What part of the above does not give off the feeling of a fast paced game?
It seems like it’s your own wish for what the game should be like more than anything that is actually in the game. It’s the lack of a coherent animation lock and the extremely overpowered repositioning abilities of most melee weapons.Īs for your impression that the game is meant to be fast paced, I don’t know where you’re seeing it and I’m pretty sure you don’t really know either. If you want to think about this in DS terms, in DS rolling into and behind your target is usually the best move, but because in NW a Greataxe will automatically track you 180 degrees without skipping a beat that use of repositioning is gone.Īgain, it is not the animation lock that is the problem. 50% slow after any action would be OK, but because most weapons (rip Rapier) are allowed to teleport you to the target, repositioning yourself is entirely useless unless you’re completely running away.They need that kind of power to be effective, but because they persist you can just cast your heals and keep DPSing Life Staff’s buffs and Areas persist after swaps.
Instant potion usage coupled with Heavy Armor’s blatantly overpowered damage reduction for PVP provides free resets in 1v1 (btw, Food, Health Potions and Regen potions have separate CDs).No stagger on hit makes 1handed weapons useless (Dark Souls has stagger 1 time, with DR allowing you to roll away after getting hit a 2nd time).
Halo3 on the other hand provides a lot of counterplay because you don’t die immediately (to most weapons)Ĭlearly NW is going for the Dark Souls-type gameplay, wherein if you get caught you still have the option to roll away. The latter provide no fight or counterplay, the gameplay is 90% positioning and spotting the enemy first. In FPS terms the comparison would be Halo3 to CoD/CS:GO. It lacks any depth and it just becomes a game of ‘who lands a CC first’. I really think you ought to look at some PVP from GW2, Wildstar, Archeage, Black Desert Online (purposeful ability to animation cancel leads to every single class being able to 1shot combo after landing a single CC). Rapier will require a complete redesign from the bottom up if these limitations cannot be worked around, and considering the devs are letting Greataxe/Axe behave like the dogs in Dark Souls 3 I think this is probably at the bottom of their priority list. This all fits in perfectly with what you’re saying about CryEngine and honestly really crushes my hopes for the Rapier, and for the game in general. From my own testing at around 25-35ms latency, I need to use it a good half second before the attack would connect, and it’s just about a handful of iframes, certainly not more than 20, probably around a 12 (not measured, because it can’t be measured due to latency, just a general educated guess). Riposte is barely playable and requires you to pre-activate it, and even when you do manage to block with it, the 2nd half of it (a punch that stuns for 3s) more often than not will miss entirely, or is so slow that enemies are able to activate their block before it lands opening you up to punishment.Įvade is entirely unplayable in PVP. I made a thread about Rapier and how a lot of the Grace kit just doesn’t work because it relies on split second player reactions. I’ll say though, anyone comparing WoW to combat in New World is going to be wrong entirely different design intents, Dark Souls is really the only real comparison but I think we can soften it a bit so it’s not as restrictive while accomplishing the strategic aspect to combat. Weapon swaps should be queued or perhaps have some frames you can cancel an attack to swap early either way it’s really janky even when used correctly.
Jumping in combat needs to be IMHO more of a thing, we should have some additional jump attack animation and auto-roll when we fall instead of requiring a manual jump to roll I am okay with the slight speed delay though. Personally, I would like to see dodge be an animation cancel under any light attack condition and the same for block mostly because the PvE mobs have relatively poor telegraphs and this should greatly improve combat there.
This doesn’t mean I disagree entirely with the post but in regards to ability lock it’s important to maintain them so that combat doesn’t just turn into who pushed the button first. The animation lock is important for the PvP aspect of the game almost critical I would say.