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Neverwinter

Neverwinter 

General Discussion  » Rooted in place

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207 posts found
  Deivos

Novice Member

Joined: 10/14/04
Posts: 1701

Iarð skal rifna, ok upphiminn.

3/16/13 2:37:00 PM#181
Originally posted by Alber_gamer

I'm sure some smoothing of the animations will take place, this was the first Beta without it and they're getting a ton of feedback. What I don't want to see is the rooting removed completely, because I like how it makes you think and decide when you can afford to cast one of your spells, or you should play more defensive.

 

Without any kind of rooting, the game's combat mechanics would be just dead and come down to endless backpedaling while shooting at the stuff that follows you. And that would not be an Action Combat game, it would be a pointless crap game.

Or, stick with me here because this might sound crazy, they could balance movement in combat.

 

Reduce movement speed while in combat so you can never simply backpedal or outrun an enemy without consuming endurance (that little bar you use for the dodges) so you can't simply kite your way out of combat, and instead have to make minor movements in combat to evade attacks.

 

This isn't a new concept to gaming and can be applied right back into this situation.

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  Aerowyn

Novice Member

Joined: 2/20/12
Posts: 7969

3/16/13 2:39:40 PM#182
Originally posted by Deivos
Originally posted by Alber_gamer

I'm sure some smoothing of the animations will take place, this was the first Beta without it and they're getting a ton of feedback. What I don't want to see is the rooting removed completely, because I like how it makes you think and decide when you can afford to cast one of your spells, or you should play more defensive.

 

Without any kind of rooting, the game's combat mechanics would be just dead and come down to endless backpedaling while shooting at the stuff that follows you. And that would not be an Action Combat game, it would be a pointless crap game.

Or, stick with me here because this might sound crazy, they could balance movement in combat.

 

Reduce movement speed while in combat so you can never simply backpedal or outrun an enemy without consuming endurance (that little bar you use for the dodges) so you can't simply kite your way out of combat, and instead have to make minor movements in combat to evade attacks.

 

This isn't a new concept to gaming and can be applied right back into this situation.

^ and it adds to a much more fluid not "locked down" feeling of being rooted.. but for me as long as animations feel fluid i can deal with rooted ranged combat but when they don't feel fluid is when it all falls apart for me...

I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg

  DeniZg

Hard Core Member

Joined: 1/29/12
Posts: 495

3/16/13 5:40:53 PM#183
Originally posted by Deivos

Reduce movement speed while in combat so you can never simply backpedal or outrun an enemy without consuming endurance (that little bar you use for the dodges) so you can't simply kite your way out of combat, and instead have to make minor movements in combat to evade attacks.

 

If you're suggesting what I think you're suggesting, that moving in combat is slower AND drains stamina, I think it is a great idea.

  SoulStain

Novice Member

Joined: 9/07/12
Posts: 204

3/16/13 5:56:23 PM#184

  Doesn't sound stupid for a D&D based game. At least the D&D I remember.(not too familiar with 4.0 edition). Why do you think even the powerful wizards were always at the back of armies? Thieves Clerics and Fighters always looked out for the wizards for the very reason that the best spells took time to cast and left the wizard nearly helpless. Actually..PnP and many single player rpgs... each class had its weakness and a full party had to watch out for each class at different times. A cleric with no spells left was almost as useless as a casting Wizard. A thief after a few backstabs...now revealed... could use assistance in many cases. Even the strongest fighter gets fatigued or low on hp and ,at some point,  needs support and healing .

   I'm glad they're rooted..its a moment of stillness for a powerful payback. True ..this game is a little faster  paced than most 20 hotkey standard MMOs. All combat ..including spellcasting is still too fast imo and feels nothing like D&D . I'll still likely play it because:

      1) its set in a world I've been familiar with and loved since the 80's..although Greyhawk would have been even better..and

       2) It's F2P..though how free we shall see...if its anything like I heard it seemed like you could do anything with time or  pay. I'm patient..I can wait until I really earn something.

