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Dodging and PvP

feykxfeykx Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 8 Arc User
edited May 2013 in PvE Discussion
Let me start of by saying that I really think that the dodging system has great potential, I like the idea of being able to see a big hit comming at me and be able to acctully move out of the way of it. However I would not be here if it was all rainbows and butterflies.

I have played Cleric, Rogue and Wizard, and what I've found with these classes in PvP is that the dodging system is just somewhat out of tune. I find myself being able to dodge away from attacks that have clearly landed on my character, I can see the animation and hear the acctual sound of it landing, but still I just dash/roll/blink away. This should be looked at and fine tuned abit I feel, cause it just dosn't seem to work at it's best for PvP purposes. I should say that this problem is really only related to melee attacks.

Furthermore I believe that Wizards dodging in particular is the one that is in most need of some rebalancing. Their blink can basically dodge instant melee encounters, and dailys for that matter, all day long. My guess is that the flaw of the dodging system really shows the most in this class since they also have the largest Stamina pool, they can blink 4-5 times while the other classes can only do it 2 times in a row. Add to this the fact that Wizards as a class also have an extra encounter, basically giving them another free controllspell, I personally really don't see the why they would be in need of more dodging than any other class.

So what it all this boils down to is basically this: Dodging needs to be looked at, in particual for Wizards.

Maybe anyone of you guys who read this has any ideas as to how to solve this problem? Or maybe you don't consider this a problem at all...

PS. Please do not make this a QQ thread about how GWF does not have any dodge at all or random HAMSTER like that!
Post edited by feykx on

Comments

  • pantamimepantamime Member Posts: 0 Arc User
    edited May 2013
    While I agree with dodging needing to be fine tuned I can't let the exaggeration about CW go.

    I am guessing this complaint stems from PvP.

    I think the biggest issue with dodging mechanic is latency issues.
    CW can only teleport 3 times in a row. There is a refresh of stamina needed to get a 4th teleport.
    They get an extra dodge because they are the squishiest class hands down. In PvE you def want your CW to have more survivability through dodges.
    They have a spell mastery slot instead of a different mechanic like other classes do.
    3 times teleport isn't anywhere near as useful as GF blocking.

    CW only have 3 real cc spells. So at no point can they slot 4 CC spells. (Steal Time, Choke, Chill Strike+freeze mechanic)
    I don't count the spells that push as CC because they really aren't.
    [SIGPIC][/SIGPIC]
    PVPer rocking it Solo queue style since the dawn of Neverwinter
  • endlesspillowsendlesspillows Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 92
    edited May 2013
    From what I can gather it appears the culprit in this situation is netcode. This type of delay appears all over the game (Anyone who plays a Wizard and uses Ice Dagger knows that it pretty much always casts twice, just because of the delay).

    This delay in netcode causes moves that were clearly dodged to land, and moves that should have landed to whiff. It causes animations to play twice, or not play at all and still have your ability fire.

    It really is frustrating, especially in situations where you use a daily, the animation plays, you SEE it hit enemies, but no - you're now flat on your face eating dirt and apparently your daily never went off.

    Balance can be fixed. AFKs can be fixed. Matchmaking can be fixed. But the delay would require an entire re-write of the netcode, which just isn't conceivable.
  • feykxfeykx Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 8 Arc User
    edited May 2013
    That's very interesting acctuly. So what you are basically saying is that there is no hope for this issue to be fixed? Cause as it is now it's quite game braking in PvP.

    It would be interesting to hear from someone with more insight of the game itself, if they agree that this is the case or not.
  • endlesspillowsendlesspillows Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 92
    edited May 2013
    feykx wrote: »
    That's very interesting acctuly. So what you are basically saying is that there is no hope for this issue to be fixed? Cause as it is now it's quite game braking in PvP.

    It would be interesting to hear from someone with more insight of the game itself, if they agree that this is the case or not.

    Unfortunately, you'll never see someone who works on the game agree that their netcode is flawed.

    If anyone plays a game like DotA2, it's always very clear in that game what is happening, and exactly how things played out. Great netcode.

    In Neverwinter, abilities will whiff with animations de-syncing, you will dodge, only to be ripped back 10 feet into a CC, losing both your health and the stamina you blew attempting to dodge. You always have to look back and analyze why you THINK you died, making guesses based on delay and lag.

    Any designer worth their salt KNOWS that this behaviour and netcode is unacceptable. No one that is skilled at creating games would experience this PvP in its current state and believe that this delay is good gameplay. It is most likely the publisher (PWE) who would not give them the time or the budget to work out their issues.
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