Neurath wrote: » I think the combat (duels) highlighted the major flaws in fact. The mage got smashed by a melee because the mage couldn't move and cast. Not to mention the stun locks the Tank could hand out. I don't know what combat you watched to say it was smoother, but, one ranged class getting stomped by melee (Which I've said would happen in an earlier post) doesn't make for smooth gameplay or fun gameplay.
Neurath wrote: » Nah man, I've had to rewatch it to glean what you are saying. I know the moves are all level 10 and below but the moves are either static or make the mage slow to a crawl. Either way, the melee dominated. I cut short my assessments because some people claim I'm off topic. I don't want to make a new topic though. In my mind, the animations are the cause of the problems. It does not help that Steven was slow to respond and out of practice but the moments where the tank didn't use knock down and stuns was painful to watch. Even the knock downs and stuns were painful to watch but for other reasons. Edit: Sometimes the mage moves and casts because of the black hole effects. Though when the other dev switch to mage you could see the lightning wasn't static. Makes me hopefully for a lightning Bard/Mage.
Dreoh wrote: » Also keep in mind that they are not balancing for 1v1 at all
ariatras wrote: » The latest videos, especially what the design team mentioned about player agency gave me hope. Until I saw Steven being chain CC'd and that was just by a single player. CC abilities need to be toned down imo.
Blandmarrow wrote: » ariatras wrote: » The latest videos, especially what the design team mentioned about player agency gave me hope. Until I saw Steven being chain CC'd and that was just by a single player. CC abilities need to be toned down imo. They're not balancing anything right now, abilities having too much damage/duration or whatever is not important as of now. The fact that fireball did not even do 100 damage and melee swings did roughly 300 says everything.
daveywavey wrote: » Quite surprised no-one's mentioned the huge compass thing, yet!
Neurath wrote: » The animations themselves are long winded and animation locked. I do not mind an animation lock for some skills, there will be no animation cancelling though so every active skill will be a chore. You can animation lock while allowing movement. Animation lock and static abilities do not blend well together.