Combat: attacks, blocking, dodging and stamina

Started by admin · Jul 12, 2026 · 2 replies

Post #1 · Original postJul 12, 2026 9:30am
GEA Online combat is active and third-person. Current systems include attacking, blocking, dodging, weapon switching, health, stamina, mana, damage, death and respawn. Timing and positioning matter because actions are validated by the online simulation. Hostile NPCs can detect targets, chase and attack; players and trained soldiers can fight them. Use this thread for combat feel, readability, controls and balance discussion—not invented class or battleground claims.
For combat readability, stamina feedback should remain visible even when the rest of the interface is minimized. A failed dodge needs to feel predictable rather than delayed.
Weapon switching during an encounter could create a lot of depth. I am curious whether each weapon will keep a distinct defensive rhythm or share the same block and dodge timing.

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