  Asm0deus

Elite Member

Joined: 9/06/10
Posts: 782

3/16/13 6:25:06 PM#185
Originally posted by locustuses

A lot of posters here forgot the key principle of the modern era...choice.  If you don't like it, play a different game.  I'm also curious to see how many of the people citing "this game did it better" are still playing that game, or if they complain about that game on its forums, too.

Choice.  It's 'Merican!

Exactly if you don't like something that is being added or done during alphas and  betas you can choose to voice your opinion to try to block the change or have it modified enough so that it is "better", at least from your point of view.

 

Of course others are allowed to disagree and tell you're wrong and their way is the only way and if you don't like it take your toys and go play somewhere else ;)

 

I played Vindictus and it was fun and the combat was leagues ahead of NWO combat.  The rooting actually works okay in that game. 

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  ProPatria

Novice Member

Joined: 3/10/05
Posts: 30

3/16/13 6:36:14 PM#186
Originally posted by grafh
 I like the old school mage play style. Its part of being a mage. Some spells are instant cast thats fine, so a mage should be able to move during those, but anything thats not.... your stuck buddy

PRECISELY!  IF, in any way you could translate these fantasy worlds to real life, casting a spell would likely take time AND concentration.  It's the whole mystique/style of a mage class...in ALL fantasy settings, and especially so with D & D.  Mages don't bunny rabbit around the battlefield casting 'whatever'...the lore is entirely more in line with a mage that needs to be stationary and chanting/channeling/concentrating to get off whatever style of magic he/she is attempting to cast.

  tagtarsis

Apprentice Member

Joined: 8/12/12
Posts: 34

3/17/13 3:34:06 AM#187
Originally posted by ProPatria

PRECISELY!  IF, in any way you could translate these fantasy worlds to real life, casting a spell would likely take time AND concentration.  It's the whole mystique/style of a mage class...in ALL fantasy settings, and especially so with D & D.  Mages don't bunny rabbit around the battlefield casting 'whatever'...the lore is entirely more in line with a mage that needs to be stationary and chanting/channeling/concentrating to get off whatever style of magic he/she is attempting to cast.

You know the more I think about it in this respect also. I tend to agree..

 

Before I felt it was ok because of the annimations of the mobs reacting to my attacks, then I realized it made sense for the tactics (and yes I want a game to bring back real tactics of working together).

 

BUT Now that I think about it this is true too.

 

Wizzards and clerics are not acrobats, Warriors in Armor and Shields are not nimble. Thieves are more moble the the others and as I think about this, it tends to play out this way in NWO at least as far as I can tell. The Wizzard can teleport to a new loaction as can the cleric and in doing so they are moble but not attacking in that movement. The fighter has no dodge mechanic but has been told they have to control thier shield, and this also makes this class unique in the game (note I did not say unique from all games I have played Tera) from the other classes. The Trickster that I played felt like I was bouncing all over the battle field. Even when I was solo I felt moble, I could teleport in behind the mob do a bunch of actions move around invisable drop down my duplicate and stay invisable longer, then go crazy on the mobs from behind them.

 

Overall I felt like the thief was the most moble even with the rooting, and this would make sense because as soon as they let the warriors with shield start doing the garren spin I call unreal. I already have a concern about the lack of realism to be found in the Great weapon fighter but I guess magic missle should be the realism breaker right lol...

 

I think we just believe differently on this, I like it and I am happy with it, I just hope they make some of the annimations better. BUT they already fixed the fingers in the air and the trickster's walk animations since the start of beta, so I see annimations as a possable fix for the game the devs could fix that, I just dont think they need to remove the root.

 

I also have been racking my brain, I want to know what DOS games had movement in combat....Pac-Man? I have actually thought about it for some time and I cant think of any game I played back then that had movement in the combat. I am not attacking anyone but it was stated by someone that games in the past had movement and he said DOS games.

Pitfall? Frogger?Space Quest? I cant think of any that are action games and have moble combat.


  Squeak69

Novice Member

Joined: 1/21/13
Posts: 959

cheese cheese wheres da bloody cheese

3/17/13 3:44:42 AM#188
Originally posted by tagtarsis
Originally posted by ProPatria

PRECISELY!  IF, in any way you could translate these fantasy worlds to real life, casting a spell would likely take time AND concentration.  It's the whole mystique/style of a mage class...in ALL fantasy settings, and especially so with D & D.  Mages don't bunny rabbit around the battlefield casting 'whatever'...the lore is entirely more in line with a mage that needs to be stationary and chanting/channeling/concentrating to get off whatever style of magic he/she is attempting to cast.

