Ive read a lot of good, and bad write ups about this game. Watched a ton of play through videos, and been in more forum discussions that I like to admit about the game.
Out of it all, the number 1 gripe about the game seems to be:
1. Animation/Combat lock, preventing you from moving while attacking.
Was this "Feature" intentional? Was it an attempt to mimic the "Move, then attack" rules from the pen/paper game? Is it a technical roadblock that prevents it from working different? Was it a design decision to prevent abuse of the more action oriented system? Maybe Cryptic has spoken up about this already, I havent been able to find anything regarding it.
It does seem like a feature that will drive a lot of potential customers/players away from the game though. A Free 2 play games main goal should be to make players WANT to keep playing the game, not to have elements that frustrate and annoy them making them want to stop.
Id be interested in hearing peoples opinions who actually got to play and experience this mechanic, and how they felt about it.
quorforgedMember, Neverwinter Beta UsersPosts: 0Arc User
edited February 2013
Yes it was intentional; it's something that they actually added after initially not having it. They say that it enables the attack animations to feel weightier and less "floaty". Also that not rooting made ranged attacks too powerful, but that shouldn't apply to melee.
I've hated this "feature" in every other action-combat MMO I've tried. TERA, Raiderz, Dragon Nest, DCUO, Vindictus, all had it, and I'd have gladly traded away the fancy animations for freedom of movement. DDO is the only MMO I've played with both action-combat and full freedom of movement, and I played it for three years. I've heard that GW2 doesn't have rooting, but I haven't played it.
Now, I haven't played the beta, from what I've seen, people do seem to not mind it much. I'm certainly going to give Neverwinter a shot, but the rooting is my #1 concern. #2 being the lack of character build options.
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shiaikaMember, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 0Arc User
It does seem like a feature that will drive a lot of potential customers/players away from the game though. A Free 2 play games main goal should be to make players WANT to keep playing the game, not to have elements that frustrate and annoy them making them want to stop.
It's impossible to please all the potential costumers. No sense to try and waste resources. They have to make choices and then people will love some, hate others,... in the eternal cycle of "Y U no develop the game to my personal preferences???".
Rooting is a bit weird at first, but is perfectly ok so long as your character has enough forms of damage mitigation to deal with the odd screw up. In GW2 by contrast you had to keep moving, or you'd die.
THIS IS CLERIC AGGRO IN BW3
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jaelrinyaMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited February 2013
Why is this such a big issue for many?
Actually you don't feel very grounded, even with this mechanic in place. If you have to block or dodge, your combat action is interrupted immediately und you can get away at once so you don't actually feel "rooted in place".
Because of the "rooted" mechanic combat don't feels too floaty and hectic. It adds some commitment and weight to your strikes. I think it feels very good.
It's impossible to please all the potential costumers. No sense to try and waste resources. They have to make choices and then people will love some, hate others,... in the eternal cycle of "Y U no develop the game to my personal preferences???".
Naturally. But given that almost every action-combat MMO has rooted combat, this could have been a way to differentiate and attract players turned off by those other MMOs.
the only issue i have so far with the rooting thing is that the one class i played during the beta was a trickster rogue and it had an attack that hit multiple times BUT it did not root my enemies so i got in 2 hits and then was rooted there until my attack animation was over and if you look at it that attack animation should have a minimum of 3 hits after your initial 2 so that skill was made basically useless because of this and im only concerned that higher lvl skills and skills for the other classes will suffer from this as well if multi hit skills dont root your opponents theyll be useless and un usable since mobs will be able to get out and youll basically be a sitting duck s:
Yeah this shouldn't be an issue for people. It's a different system you have to learn and play with because this is how they're doing it. I think too many people went into this game expecting the combat to be like GW2 just because they said "action combat".
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quorforgedMember, Neverwinter Beta UsersPosts: 0Arc User
When I think of action combat, I think first-person-shooters, where you have fluid and natural control over your positioning as you fight.
I also think of fighting, in reality, where movement is hugely important in melee combat, especially vs multiple opponents.
