Best examples of Action Combat? Starting to Feel Like Tab > Action

Post by Noaani on 2022-06-02 03:11:34

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Post by Ludullu on 2022-06-02 16:07:48

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Iirc you yourself said that L2 is one of the best pvp mmos out there. And that shit is so tab that you even have to ta b p the ground to move.

The combat was really fast too and knowledge of class matchups led to an advantage in a fight, so it could be argued that skill mattered in pvp, even if it wasn't necessarily mechanical (though considering the "untarget" abilities, you sometimes had to click where you opponent was quickly, otherwise you'd die in 2 hits, so that's soooomewhat mechanical?).

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Post by Azherae on 2022-06-03 04:24:32

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Raiding in Neverwinter works quite well, the underlying design of the game is sub-par but the better bosses are designed to counter a lot of what comes up. There isn't actually a problem with 14-20 vs the boss. However, note that this absolutely isn't what most people experience because most of these 'raids' are just regular content that can be done with 5 heavily geared players, and there is no reward for doing it with 'more weaker players'.

The mobility aspect is not usually lost either, because the design is pretty easy to develop and build on. The enemy mechanics range from 'simplistic' to 'Why are all these things happening so fast dammit?' which is the point at which most people hit the wall. Mental stack and awareness get HIGH, particularly against 'witches' and 'dragons' due to the fact that the windup/telegraphs on their attacks, even WITH the big red marker to tell you where they will be, can still leave you unable to escape the range in time depending on your group's positioning.

I really want to say:
"In short, it works exactly how you'd expect it to work."
But the more I hang around these forums the more I realize that people don't HAVE the experiences that would make them 'expect' anything in particular, so take that with the usual flagon of salt.

Post by CROW3 on 2022-06-03 04:33:06

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Post by Azherae on 2022-06-03 04:41:45

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Neverwinter healing is complicated.

Basically, there are two flaws with it. Neverwinter likes to do big damage numbers for some reason (I don't know why, given the game it is based on, but let's give them that).

As a result, Heals are often big bursts around a character, but this, in turn, does limit sensible options of mobility for a lot of people since getting players to stand and fight in formations is about as hard as you'd expect. Of course, there are good Heal Over Time options, but those are Sticky Reticle like everything else, basically.

But they made the game easier by giving a lot of Lifesteal options, after a while, so that people didn't need to work together as much. Natural convergence because... well... people are bad at that. There are big direct burst heals, but in the harder fights, doing those is complex enough that most people need a target lock. This is fine and correct, because target-lock for allied actions (where you can reasonably assume in RP terms that the person knows it is coming and aims to be 'hit' rather than avoiding) is normal enough.

So, yeah... the base is there, but the devs compensated for the player skill repeatedly as time went on. After all, who wants to spend months building content that only 10% of your playerbase will engage with in a P2W game? That's not profitable at all.

The main thing to understand based on all that, therefore, is that healing used to be challenging and require coordination at some point, but making it hard is basically engaging attrition against Healers themselves outside of tight knit friend groups, which, interestingly, is only about 30% of MMO playerbase.

There's a study about how the more you do this, the faster you bleed Healers out of your game and then of course NEED to add the lifesteal and similar, but I would take really long to find it again.

Post by Dygz on 2022-06-03 04:45:34

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