You know the more I think about it in this respect also. I tend to agree..

 

 

people seem to be once agian misunderstanding how spellcasting works in D&D when you prepare spells you are infact casting the percentage of the spell and locking it withen your mind to be released with a simple action or movement, this is why acording to the base rules it takes about 6 secs ( one round) to cast most spells, their are exeption therir always are.

also as fior mages bunny rabbiting around the field. . . .in reality they do. soryr but your compareing a table/ papper rpg to a video game their is no perfect transition. and in table top most spellcasters MOVE on the same turn the cast.

in my opion i can deal with spellcasters being rooted for spell casting larger spells. but i abhore casting/animation lock, at the VERY LEAST allow a person to move if needed even if it breaks the spell. cause only a idiot stands still to cast a spell that they know will take longer to cast then the lets say minator chargeing him will take to run hiim over.

F2P may be the way of the future, but ya know they dont make them like they used to
Proper Grammer & spelling are extra, corrections will be LOL at.

  Alber_gamer

Hard Core Member

Joined: 10/08/12
Posts: 455

3/17/13 7:44:00 AM#189
Originally posted by Squeak69
Originally posted by tagtarsis
Originally posted by ProPatria

PRECISELY!  IF, in any way you could translate these fantasy worlds to real life, casting a spell would likely take time AND concentration.  It's the whole mystique/style of a mage class...in ALL fantasy settings, and especially so with D & D.  Mages don't bunny rabbit around the battlefield casting 'whatever'...the lore is entirely more in line with a mage that needs to be stationary and chanting/channeling/concentrating to get off whatever style of magic he/she is attempting to cast.

You know the more I think about it in this respect also. I tend to agree..

 

 

people seem to be once agian misunderstanding how spellcasting works in D&D when you prepare spells you are infact casting the percentage of the spell and locking it withen your mind to be released with a simple action or movement, this is why acording to the base rules it takes about 6 secs ( one round) to cast most spells, their are exeption therir always are.

 

I'm not sure if you're aware that you're shooting your own foot. A combat round is 6 seconds as you say, in which you can cast a spell and THEN, move, not both at the same time. That's how it works in DnD, and that's how it works in NWO. And I assure you that NWO is being generous, since in 6 seconds you can cast more than one spell and still move a good distance, especially using dodge mechanics.

My opinion is my own. I respect all other opinions and views equally, but keep in mind that my opinion will always be the best for me. That's why it's my opinion.

  cybersrs

Apprentice Member

Joined: 5/10/10
Posts: 156

3/23/13 7:11:30 AM#190

Will they change it on release? I did like the game, but not casting/using skills while moving is bad gameplay for me.

Another question, I could not do instance with my friends because they were not in same server/channel/whatever... will they change it on release too?

  rojoArcueid

Elite Member

Joined: 8/13/09
Posts: 5170

"It is double pleasure to deceive the deceiver". - Niccolo Machiavelli

3/23/13 7:33:15 AM#191
Originally posted by Aerowyn
Originally posted by ranncore

I like it a lot better than seeing pepole jump/swing/spin at the same time. 

 

lrn2dodge

you could still allow slow movement and not allow jumping.. maybe cut movement speed by 50-75% while casting/channeling spells.. would do wonders imho.. 

this could work very well in my opinion, while you are channeling or casting you move slower. Rooted in place and action combat dont look good in the same sentence. I presonally dislike being rooted, specially after experiencing my wonderful elementalist mobility in GW2.

 

I commented in this same thread before and i said i played the second beta of NW for like two hours and didnt like the root mechanic (not actually a mechanic, just an annoying limitation that weakens the combat), and after those 2 hours i havent looked back. I liked the combat itself, but the root crap makes the combat boring to me so i dont see myself playing NW if i wont enjoy the combat.

