There is gonna be so much whine from GWF xD God I love bing a CW. Anyway, I know you are working hard on content and stability but the implementation of few new classes would give some boost and freshness to the gameplay :) Wish you all good day and work ^^
I would disable companions in Dungeons too, makes the place too much meesed up and to me it makes a mess also focusing on your role (cc, tank and healing).
Chill for now is really disappointing. If I got it well it does nothing but stack to 6 to give you 2 secs of cd if the target is attacked (vanishing because otherwise you can keep the target frozen 24/7). I'm using Frost spells for some damage and aoe, focusing on Arcane ones for both CC and real damage.
I got the Repel spell just for when I'm soloing and in dire situations, then Noticed that the shield is just better in terms of utility. Anyway I don't understand why would a CW use Repel and Shield Repel in a dungeon. As any1 sane in his mind I focused on keeping enemies on one spot so that at least they would easy to…
I too have the feel that Raid instances should be aimed to a larger group composition for the need of more coordination and a little more of flexibility in the group itself.
As long as now I just find that gear in general is really lacking in terms of outfitting and stats management. Expecially while leveling (where you find items with total random stats like the spirit/strenght items in vanilla wow) you can't really weight how stats develop your character in which way. This also is stronger…
You could just make a post to report such kind of foundry quests <and ask for some more attention on it> instead of pretending to be cool with the typical "Beta ain't perfect ima quit cuz you bad dev" attitude.
DC Universe Online is one >_> And I too think that respeccing or dual spec should be avaible, unless the game is done in a way that speccing in a certain thing doesn't gimp you totally in other aspects of the game (pve/pvp build being too much different and so on).
QFT And btw it looks like the way you can customize a class can refine the basic gameplay a lot so that's probably a minor factor as the game polishes up.
Probably, not 100% sure because NW seems to have kind of difference in the definition of Control which seem to include a larger and more differentiate array of effects.
I was wondering if there was a diminishing return mechanic on them because even at lvl 6 I saw that you can potentially lock a target forever (if dummy target). But, you should have a team too which can blast the hell out of the CW and as some other ppl said there are enough counters to CCs and spells. Seeing as this game…
My opinion on it: - Low levels are filled with every roll (tests, rerolls etc) - Seasoned MMO players saw a healer who can be tank (without being a Paladin) and thought "Omg this is gonna be so OP on endgame pvp" As for now I'm playing as CW (my friend took the GD and GWF and I'm not the rogue or cleric type). It looks…
Seems like is referring to CCs which are stuns, movement imparing, fear and so on. Basically any tecnique/spell which makes your target lose control of himself.