Actually you don't feel very grounded, even with this mechanic in place. If you have to block or dodge, your combat action is interrupted immediately und you can get away at once so you don't actually feel "rooted in place".
This is what I've heard, so why I'm holding out some hope for Neverwinter. Hopefully, they've done something to improve over the other games I've tried.
I've not found "dodge" actions sufficient because there's so little control involved, and because they often have annoying pauses at the beginning and end of their movement. If I could fluidly roll through a dodge and into a swing, I'd probably like the mechanic a lot better.
Because of the "rooted" mechanic combat don't feels too floaty and hectic. It adds some commitment and weight to your strikes. I think it feels very good.
Personally, I think hectic is good. It's supposed to be action, right? The floaty, well, I never really felt that way in DDO, so can't speak to that.
There is some value in having commitment play a role in making tactical choices, but I think it would better if only some, especially powerful attacks rooted. Then you'd have even greater depth of tactical choice between weaker, mobile attacks, and more powerful attacks that leave you more vulnerable.
As is (or at least, as is in the MMOs I've played), I feel like rooting just adds challenge by making the controls harder to use effectively, not by making the game more interesting. That's not the good sort of challenge.
Yeah this shouldn't be an issue for people. It's a different system you have to learn and play with because this is how they're doing it. I think too many people went into this game expecting the combat to be like GW2 just because they said "action combat".
I also expected it because they said we wouldn't be rooted. Of course, that was a while ago (but after the switch to MMO), and I'm certainly not calling them liars over it, but it was an expectation that they created, not one I imagined.
And besides, whether or not I should have expected it, doesn't change whether it "should" be an issue for me. I took issue with it in all those other MMOs I played, so I stopped playing them. What my expectations were going into them are irrelevant.
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ranncoreMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 2,508
edited February 2013
I actually don't think this is the number one issue most people have: it seems to be more of a vocal minority of a very few testers only here on the official site.
I personally feel that the rooting gives a lot of weight to the attacks of the characters and does a great job outlining the importance of positional tactics. I also think that unrooted combat leads to silly looking animations and techniques and what has already been described as a "floaty" feeling to combat.
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quorforgedMember, Neverwinter Beta UsersPosts: 0Arc User
the only issue i have so far with the rooting thing is that the one class i played during the beta was a trickster rogue and it had an attack that hit multiple times BUT it did not root my enemies so i got in 2 hits and then was rooted there until my attack animation was over and if you look at it that attack animation should have a minimum of 3 hits after your initial 2 so that skill was made basically useless because of this and im only concerned that higher lvl skills and skills for the other classes will suffer from this as well if multi hit skills dont root your opponents theyll be useless and un usable since mobs will be able to get out and youll basically be a sitting duck s:
That's disappointing. That's something that really annoyed me about TERA, and something I hoped Neverwinter had done to address.
Perhaps they could at least allow us to adjust facing some during animations? That could help prevent this sort of issue.
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ranncoreMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 2,508
edited February 2013
I will agree however that if characters are going to be rooted during attack animations that the dodge feature needs to be flawless, able to fluidly interrupt ongoing attack animations to send your character out of danger in a pinch.
I also don't see why certain abilities shouldn't slow you down instead of stop you.
I prefer the combat to be this way. I prefer having mobs that are slow enough that you can actually see their tells. I like needing to decide if now is the time to use a skill or if I should move, its more tactical.
GW2 was a great game in almost every respect except for the combat. If they make this game more like that, I probably wont play this one either.
This was a design choice not a design flaw. You say they will loose people if they keep it this way. I say they will loose people if they change it. In the end it is a preference, a choice.
All die, so die well.
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quorforgedMember, Neverwinter Beta UsersPosts: 0Arc User
I personally feel that the rooting gives a lot of weight to the attacks of the characters and does a great job outlining the importance of positional tactics.
I feel that rooting makes positional tactics largely irrelevant. If you have aggro, it doesn't matter much where you're standing. If you are attacking, you will be attacked by anything that has aggro on you.
In contrast, in DDO, I can take on a dozen trolls and continually position myself so that only a few of them can actually hit me. Which, incidentally, is proper real-world, multiple-opponent tactics for melee fighting. With rooting, as soon as I attack one, they would surround me by the time the animation is over.