My endgame begins with character creation and ends with a new mmorpg

  goosie

Novice Member

Joined: 7/11/04
Posts: 69

3/23/13 1:01:38 PM#192
Originally posted by rojo6934
Originally posted by Aerowyn
Originally posted by ranncore

I like it a lot better than seeing pepole jump/swing/spin at the same time. 

 

lrn2dodge

you could still allow slow movement and not allow jumping.. maybe cut movement speed by 50-75% while casting/channeling spells.. would do wonders imho.. 

this could work very well in my opinion, while you are channeling or casting you move slower. Rooted in place and action combat dont look good in the same sentence. I presonally dislike being rooted, specially after experiencing my wonderful elementalist mobility in GW2.

 

I commented in this same thread before and i said i played the second beta of NW for like two hours and didnt like the root mechanic (not actually a mechanic, just an annoying limitation that weakens the combat), and after those 2 hours i havent looked back. I liked the combat itself, but the root crap makes the combat boring to me so i dont see myself playing NW if i wont enjoy the combat.

Because you mentioned this, I will show you why it's detrimental to balance. Here's a survey conducted showing GW2 player opinions on whether a class is overpowered or underpowered in PvP:

Why are warriors and elementalists at complete opposites? If you ask me, I feel it comes down to elementalists having the best of everything AKA "I have my cake and eat it too". Blowing people up at ranged and not taking any risks to do so. So let's be honest, you played a class that was OP and liked it (anybody would) but that doesn't mean it's good for the game in terms of balance. This issue is not just isolated to GW2, all combat systems that allowed casters to move freely eventually led to a huge power difference between melee and casters. 

Source

  Aerowyn

Novice Member

Joined: 2/20/12
Posts: 7969

3/23/13 1:09:59 PM#193
Originally posted by goosie
Originally posted by rojo6934
Originally posted by Aerowyn
Originally posted by ranncore

I like it a lot better than seeing pepole jump/swing/spin at the same time. 

 

lrn2dodge

you could still allow slow movement and not allow jumping.. maybe cut movement speed by 50-75% while casting/channeling spells.. would do wonders imho.. 

this could work very well in my opinion, while you are channeling or casting you move slower. Rooted in place and action combat dont look good in the same sentence. I presonally dislike being rooted, specially after experiencing my wonderful elementalist mobility in GW2.

 

I commented in this same thread before and i said i played the second beta of NW for like two hours and didnt like the root mechanic (not actually a mechanic, just an annoying limitation that weakens the combat), and after those 2 hours i havent looked back. I liked the combat itself, but the root crap makes the combat boring to me so i dont see myself playing NW if i wont enjoy the combat.

Because you mentioned this, I will show you why it's detrimental to balance. Here's a survey conducted showing GW2 player opinions on whether a class is overpowered or underpowered in PvP:

Why are warriors and elementalists at complete opposites? If you ask me, I feel it comes down to elementalists having the best of everything AKA "I have my cake and eat it too". Blowing people up at ranged and not taking any risks to do so. So let's be honest, you played a class that was OP and liked it (anybody would) but that doesn't mean it's good for the game in terms of balance. This issue is not just isolated to GW2, all combat systems that allowed casters to move freely eventually led to a huge power difference between melee and casters. 

Source

lol look at the total number of people who actually polled that.. not that many.. in game most complain rangers and egineers are the weakest classes yet they are a pure ranged classes and cast most everything on the run.. so why is this? also warrior is pretty much the most played class in the game(in my experience)..  ele isn't OP at all my mesmer can eat them up so can thieves.  But really any class well played can tear other people up

Also have done more testing with wizard and cleric I still say how rooting is implemented in this game does not work well at all for me.. it does not feel fluid as it should and just detracts from the action... but again its not really the rooting more of the animations and transitions...

I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg

  Purutzil

Elite Member

Joined: 10/02/11
Posts: 2828

The Critical Hit Pretzel!

