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Combat: commitment, combos and faster foes

Changed

  • Attacking commits you. You move at half speed from the moment you swing a melee weapon until the blow lands, then speed comes back over the rest of the swing. Drawing a bow, crossbow, staff, wand or tome slows you to 70% until the shot leaves, and instant melee abilities slow you briefly too. A dodge roll cancels the swing and the slow. Hit-and-run on a creature far above your level no longer works.
  • Smoother strafing while you fight. Your game now predicts the swing and draw slow exactly, so circling and shooting no longer makes your character snap back a step.
  • Creatures fight in combos. Melee creatures sometimes follow a swing with a quick second strike (elites, creatures of level 40 and up: three hits; bosses: four). They step in, re-aim and strike faster. Follow-up telegraphs flash in and their warning rises in pitch. Roll, block, or parry a hit to break the string; after the last hit the creature is open for about a second. Combos never stun you and never continue while you are stunned.
  • Stronger creatures wind up faster. Telegraph wind-ups get shorter as a creature's level rises and when it is far above you, never under about 0.4 s (0.65 s for charges and big area attacks). The shape and its warning sound always finish exactly when the hit lands. The skeleton's Bone Slash and the alpha wolf's Rending Bite are a little quicker.

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