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You would still need Weapon to Weapon Collision for a Parry and a Counter Strike.
Wanted to jump back in here, a lot of replies have been added so I'm gonna focus on this response. The 1v1 reminds me of the attempt Matrix Online made to recreate the kung-fu fighting of the movies. One immediate questions comes when we don't have a group of players. If I'm a lone warrior, what happens if I have two mobs aggro me?Though most will talk about how they wanna be able to take on numerous opponents at once, that really never happens. Even in action movies, rarely does the hero dispatch more than one or two opponents simultaneously in hand-to-hand combat; the extra henchman very much wait in line to be pummeled one or two at a time. How does that work in the context of the system as you describe it above? I honestly would enjoy a system where multiple mobs would attack your player rapid fire, and your blows would knock them to the ground/backwards/into environmental hazards/whatever and the next would take his/her place as you see in show and movies. Those mobs could get back up and then jump back in, but the system would never place more than two opponents attacking simultaneously to avoid overwhelming the player with stimuli he couldn't hope to respond to simultaneously. If it were rapid fire and fluid enough, it would feel more like action movie combat than any MMORPG (or really, RPG) system out there. Think Rocksteady's Batman franchise, but without the ability to dodge roll/jump all over the place, the numerous extra gadgets, or the one-button counters. Even when Batman is fighting a dozen plus foes, rarely do more than 2-3 attack simultaneously. The rest attempt to surround Batman, but you never have all of them simultaneously bullrush him, because the suspension of disbelief of having Batman counter 10+ people simultaneously is too much, even for a video game.Is that something you think needs to be a part of this system? A rotating attack chain that utilizes a sort of round-robin system for mobs? I could see depth being added through different mob types/weapons, where the player could also have skills or abilities that help them adapt to the mob currently attacking. Again, rapid fire and fluid, and that would be an intense combat system.