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mokahMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited February 2013
I actually don't mind rooting for combat as long as it is balanced. The action combat of GW2 means that kiting is king and mobility is what keeps you alive. it is pretty frantic sometimes. DnD isn't always about that...it's about the proper use of skills with your character and your party. If that is done well then I don't see a problem with how NWO is designed.
Mokah - The Grumpy Strumpet
[SIGPIC][/SIGPIC]
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quorforgedMember, Neverwinter Beta UsersPosts: 0Arc User
I prefer the combat to be this way. I prefer having mobs that are slow enough that you can actually see their tells.
This could be addressed by having initial tells that a monster is starting to attack, but let them adjust their targeting until a few moments before the attack goes off. E.g., that red circle shows up 2 seconds before the attack, follows its target, then freezes in place a half second before the attack goes off, meaning that a dodge is needed to actually avoid that attack, you have ample time to prepare, and your movement is unhindered. Or, another example, a monster winds up a big melee attack, starting 2 seconds before, but continues to move with its target until .5 second before actually attacking.
I like needing to decide if now is the time to use a skill or if I should move, its more tactical.
And even more tactical if you can do at least some useful things while moving, but even more useful things if not moving. I did actually feel that movement was a bit too powerful in DDO, and that stationary attacks should have been more potent in comparison.
I also think of fighting, in reality, where movement is hugely important in melee combat, especially vs multiple opponents.
Movement is important but then so is knowing when not to move and when to plant yourself even for a moment. Do you strike with your fist when your feet are off the ground? If you do you will have little power. You have to know when to connect with the earth. Have you ever tried to shoot a handgun while walking transversely to the target? Takes a lot of practice to do even moderately well. You loss a lot of accuracy when moving.
Real combat happens at a much faster pace than in a game but you still have to know when to move and when to not.
All die, so die well.
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shaighMember, Neverwinter Beta UsersPosts: 4Arc User
edited February 2013
I love the fact that you can't run around while you attack. It forces you to plan your actions, instead of just spamming away like you do in many other games. You also get rid of the bunnyjumping that you have in those games, or people running around and shooting arrows at same time, or the jumpshot.
In contrast, in DDO, I can take on a dozen trolls and continually position myself so that only a few of them can actually hit me. Which, incidentally, is proper real-world, multiple-opponent tactics for melee fighting. With rooting, as soon as I attack one, they would surround me by the time the animation is over.
DDO imo is the best example of a ruined combat system. The combat feels floaty and uninspired. You see the damage the character is doing, but you are not "feeling" it. This is to a large point because of ddos abysmal animation system. But combat itself also plays a part in this.
You can do the same you do in DDO in Neverwinter. With the exception, that you have to hold your attacks to move. You can move, attack, move some more etc. Some skills are exactly made for this kind of gameplay especially when you alternate at-wills with encounters. You are trading dps for incoming damage. And that helps a lot in making the system not so "floaty".
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quorforgedMember, Neverwinter Beta UsersPosts: 0Arc User
Movement is important but then so is knowing when not to move and when to plant yourself even for a moment. Do you strike with your fist when your feet are off the ground? If you do you will have little power. You have to know when to connect with the earth. Have you ever tried to shoot a handgun while walking transversely to the target? Takes a lot of practice to do even moderately well. You loss a lot of accuracy when moving.
But there is no such choice at all in exclusively-rooted combat. If you move, you have zero power and accuracy because you can't attack at all. If you attack, you have zero mobility, except whatever is scripted into the animation, and thus is usually useless, or worse, detrimental when it puts you past the monster and you start swinging at air.
I'm entirely OK with there being a tradeoff between mobility and attack effectiveness. That's just, really, the same as the tried-and-true tradeoff between defense and offense.
And as far as training, well, aren't we playing bad-HAMSTER heroes? Whatever a real person can do with a lot of practice, should be just baseline for any class built around doing that thing.
