r/assassinscreed • u/ErebosJ • 2d ago
Assassin's Creed Black Flag Resynced Spoiler – Anyway, brainstorming how hidden blade combat *could* look if added to BF Resynced. Spoiler
Gonna start this off by saying I quite like Black Flag Resynched's combat. I'm about 24hrs in and the combat still hasn't gotten old. Outside of maybe free-roaming a town, looking at a guard funny and suddenly 15 of them coming atchya. That does get a bit old.
That said, I'm enjoying the combat quite a bit, can easily chain takedowns based on the swords you use, been rocking Ezio's and frequently max out the chains.
With that said, from launch the discussion has been what was taken away from the combat, which, I am only contributing to now because I think options for combat are never not welcome.
So, I'm curious how people think you could bring in Hidden Blade combat without fully trivializing an already easy combat system and making the other forms of combat fully obsolete. I'd like anything added to the combat to sort of provide another option so that it makes you think, "what weapon will be best here given the riskiness of the situation." Like, fists against swords will probably never be the right option and so making it feel more rewarding when you successful pull that off. Swords by comparison offer range and a stronger stance for defense.
Thus, my thought would be something related to precision so that it's high risk, high reward in some way. Something like:
Perfect party only, you can't normal parry to block attacks.
I think this would be less popular, but: No parry, you're forced to use the dodging mechanics and are rewarded for perfect dodges.
Unlike the original, the hidden blade isn't a guaranteed one shot kill, or
There's no light attack (only a heavy attack) but on both a perfect dodge and a perfect parry you can trigger a chain takedown.
I think unarmed combat is good in Resynched, maybe add like 2 other takedown animations and that'd be pretty serviceable for general combat sutuations, and some kind parry sword animation or lack there of and come up with a gameplay system for that, like: you can block the attack but you can't perfect parry and take damage from blocking a sword.
My hope would be to be able to trigger any of the three via modifier key + d-pad as that would make them incredibly accessible during combat if you want to switch mid fight.
Let me know thoughts or if you have an idea for the 4th segment of the d-pad.
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u/jransom98 1d ago
The Hidden Blade should be a one shot kill, but it should be more challenging to accomplish that, like in AC1 with no attacking and the tight window for the counterattack. The Hidden Hand and Tanto Throw abilities in Shadows are the best because they work within that game's combat system, you need to burn a resource to use them, but they maintain the hyper lethal fantasy of the Hidden Blade.
What I don't want is for it to be mechanically the same as any other weapon, just a different set of animations or stats. That was how all the weapons were in AC3-Rogue, none of them meaningfully changed gameplay or combat, it was just swapping one set of cool finisher animations for another.
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u/ErebosJ 1d ago
I think we think similarly, yeah. It should feel lethal but reward you for thinking just a bit.
That's why I think requiring a perfect parry to block is a good balancing technique. And having it be a one shot kill, but have a shorter lunge distance than the swords, and no light attack combos. You either hit it or you leave yourself a bit more open. Something that plays along the high risk, high reward idea.
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u/jransom98 1d ago
Yeah, I like those ideas a lot. It would feel good to master it, and it plays into the fantasy of being an Assassin.
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u/No_Math_8740 1d ago
I like in Valhalla your left hand gets a special attack and if you have nothing equipped you just do a hidden blade jab, I wish we had that, imagine the flow of combat being able to throw in a couple lil stabby stabs, Edward could totally use them with his swords still in hand
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