axe'''
* Special Move: Block (similar to shield mechanics)
* Whirlwind ability with movement
* Stacking attack speed buffs from Whirlwind
* Tank options with threat generation
* Shields and damage reduction abilities
* Bleed application through passives
* Spin-to-win playstyle option


==Combat Progression==
==Combat Progression==
===Skill Development===
===Skill Development===
* Unlock new abilities through leveling
* Unlock new abilities through leveling (meaningful progression each level)
* Enhance existing skills with [[Mastery Points]]
* Enhance existing skills with [[Mastery Points]]
* Customize playstyle through skill choices
* Customize playstyle through skill choices
* No traditional "Holy Trinity" restrictions<ref>More Details on the Systems of Chrono Odyssey (PvE, PvP, Gear Enhancement) - Reddit</ref>
* No traditional "Holy Trinity" restrictions<ref>More Details on the Systems of Chrono Odyssey (PvE, PvP, Gear Enhancement) - Reddit</ref>
* Every level feels impactful like classic MMOs


===Gear Impact===
===Gear Impact===
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* [[Crafting|Crafted gear]] competitive with drops
* [[Crafting|Crafted gear]] competitive with drops
* Visual customization separate from power
* Visual customization separate from power
* Light armor: more damage, less defense
* Heavy armor: more defense, less damage
* Medium armor: balanced approach
===Character Development===
* New characters start completely fresh (no shared progress)
* World map resets to unexplored state
* Each character is a new adventure
* Prevents "flavor of the month" class swapping
* Encourages commitment to chosen class


==Tips for New Players==
==Tips for New Players==
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* Pay attention to enemy behaviors and adapt tactics accordingly
* Pay attention to enemy behaviors and adapt tactics accordingly
* Coordinate with other classes to maximize group effectiveness
* Coordinate with other classes to maximize group effectiveness
* Try all classes during beta - full kit available from start
* Manage stamina carefully - dodging and abilities consume it
* Use lock-on for precision, free-aim for mobility
* Learn animation timings for optimal weapon swapping
* Practice perfect-roll timing in training yard to learn i-frame length
* Alternate weapons every 3-4 skills for cooldown efficiency
* Save Rewind for lethal combos—it clears bleed and burn DoTs


==See Also==
==See Also==
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* [[Resource Management]]
* [[Resource Management]]
* [[Mastery Trees]]
* [[Mastery Trees]]
* [[Eden]]
* [[Soulslike]]


==References==
==References==