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Please Make Attacks/Dodge More Responsive/Fluid

knoteskadknoteskad Member Posts: 0 Arc User
edited May 2013 in PvE Discussion
It get's really frustrating being locked into long attack animations and not being able to cancel it with movement or sometimes even dodge. Even when using dodge to cancel an attack it can still lock you for like a fraction of a second and let you get hit by stuff anyway.

It's also very irritating not being able to just walk out of dmg circles that are spammed on you just because you feel like actually attacking or doing something, I understand people are supposed to stand still while attacking and all, but basic movement should be able to cancel whatever it is you're doing an let you move.

A good example of this is those annoying mobs that spam that giant ranged leap move that puts a circle indicator on their target. When you have 3 of these mobs constantly spamming this it's basically impossible to avoid if you feel like using ANY abilities. Atleast if you could cancel attacks you could maybe sneak in a few hits here and there while moving, instead of having to blow all your dodges to avoid them then you can't do anything. Of course, in this situation spammable 12 second Pots basically saves the day and just cheapens the whole experience, instead of feeling like I'm beating them with skill, I need pots to carry me in simple fights.

I've even had this affect me in pvp, there's been so many times where I'm spamming my dodge key to avoid an incoming dazing strike but I'm locked into some attack animation for 1/3 of a second and get hit by it anyway. It drives me absolutely nuts.

Either that or mobs shouldn't be able to do so much dmg with instant/non-kitable auto attacks. But I would prefer fluid gameplay.
Post edited by knoteskad on

Comments

  • balkoth1balkoth1 Member Posts: 0 Arc User
    edited May 2013
    This is built on the Champions Online and Star Trek Online engine. With some modifications. It's a miracle enough that they got it as fluid as it is now. The engine really wasn't built for this kind of responsive combat.
    [SIGPIC][/SIGPIC]
  • bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    edited May 2013
    balkoth1 wrote: »
    This is built on the Champions Online and Star Trek Online engine. With some modifications. It's a miracle enough that they got it as fluid as it is now. The engine really wasn't built for this kind of responsive combat.

    Have you even played Champions Online? Combat there is not only faster and more responsive, but it's also 3D, (taking place in the air, under water, etc). The long animations make trying to move out of the way of an attack a futile experience, and the slow "getting up" animation is painful. A good majority of attacks over at CO don't root you, either... so you can attack while moving.
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  • voodoogrovesvoodoogroves Member Posts: 42
    edited May 2013
    This is something DDO does so well and I wish NWO would do better. I hate being rooted to finish just about every animation. It makes the game ponderously slow feeling.
  • balkoth1balkoth1 Member Posts: 0 Arc User
    edited May 2013
    I played CO since Beta. You can change the controls to be exactly like Neverwinter, and you will see the difference. Targeting is a mess when you try it and it took Cryptic over a year to realize that rooting powers are a nightmare for melee, however ranged character still have a lot of powers that root you down. It's easier to have the controls like the MMO controls you see in say Guild Wars 2 or the default controls in CO, because they actually can "target an enemy" and have AOE effects on top of that (swing a greatsword it'll hit 2-3 baddies, instead of single-target).

    Look at Star Trek Online as well. They did a huge overhaul on the ground combat and it's still the least fun portion of the game. The engine isn't built for actiony combat, but more WoW-like combat of Target-click-rotate skills.
    [SIGPIC][/SIGPIC]
  • lordhordelordhorde Member Posts: 57
    edited May 2013
    One of animations locks I hate the most is on the guardian when used using stab while holding up the shield. The ending recoil has to finish each attack before you can even move and it won`t cancel if you have to get out of the way. If they made the return recoil on the attack a little crisper and not like a rubberband we might be able to get out of the way a little better when we need to.
  • knoteskadknoteskad Member Posts: 0 Arc User
    edited May 2013
    balkoth1 wrote: »
    This is built on the Champions Online and Star Trek Online engine. With some modifications. It's a miracle enough that they got it as fluid as it is now. The engine really wasn't built for this kind of responsive combat.

    I played/play CO, and it was definately fluid. Charge attacks, cancel them with movement, simple.
    balkoth1 wrote: »
    I played CO since Beta. You can change the controls to be exactly like Neverwinter, and you will see the difference. Targeting is a mess when you try it and it took Cryptic over a year to realize that rooting powers are a nightmare for melee, however ranged character still have a lot of powers that root you down. It's easier to have the controls like the MMO controls you see in say Guild Wars 2 or the default controls in CO, because they actually can "target an enemy" and have AOE effects on top of that (swing a greatsword it'll hit 2-3 baddies, instead of single-target).

    Look at Star Trek Online as well. They did a huge overhaul on the ground combat and it's still the least fun portion of the game. The engine isn't built for actiony combat, but more WoW-like combat of Target-click-rotate skills.


    I don't really understand the point of the whole mouse cursor when I think about it. It really doesn't add anything to this game, hell melee doesn't even really use it.

    It's not like it makes it more skill based, aiming your cursor for a ranged at will power isn't hard at all no matter what (it's very forgiving), it just makes it so targets get in the way of each other. The only things that take skill are the small ground targeted skills that can be really hard to aim. I guess they were just going for the "illusion" of action RPG. Dodge doesn't even dodge attacks most of the time, and everything homes in on you regardless.
  • balkoth1balkoth1 Member Posts: 0 Arc User
    edited May 2013
    knoteskad wrote: »
    I don't really understand the point of the whole mouse cursor when I think about it. It really doesn't add anything to this game, hell melee doesn't even really use it.

    It's not like it makes it more skill based, aiming your cursor for a ranged at will power isn't hard at all no matter what (it's very forgiving), it just makes it so targets get in the way of each other. The only things that take skill are the small ground targeted skills that can be really hard to aim. I guess they were just going for the "illusion" of action RPG. Dodge doesn't even dodge attacks most of the time, and everything homes in on you regardless.

    My point exactly. I am not defending Neverwinter here, but it's clear as day to anyone that has played any other games on this engine that it's doing stuff it wasn't supposed to do.
    [SIGPIC][/SIGPIC]
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