Post by JustVine on 2023-01-27 22:39:24
The presentation was extremely clear to me. Very good job on helping me sort out my opinions. While I would have loved to see Margaret do the tank game play at some point to get a better idea of the skill ceiling, the skill floor looks extremely clear to me. Because the showcase was so clear and so good at showing everything off I think I can say with certainty this game isn't for me. Here are some of the notable points I find myself thinking as a result of your hard work.
1. This looks extremely similar to WoW combat to me. It's a big turn off. However I had an open mind given it's alpha, but more details following up made it clearer to me that I am pretty sure this is definitely in a similar vein of combat philosophy.
2. Javelin having a miss chance feels awful. Wow. I knew you all were very into RNG but nothing can feel worse than a Tank pull ability outright missing. I have played games with this set up before and they never feel good.
3. Hard CC skills. Hard CC skills everywhere. I'm glad people are getting a more traditional WoW like mmo, but there was a reason I avoided it like the plague. The skill floor looked very straightforward with very little need to think or choose based on the over all ability mix. Thinking about how it will feel in PvP just makes me even more certain the game isn't for me.
4. Active blocking.... Why can you move that fast while blocking? Out of all the things that make me feel you went the wrong way relative to rooted vs nonrooted combat, this sticks out like a sore thumb. It should at LEAST slow down your walk speed much more noticeably.
5. At first I was really liking the damage numbers given and taken. Then I remembered that they were under geared. That made me go 'ugh, but hey it's still pretty close'. Then they told me that this was an 8 man area. If the general gist of what you guys are aiming for in terms of speed and flow of PvE are at all tuned to be faster/quicker/easier than what you showed I definitely wouldn't like that.
6. The visual design also feels like it changed in a subtle way. It feels a lot closer to WoW as well. The recent camera work, lighting, design of weapons and armor all contribute to this.
7. When I think of the PvP implications of the current tank kit, I can only help but feel... Idk. Nothing? A lot of the kit seems geared to either be somewhat ineffectual outside the tanks core cc abilities, or overpowered with skilled enough team work.
Had it been clearer to me that Steven wanted WoW combat I don't think I would have taken any interest in this game. I'm very well accustomed to what this over all combat design entails. That being said, I wish you all luck who like this kind of game. No sarc.
Edit: After watching the second video none of my opinions or initial reactions have changed. Glad there was still a balance of fun/rp and professionalism/focus in it.
1. This looks extremely similar to WoW combat to me. It's a big turn off. However I had an open mind given it's alpha, but more details following up made it clearer to me that I am pretty sure this is definitely in a similar vein of combat philosophy.
2. Javelin having a miss chance feels awful. Wow. I knew you all were very into RNG but nothing can feel worse than a Tank pull ability outright missing. I have played games with this set up before and they never feel good.
3. Hard CC skills. Hard CC skills everywhere. I'm glad people are getting a more traditional WoW like mmo, but there was a reason I avoided it like the plague. The skill floor looked very straightforward with very little need to think or choose based on the over all ability mix. Thinking about how it will feel in PvP just makes me even more certain the game isn't for me.
4. Active blocking.... Why can you move that fast while blocking? Out of all the things that make me feel you went the wrong way relative to rooted vs nonrooted combat, this sticks out like a sore thumb. It should at LEAST slow down your walk speed much more noticeably.
5. At first I was really liking the damage numbers given and taken. Then I remembered that they were under geared. That made me go 'ugh, but hey it's still pretty close'. Then they told me that this was an 8 man area. If the general gist of what you guys are aiming for in terms of speed and flow of PvE are at all tuned to be faster/quicker/easier than what you showed I definitely wouldn't like that.
6. The visual design also feels like it changed in a subtle way. It feels a lot closer to WoW as well. The recent camera work, lighting, design of weapons and armor all contribute to this.
7. When I think of the PvP implications of the current tank kit, I can only help but feel... Idk. Nothing? A lot of the kit seems geared to either be somewhat ineffectual outside the tanks core cc abilities, or overpowered with skilled enough team work.
Had it been clearer to me that Steven wanted WoW combat I don't think I would have taken any interest in this game. I'm very well accustomed to what this over all combat design entails. That being said, I wish you all luck who like this kind of game. No sarc.
Edit: After watching the second video none of my opinions or initial reactions have changed. Glad there was still a balance of fun/rp and professionalism/focus in it.