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baneelement2Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 13Arc User
edited February 2013
hmmm honestly I have also been reading a lot of reviews and it seems that the mainstream progression of classes are the biggest problem. Honestly the targeting system the way it is is just perfect and it is the future of mmo. elder scrolls online are going to have the same thing they said it themselfs.
This could be addressed by having initial tells that a monster is starting to attack, but let them adjust their targeting until a few moments before the attack goes off. E.g., that red circle shows up 2 seconds before the attack, follows its target, then freezes in place a half second before the attack goes off, meaning that a dodge is needed to actually avoid that attack, you have ample time to prepare, and your movement is unhindered. Or, another example, a monster winds up a big melee attack, starting 2 seconds before, but continues to move with its target until .5 second before actually attacking.
And even more tactical if you can do at least some useful things while moving, but even more useful things if not moving. I did actually feel that movement was a bit too powerful in DDO, and that stationary attacks should have been more potent in comparison.
If you are going to have the mob simply start sending the tell 2 seconds early but still not have where he will land that attack fixed then you are stuck simply having to wait until that last .5 sec to move or change direction anyway. You also need to take into account that the average human reaction time is about 250ms. add to that some network lag and time to actually traverse the distance needed to get out of the attack's area of effect and you really don't have any time to actually avoid most attacks. .5 sec is not enough time. You will only avoid attacks if you are already in motion which is why in GW2 you have to circle strafe constantly to simply avoid a portion of the normal attacks.
But there is no such choice at all in exclusively-rooted combat. If you move, you have zero power and accuracy because you can't attack at all. If you attack, you have zero mobility, except whatever is scripted into the animation, and thus is usually useless, or worse, detrimental when it puts you past the monster and you start swinging at air.
I'm entirely OK with there being a tradeoff between mobility and attack effectiveness. That's just, really, the same as the tried-and-true tradeoff between defense and offense.
And as far as training, well, aren't we playing bad-HAMSTER heroes? Whatever a real person can do with a lot of practice, should be just baseline for any class built around doing that thing.
You were making an argument that in reality movement is hugely important to support your argument about the game. I was simply pointing out that in reality both movement and knowing when not to move is important. I was making no claim that game combat should be made more realistic. Real combat doesn't make for a very good game in any way. I don't think a real person's abilities, bad-HAMSTER or otherwise should be the baseline for anything in a game. They should design the combat to be fun, not realistic.
Animations for abilities make sense. When executing attacks the developers know exactly what animation will be played, and they don't have to script or make new animations for every possible variation. Anyone here play Champions Online and remember the legs flipping through torso acrobatics glitch? Or how weird some of the animations look while running because of the disconnect between the upper and lower half of the body? With rooted abilities those problems disappear, and allows the animators to make great looking animations for the powers that tie the upper half and lower half of your character together.
Easier and (hopefully) better balance. Rooted combat means the developers know the player will take combat damage, and can balance the game with that in mind. If everyone can move at all times then to make the game difficult the mobs would need to be balanced assuming players rarely get hit. This would likely lead to tanks being able to take 1-2 hits and everyone else getting 1-shot in boss encounters; healing would either be completely useless or vastly overpowered, with no real middle ground; defensive statistics, and maybe some utility statistics, would be mostly useless and dropped in favor of damage. Not to mention it makes ranged vs melee easier to balance.
[SIGPIC][/SIGPIC]
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quorforgedMember, Neverwinter Beta UsersPosts: 0Arc User
If you are going to have the mob simply start sending the tell 2 seconds early but still not have where he will land that attack fixed then you are stuck simply having to wait until that last .5 sec to move or change direction anyway. You also need to take into account that the average human reaction time is about 250ms. add to that some network lag and time to actually traverse the distance needed to get out of the attack's area of effect and you really don't have any time to actually avoid most attacks. .5 sec is not enough time. You will only avoid attacks if you are already in motion which is why in GW2 you have to circle strafe constantly to simply avoid a portion of the normal attacks.
The numbers were just examples of the top of my head. I don't see why it couldn't be tweaked to whatever parameters would work in practice. That would just require some playtesting to get right.
The point is, this would allow for long enough telegraphs to be useful, without them being trivial to avoid by just using continuous movement.
