Really enjoying playing the guardian fighter, but I was wondering if anyone else noticed that guarding in the game feels a little bit weird? I love that you can basically cancel any of your animation into a guard, but it seems pointless because unless you were guarding when a mob started an attack animation, it doesn't matter, you're still taking that damage. I can't even begin to count the number of times I have guarded something at the last second, (as in visibly had my shield up, and was holding down the shift key), but still took the damage of the attack. Does anybody else notice this? It's not exactly game breaking, but It makes the entire guarding system feel very clunky and unresponsive.
Post edited by crepesaregood on
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derresshMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 1Arc User
edited May 2013
Yeah, enemy attacks have strange mechanics. This same thread could actually be made about maneuvering. If something starts an attack (as long as it's not a huge telegraph attack like the club swings from the Ogre Savages), they will still hit you with said attack if you're not in range of it when it goes off.
I would personally like it to be different, but it would probably require a lot of coding work. It will probably just be something we'll have to get used to, unfortunately.
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crepesaregoodMember, Neverwinter Beta UsersPosts: 2Arc User
edited May 2013
Such an odd design choice >_> I'd really love to hear the reasoning behind it. I hate having to get accustomed to a bad mechanic just because it's not going to get changed, but I guess we don't really have any other choice
The lag time on blocking is really ridiculous. I can't seem to successfully block an attack unless I stand there with my block active for at least a full second or more before my opponent attempts to strike me. There is no last-moment blocking in this game. And it makes the combat feel very non-action oriented and more like a gimmick.
There are other action oriented MMOs (TERA, for example) that manage to get a very tight timing on active blocks. DCUO, Vindictus are others that do it well also. We could even make the argument that tab-target MMOs seem to have a better sync between the player activating an instant-cast ability and the effect being produced in-game.
We can blame server lag, but I suspect this is a situation that will never improve no matter how much strain the servers are or aren't under, because it seems to be an innate flaw in how this game handles actions like blocking. I have a character with a dodge ability and it is nowhere near as difficult to get the dodge to register and avoid taking damage.
It really makes it difficult to be an effective tank in Neverwinter, because the act of holding aggro AND avoiding damage is made infinitely more ridiculous when you're trying to time blocks versus staggered swings from multiple opponents while taking into account the fact that you have to start blocking a second before any opponent swings.
With block there's some sort of weird mechanic going on when the hit detection occurs and when it doesn't. Take for example the "Eye of Grummish" or whatever Orc mobs and their AOE Prone. Sometimes you block this, sometimes you don't. There are other things like this as well where you bring up block but you still get hit because you didn't have block up prior to the attack and other times where if you release it a twinge bit early you still manage to block an attack.
The whole feel of it is kinda "laggy" or delayed response. This is made worse with the animation clipping to cancel abilities as often times I'll stop guarding for a second to get in a quick Iron Tide (for more Guard and Weakness) but end up clipping that animation and cancelling the ability by going back into guard too soon. The other issue is sometimes if you trigger guard it slows you way down and if you need to actually move out of something instead of block it you can get stuck in the AOE because it feels like you're in molasses.
All amounts to a weird and disjointed feeling that isn't fluid at all. You can eventually make it work after hours of practicing and getting a feel for it, but it's definitely unnatural.
I have actually had little to no real issues with the way the guardian blocks, I found it responsive and easy to use, but this can obviously be a mistake on my part just not paying attention to the damage I am taking.
But even if there is a slight lag on the block ability it is still a lot of fun to use and it won't stop me.
Unfortunately you have to block preemptively. If you see a projectile in air, or someone casting something, most likely it will have hit you by the time the game registers your block.
With block there's some sort of weird mechanic going on when the hit detection occurs and when it doesn't. Take for example the "Eye of Grummish" or whatever Orc mobs and their AOE Prone. Sometimes you block this, sometimes you don't. There are other things like this as well where you bring up block but you still get hit because you didn't have block up prior to the attack and other times where if you release it a twinge bit early you still manage to block an attack.
The whole feel of it is kinda "laggy" or delayed response. This is made worse with the animation clipping to cancel abilities as often times I'll stop guarding for a second to get in a quick Iron Tide (for more Guard and Weakness) but end up clipping that animation and cancelling the ability by going back into guard too soon. The other issue is sometimes if you trigger guard it slows you way down and if you need to actually move out of something instead of block it you can get stuck in the AOE because it feels like you're in molasses.
All amounts to a weird and disjointed feeling that isn't fluid at all. You can eventually make it work after hours of practicing and getting a feel for it, but it's definitely unnatural.
It is not even specific to the GF, i have this some thing on my TR too. I see the big attack coming, dodge out of the way, far outside of the red circle or weapon swing, but i still get hit a lot of times. I am not sure if the latency (150+ now in the EU) can make such a big difference. Some abilities have quite a short delay, but often even the long swings still hit me half a second after i dodged away.
Comments
I would personally like it to be different, but it would probably require a lot of coding work. It will probably just be something we'll have to get used to, unfortunately.
There are other action oriented MMOs (TERA, for example) that manage to get a very tight timing on active blocks. DCUO, Vindictus are others that do it well also. We could even make the argument that tab-target MMOs seem to have a better sync between the player activating an instant-cast ability and the effect being produced in-game.
We can blame server lag, but I suspect this is a situation that will never improve no matter how much strain the servers are or aren't under, because it seems to be an innate flaw in how this game handles actions like blocking. I have a character with a dodge ability and it is nowhere near as difficult to get the dodge to register and avoid taking damage.
It really makes it difficult to be an effective tank in Neverwinter, because the act of holding aggro AND avoiding damage is made infinitely more ridiculous when you're trying to time blocks versus staggered swings from multiple opponents while taking into account the fact that you have to start blocking a second before any opponent swings.
With block there's some sort of weird mechanic going on when the hit detection occurs and when it doesn't. Take for example the "Eye of Grummish" or whatever Orc mobs and their AOE Prone. Sometimes you block this, sometimes you don't. There are other things like this as well where you bring up block but you still get hit because you didn't have block up prior to the attack and other times where if you release it a twinge bit early you still manage to block an attack.
The whole feel of it is kinda "laggy" or delayed response. This is made worse with the animation clipping to cancel abilities as often times I'll stop guarding for a second to get in a quick Iron Tide (for more Guard and Weakness) but end up clipping that animation and cancelling the ability by going back into guard too soon. The other issue is sometimes if you trigger guard it slows you way down and if you need to actually move out of something instead of block it you can get stuck in the AOE because it feels like you're in molasses.
All amounts to a weird and disjointed feeling that isn't fluid at all. You can eventually make it work after hours of practicing and getting a feel for it, but it's definitely unnatural.
But even if there is a slight lag on the block ability it is still a lot of fun to use and it won't stop me.
Unfortunately you have to block preemptively. If you see a projectile in air, or someone casting something, most likely it will have hit you by the time the game registers your block.
It is not even specific to the GF, i have this some thing on my TR too. I see the big attack coming, dodge out of the way, far outside of the red circle or weapon swing, but i still get hit a lot of times. I am not sure if the latency (150+ now in the EU) can make such a big difference. Some abilities have quite a short delay, but often even the long swings still hit me half a second after i dodged away.