Here's an assortment of thoughts on various topics across the game. For reference, suggestions in the form Suggestion: 1, 2, 3... are meant as a group of recommendations to address multiple or the same problem, while Suggestion: A, B, C... represent alternatives, each considered in isolation. Smaller bullet points might contain the suggestion in the same paragraph/sentence.
Combat
- Basic attacks: One of my initial and ongoing feelings about combat is a certain sluggish or unwieldy feeling from basic attacks, specifically the rapid alternation between character movement and complete standstill during the attack animation. While it's normal to be rooted in place during such attacks in MOBA games, other battle arenas and PVE isometric games that do not feature click-to-move typically adopt an approach I also recommend for ECHA, given its gameplay direction overlaps more with the latter. Additionally, due to the isometric perspective, certain ranged basic attacks can be very tricky to aim, such as Beko throwing projectiles at different heights.
- Suggestion 1: Allow movement during basic attacks but impose a noticeable movement penalty for the duration of the animation. This still creates incentive to at times hold off on basic attacks to focus on dodging while ensuring gameplay during heavy BA usage remains smooth and free-flowing. Experience stands to be further improved with this change when combined with future accessibility tweaks like increased input buffering/option to hold BA button to attack continuously. Note that this also increases skill expression as players can now progressively sidestep slower, easier to anticipate attacks while ceasing attacking themselves as needed for more immediate threats that need to be reacted to.
- Suggestion 2: Add a toggleable option to draw an "aim line" on the ground from the character model to the end of BA range for the duration of BA animations. Helps aiming BAs on controller and KBM alike.