As an alternative, it could also be setup that a dodge used as soon as the telegraph starts breaks the targeting "lock-on", but normal movement is followed up until just before the attack happens. Then dodging and blocking is just as useful as it is in a rooted system.
You were making an argument that in reality movement is hugely important to support your argument about the game. I was simply pointing out that in reality both movement and knowing when not to move is important. I was making no claim that game combat should be made more realistic. Real combat doesn't make for a very good game in any way. I don't think a real person's abilities, bad-HAMSTER or otherwise should be the baseline for anything in a game. They should design the combat to be fun, not realistic.
Oh, I agree that gameplay comes first, before realism, and am not intending to suggest otherwise. But even real-world combat is, in a broad sense, a "game", just one with very high stakes. There are inherent rules (based physics, biology, and psychology), obvious objectives, and tactics matter. It's thus an example of tactical "gameplay" where movement is important. I'm not suggesting that Neverwinter should model reality for the sake of reality, but that in this case, reality shows examples of tactics and hard-choices that could make for interesting and improved gameplay.
Of course, there's also martial-arts combat, which also bears out my point, and being a sport, is clearly a form of a game.
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ranncoreMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 2,508
edited February 2013
I think it's worth mentioning that the complaint I ACTUALLY see the most of is that the game is too easy.
The only time I ever saw anyone go down was during the battle with the main boss of the Cloak Tower, and I never saw a party wipe there.
I don't think I ever saw anyone die outside of that one battle.
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aletharianMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 5Arc User
edited February 2013
The rooting during attacks was a bit odd at first but I got used to it real quick. Combat in this game is actually very enjoyable as it is. There is definitely some polishing that needs to be done to some attack animations of some of the classes but nothing that is too serious. However, the dodge roll really need to be looked at. It is more important to be able to dodge immediately (even if it interrupts the attack) than to have an attack animation finish and THEN dodge.
I am just saying that real world combat doesn't make a fun 'game.' This is why games and sports have so many rules, so the 'combat' will last longer, be more fair and interesting. And not all martial arts are taught as a sport. I studied and taught kenpo, kung fu and tai chi when I was in my twenties and early thirties. We never competed because we taught it for self defense, combat and discipline.
Naturally. But given that almost every action-combat MMO has rooted combat, this could have been a way to differentiate and attract players turned off by those other MMOs.
guild wars 2 combat is not rooted, and hte game is easy as HAMSTER.
They clearly explained why they added rooted combat, the game was too easy, they couldnt design a single challenging encounter because you could always get away, especially the ranged classes. they were never in dangerous when fighting.
The rooted combat forces you to choose between finishing tat attack, or blocking/dodging/blinking out of the enemy attack.
Its called strategy, perhaps its time to embrace it as a pro, instead of a con.
Comments
I've saw video where they explained it to Total Bisquit about this.
http://www.youtube.com/watch?v=Z0E6Yw-M1YY
31:10 hope that helps.
I've hated this "feature" in every other action-combat MMO I've tried. TERA, Raiderz, Dragon Nest, DCUO, Vindictus, all had it, and I'd have gladly traded away the fancy animations for freedom of movement. DDO is the only MMO I've played with both action-combat and full freedom of movement, and I played it for three years. I've heard that GW2 doesn't have rooting, but I haven't played it.
Now, I haven't played the beta, from what I've seen, people do seem to not mind it much. I'm certainly going to give Neverwinter a shot, but the rooting is my #1 concern. #2 being the lack of character build options.
Actually you don't feel very grounded, even with this mechanic in place. If you have to block or dodge, your combat action is interrupted immediately und you can get away at once so you don't actually feel "rooted in place".
Because of the "rooted" mechanic combat don't feels too floaty and hectic. It adds some commitment and weight to your strikes. I think it feels very good.
Naturally. But given that almost every action-combat MMO has rooted combat, this could have been a way to differentiate and attract players turned off by those other MMOs.
[SIGPIC][/SIGPIC]
To put it simply, because I don't find it fun.
When I think of action combat, I think first-person-shooters, where you have fluid and natural control over your positioning as you fight.
