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What a good combat rework would have looked like

feanor70118feanor70118 Member, NW M9 Playtest Posts: 1,170 Arc User
Get rid of stats that just serve to overcomplicate the game, namely accuracy and awareness.
Not introducing Forte, which no one understands and no one asked for.
Returning to the D&D idea of character classes getting their damage/other primary attributes from different stats, rather than everyone getting physical damage from strength.
Reworking obnoxious combat mechanics from dungeons, such as instadeath, chain cc, giant, long damage soaks, and the unbelievably tedious gather/scatter mechanic of TOMM, rather than simply make formerly easy content unplayable with a PUG group.
Not requiring players to spend tens of millions of AD to upgrade companions, mounts and collars.
Not changing the function of enchantments so that's it's harder to understand the way in which they affect gameplay.
Not pulling the rug out from under players by capping power.
Keeping in mind that random queues, by which players are (apparently) supposed to make their AD, are supposed to be winnable with PUG groups at the minimum IL for entry, rather than hugely increasing difficulty so that lowbies have to be carried by endgame-level players and thereby making it much more tedious to form a dungeon/trial group.

So far, this rework looks like a disaster on the scale of mod 6 or mod 16.
All it does is make the game more demanding of players' time and energy while sucking any remaining fun out of the game.
It does nothing to address some core problems of the game, but only adds to the list. The high gear entry gates, toxic player attitudes and diminished community of pvp (which used to be most of the reason I played, and now haven't bothered with in years) will now extent to dungeon runs.
People unwilling to invest an amount of time comparable to a 9 to 5 job in the game will continue to be left behind.

This solves no problems and creates many.
All it will do is drive players away.

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