3/23/13 1:21:33 PM#194

I like rooting. Yes, complain it feels 'stiff' but for me it often makes spells feel that much more powerful. A good example where no rooting really detracts from combat I have (which seems to be brought up a lot) is Guildwars 2. While rooting wouldn't of likely been enough (Need attacks to feel more as if they connect to really help it but none the less) it shows a huge problem. The fact I could just spam and run around made playing my Mesmer a complete and utter joke. It just felt so bad. Basically running around in circles (not exactly but you get the idea) rolling for a new clone and just pressing buttons, it was just very very very basic. and It made me feel stupid doing it and it working. 

 

Just since I might spark some rage from pointing that out, using Rift (a game I feel is actually good) the concept of not rooting is part of the reason Marksmen Rogues are so cheap in pvp, able to outrun the melee and just kite around like crazy since they don't need to be rooted at any point and have so many escapes. It essencially screws over the melee.

 

That being said, could Neverwinter use more ways in which ranged can disrupt the mobs coming towards them? Yes, but taking away rooting I feel would weaken the combat. Having the controller's Frost Ray provide a stronger slow % quicker could help with this and just giving ranged more potential to escape (though limited, which to a degree it seemed like it testing cleric and wizard) I feel is all that is really needed to balance it out. 

  goosie

Novice Member

Joined: 7/11/04
Posts: 69

3/23/13 1:28:54 PM#195
Originally posted by Aerowyn

lol look at the total number of people who actually polled that.. not that many.. in game most complain rangers and egineers are the weakest classes yet they are a pure ranged classes and cast most everything on the run.. so why is this? also warrior is pretty much the most played class in the game(in my experience)..  ele isn't OP at all my mesmer can eat them up so can thieves.  But really any class well played can tear other people up

Also have done more testing with wizard and cleric I still say how rooting is implemented in this game does not work well at all for me.. it does not feel fluid as it should and just detracts from the action... but again its not really the rooting more of the animations and transitions...

You can come to a fairly accurate statistical conclusion  based on a small sample. You may have a point if there was a lot of crossover and multiple interpretations can be made, but it shows very clearly there's a landslide opinion regarding warriors and elementalists. No contest. Don't pull in what the most played class is into this. That's not what this is about. Show me some evidence if you want to refute the poll, because you're citing anecdotal evidence as fact. 

  Aerowyn

Novice Member

Joined: 2/20/12
Posts: 7969

3/23/13 1:38:18 PM#196
Originally posted by goosie
Originally posted by Aerowyn

lol look at the total number of people who actually polled that.. not that many.. in game most complain rangers and egineers are the weakest classes yet they are a pure ranged classes and cast most everything on the run.. so why is this? also warrior is pretty much the most played class in the game(in my experience)..  ele isn't OP at all my mesmer can eat them up so can thieves.  But really any class well played can tear other people up

Also have done more testing with wizard and cleric I still say how rooting is implemented in this game does not work well at all for me.. it does not feel fluid as it should and just detracts from the action... but again its not really the rooting more of the animations and transitions...

You can come to a fairly accurate statistical conclusion  based on a small sample. You may have a point if there was a lot of crossover and multiple interpretations can be made, but it shows very clearly there's a landslide opinion regarding warriors and elementalists. No contest. Don't pull in what the most played class is into this. That's not what this is about. Show me some evidence if you want to refute the poll, because you're citing anecdotal evidence as fact. 

http://gw2census.com/charts.php?pie=total÷=charprofession

class split is pretty equal if ranged had such an overwhelming advantage this would not be the case.. not to mention warriors do have a ranged weapon and many ways to stop ranged classes.  GW2 does fine with balancing ranged and melee.. Melee attacks deal a decent amount more damage. Ele strongest build for pvp imho is dagger/dagger which overall is a close ranged build and you need ot be very fast with movement and swapping attunments to excel at it..  It is much easier to become very proficient in playing warrior well than it is ele. Which according to what you say would make no sense at all

 

 

 

I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg

  goosie

Novice Member

Joined: 7/11/04
Posts: 69

3/23/13 1:50:21 PM#197
Originally posted by Aerowyn

http://gw2census.com/charts.php?pie=total÷=charprofession

class split is pretty equal if ranged had such an overwhelming advantage this would not be the case.. not to mention warriors do have a ranged weapon and many ways to stop ranged classes.  GW2 does fine with balancing ranged and melee.. Melee attacks deal a decent amount more damage. Ele strongest build for pvp imho is dagger/dagger which overall is a close ranged build and you need ot be very fast with movement and swapping attunments to excel at it..  It is much easier to become very proficient in playing warrior well than it is ele. Which according to what you say would make no sense at all

There's a lot of melee diehards that will play melee regardless of whether or not it's overpowered , balanced, or underpowered. So you're saying WvWvW isn't a ranged zergfest where melee (predominantly warriors) who don't have an escape is balanced? Yeah, GW2's solution for melee is to have a ranged weapon skill set so they don't have to melee. That's such great design!