I also think of fighting, in reality, where movement is hugely important in melee combat, especially vs multiple opponents.
This is what I've heard, so why I'm holding out some hope for Neverwinter. Hopefully, they've done something to improve over the other games I've tried.
I've not found "dodge" actions sufficient because there's so little control involved, and because they often have annoying pauses at the beginning and end of their movement. If I could fluidly roll through a dodge and into a swing, I'd probably like the mechanic a lot better.
Personally, I think hectic is good. It's supposed to be action, right? The floaty, well, I never really felt that way in DDO, so can't speak to that.
There is some value in having commitment play a role in making tactical choices, but I think it would better if only some, especially powerful attacks rooted. Then you'd have even greater depth of tactical choice between weaker, mobile attacks, and more powerful attacks that leave you more vulnerable.
As is (or at least, as is in the MMOs I've played), I feel like rooting just adds challenge by making the controls harder to use effectively, not by making the game more interesting. That's not the good sort of challenge.
I also expected it because they said we wouldn't be rooted. Of course, that was a while ago (but after the switch to MMO), and I'm certainly not calling them liars over it, but it was an expectation that they created, not one I imagined.
And besides, whether or not I should have expected it, doesn't change whether it "should" be an issue for me. I took issue with it in all those other MMOs I played, so I stopped playing them. What my expectations were going into them are irrelevant.
I personally feel that the rooting gives a lot of weight to the attacks of the characters and does a great job outlining the importance of positional tactics. I also think that unrooted combat leads to silly looking animations and techniques and what has already been described as a "floaty" feeling to combat.
That's disappointing. That's something that really annoyed me about TERA, and something I hoped Neverwinter had done to address.
Perhaps they could at least allow us to adjust facing some during animations? That could help prevent this sort of issue.
I also don't see why certain abilities shouldn't slow you down instead of stop you.
GW2 was a great game in almost every respect except for the combat. If they make this game more like that, I probably wont play this one either.
This was a design choice not a design flaw. You say they will loose people if they keep it this way. I say they will loose people if they change it. In the end it is a preference, a choice.
All die, so die well.
I feel that rooting makes positional tactics largely irrelevant. If you have aggro, it doesn't matter much where you're standing. If you are attacking, you will be attacked by anything that has aggro on you.
In contrast, in DDO, I can take on a dozen trolls and continually position myself so that only a few of them can actually hit me. Which, incidentally, is proper real-world, multiple-opponent tactics for melee fighting. With rooting, as soon as I attack one, they would surround me by the time the animation is over.
This could be addressed by having initial tells that a monster is starting to attack, but let them adjust their targeting until a few moments before the attack goes off. E.g., that red circle shows up 2 seconds before the attack, follows its target, then freezes in place a half second before the attack goes off, meaning that a dodge is needed to actually avoid that attack, you have ample time to prepare, and your movement is unhindered. Or, another example, a monster winds up a big melee attack, starting 2 seconds before, but continues to move with its target until .5 second before actually attacking.
And even more tactical if you can do at least some useful things while moving, but even more useful things if not moving. I did actually feel that movement was a bit too powerful in DDO, and that stationary attacks should have been more potent in comparison.
Movement is important but then so is knowing when not to move and when to plant yourself even for a moment. Do you strike with your fist when your feet are off the ground? If you do you will have little power. You have to know when to connect with the earth. Have you ever tried to shoot a handgun while walking transversely to the target? Takes a lot of practice to do even moderately well. You loss a lot of accuracy when moving.
Real combat happens at a much faster pace than in a game but you still have to know when to move and when to not.
All die, so die well.
DDO imo is the best example of a ruined combat system. The combat feels floaty and uninspired. You see the damage the character is doing, but you are not "feeling" it. This is to a large point because of ddos abysmal animation system. But combat itself also plays a part in this.
You can do the same you do in DDO in Neverwinter. With the exception, that you have to hold your attacks to move. You can move, attack, move some more etc. Some skills are exactly made for this kind of gameplay especially when you alternate at-wills with encounters. You are trading dps for incoming damage. And that helps a lot in making the system not so "floaty".
