Terrible. Absolutely terrible. What is the vision behind making combat so sluggish and unengaging? Who are you taking feedback from!!! Together with the new musket “bug fix” that straight up nerfs it and decreased its’ rate of fire, the weapon feels even worse with these changes. This game is slowly devolving into a less skilled-dependant and less reactive combat system. I feel like every time I press an ability or attack I have to wait 2 seconds before doing anything else…
I think the vision is balance. Not all were able to animation canceling. The problem with animation canceling is unbalanced kiting. Turn a long range weapon into both. A long range weapon and short range killer.
What are you even saying
The musket is already bad at close range, and it gets outclassed by everything - great axe, mages, bows - but I don’t mind that because that’s how it should be, I just gave it as an example. This isn’t an issue specific to the musket, it just took the biggest hit. Comboing and queuing abilities feels worse, and you can see players standing still like logs during combat. Dodging should be reactive to what the player is currently facing, and his movement and positioning should cover the potential dangers he may face.
Seriously? What’s there to understand? Have you not played this game? You’re jsut stuck in animations 24/7. Makes it feel more like a turn-based game.
I was replying to drago, I agree with your post. Game feels like garbage. Low damage (with fstaff anyways) , clunky movement abilities, lag, skill ceiling is nonexistent rn.
It feels like a slow global cooldown on a new dinged toon in WoW
Horrible
I think it is easy to understand what I wrote. What do you think why they deploy this patch if it’s not balance? You can like or dislike the change, but remember I only correspond what I think why they changed animations.
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