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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 || | | [[Paladin]] || Mace & Tower Shield || Lance & Shield || Halberd || Tank/Support hybrid || Temporal shielding & area taunts | ||
|- | |- | ||
| [[Berserker]] || | | [[Berserker]] || Twin Axes || Battle Axe || Chain Blades || High damage dealer || Rage-driven sustain & gap-closers | ||
|- | |- | ||
| [[Assassin]] || | | [[Assassin]] || Sabre || Wrist Blades || Musket || Burst damage specialist || Shadow entry & execution crits | ||
|- | |- | ||
| [[Ranger]] || Bow || | | [[Ranger]] || Bow || Crossbow || Rapier || Ranged/melee hybrid || Quick-draw shots & hit-and-run tactics | ||
|- | |- | ||
| [[Sorcerer]] || Staff || Grimoire | | [[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 | * 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 | * '''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''' - | * '''Chrono Gates''' - Solo temporal rifts with [[Soulslike]] boss encounters | ||
* '''Trials''' - | * '''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 | Chrono Odyssey features raid content designed for 10-player 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> | ||
* | * 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== |