But there is no such choice at all in exclusively-rooted combat. If you move, you have zero power and accuracy because you can't attack at all. If you attack, you have zero mobility, except whatever is scripted into the animation, and thus is usually useless, or worse, detrimental when it puts you past the monster and you start swinging at air.
I'm entirely OK with there being a tradeoff between mobility and attack effectiveness. That's just, really, the same as the tried-and-true tradeoff between defense and offense.
And as far as training, well, aren't we playing bad-HAMSTER heroes? Whatever a real person can do with a lot of practice, should be just baseline for any class built around doing that thing.
If you are going to have the mob simply start sending the tell 2 seconds early but still not have where he will land that attack fixed then you are stuck simply having to wait until that last .5 sec to move or change direction anyway. You also need to take into account that the average human reaction time is about 250ms. add to that some network lag and time to actually traverse the distance needed to get out of the attack's area of effect and you really don't have any time to actually avoid most attacks. .5 sec is not enough time. You will only avoid attacks if you are already in motion which is why in GW2 you have to circle strafe constantly to simply avoid a portion of the normal attacks.
All die, so die well.
You were making an argument that in reality movement is hugely important to support your argument about the game. I was simply pointing out that in reality both movement and knowing when not to move is important. I was making no claim that game combat should be made more realistic. Real combat doesn't make for a very good game in any way. I don't think a real person's abilities, bad-HAMSTER or otherwise should be the baseline for anything in a game. They should design the combat to be fun, not realistic.
All die, so die well.
Animations for abilities make sense. When executing attacks the developers know exactly what animation will be played, and they don't have to script or make new animations for every possible variation. Anyone here play Champions Online and remember the legs flipping through torso acrobatics glitch? Or how weird some of the animations look while running because of the disconnect between the upper and lower half of the body? With rooted abilities those problems disappear, and allows the animators to make great looking animations for the powers that tie the upper half and lower half of your character together.
Easier and (hopefully) better balance. Rooted combat means the developers know the player will take combat damage, and can balance the game with that in mind. If everyone can move at all times then to make the game difficult the mobs would need to be balanced assuming players rarely get hit. This would likely lead to tanks being able to take 1-2 hits and everyone else getting 1-shot in boss encounters; healing would either be completely useless or vastly overpowered, with no real middle ground; defensive statistics, and maybe some utility statistics, would be mostly useless and dropped in favor of damage. Not to mention it makes ranged vs melee easier to balance.
The numbers were just examples of the top of my head. I don't see why it couldn't be tweaked to whatever parameters would work in practice. That would just require some playtesting to get right.
The point is, this would allow for long enough telegraphs to be useful, without them being trivial to avoid by just using continuous movement.
As an alternative, it could also be setup that a dodge used as soon as the telegraph starts breaks the targeting "lock-on", but normal movement is followed up until just before the attack happens. Then dodging and blocking is just as useful as it is in a rooted system.
Oh, I agree that gameplay comes first, before realism, and am not intending to suggest otherwise. But even real-world combat is, in a broad sense, a "game", just one with very high stakes. There are inherent rules (based physics, biology, and psychology), obvious objectives, and tactics matter. It's thus an example of tactical "gameplay" where movement is important. I'm not suggesting that Neverwinter should model reality for the sake of reality, but that in this case, reality shows examples of tactics and hard-choices that could make for interesting and improved gameplay.
Of course, there's also martial-arts combat, which also bears out my point, and being a sport, is clearly a form of a game.
The only time I ever saw anyone go down was during the battle with the main boss of the Cloak Tower, and I never saw a party wipe there.
I don't think I ever saw anyone die outside of that one battle.
All die, so die well.
guild wars 2 combat is not rooted, and hte game is easy as HAMSTER.
They clearly explained why they added rooted combat, the game was too easy, they couldnt design a single challenging encounter because you could always get away, especially the ranged classes. they were never in dangerous when fighting.
The rooted combat forces you to choose between finishing tat attack, or blocking/dodging/blinking out of the enemy attack.
Its called strategy, perhaps its time to embrace it as a pro, instead of a con.