  Aerowyn

Novice Member

Joined: 2/20/12
Posts: 7969

3/23/13 1:57:53 PM#198
Originally posted by goosie
Originally posted by Aerowyn

http://gw2census.com/charts.php?pie=total÷=charprofession

class split is pretty equal if ranged had such an overwhelming advantage this would not be the case.. not to mention warriors do have a ranged weapon and many ways to stop ranged classes.  GW2 does fine with balancing ranged and melee.. Melee attacks deal a decent amount more damage. Ele strongest build for pvp imho is dagger/dagger which overall is a close ranged build and you need ot be very fast with movement and swapping attunments to excel at it..  It is much easier to become very proficient in playing warrior well than it is ele. Which according to what you say would make no sense at all

There's a lot of melee diehards that will play melee regardless of whether or not it's overpowered , balanced, or underpowered. So you're saying WvWvW isn't a ranged zergfest where melee (predominantly warriors) who don't have an escape is balanced? Yeah, GW2's solution for melee is to have a ranged weapon skill set so they don't have to melee. That's such great design!

its not a hard concept for balance.. you give melee more options to close gaps and cause more damage when they catch a ranged class. You give them snares, immobilizes, stuns, and some ranged options. Non rooted ranged combat works fine in games where you have the options to catch up to a stop ranged from kiting which gw2 has. Warrior isn't as wanted in WvW and sPVP as the other classes are more versatile overall than warrior and imho bring more to the table. But them being melee focused isn't really the issue with them at all in my experience. And again ele strongest PVP build requires them to be in close quarters to who they are fighting so they can't kite much at all in that build.

But again for NW i don't really mind if ranged is rooted or not it's the animation transitions and the overall feel of it that isn't right imho

I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg

  Torvaldr

Elite Member

Joined: 6/10/09
Posts: 5575

3/23/13 2:04:03 PM#199
Originally posted by Aerowyn
Originally posted by goosie
Originally posted by Aerowyn

http://gw2census.com/charts.php?pie=total÷=charprofession

class split is pretty equal if ranged had such an overwhelming advantage this would not be the case.. not to mention warriors do have a ranged weapon and many ways to stop ranged classes.  GW2 does fine with balancing ranged and melee.. Melee attacks deal a decent amount more damage. Ele strongest build for pvp imho is dagger/dagger which overall is a close ranged build and you need ot be very fast with movement and swapping attunments to excel at it..  It is much easier to become very proficient in playing warrior well than it is ele. Which according to what you say would make no sense at all

There's a lot of melee diehards that will play melee regardless of whether or not it's overpowered , balanced, or underpowered. So you're saying WvWvW isn't a ranged zergfest where melee (predominantly warriors) who don't have an escape is balanced? Yeah, GW2's solution for melee is to have a ranged weapon skill set so they don't have to melee. That's such great design!

its not a hard concept for balance.. you give melee more options to close gaps and cause more damage when they catch a ranged class. You give them snares, immobilizes, stuns, and some ranged options. Non rooted ranged combat works fine in games where you have the options to catch up to a stop ranged from kiting which gw2 has. Warrior isn't as wanted in WvW and sPVP as the other classes are more versatile overall than warrior and imho bring more to the table. But them being melee focused isn't really the issue with them at all in my experience. And again ele strongest PVP build requires them to be in close quarters to who they are fighting so they can't kite much at all in that build.

But again for NW i don't really mind if ranged is rooted or not it's the animation transitions and the overall feel of it that isn't right imho

That is what I wish would see some polish as well.  The combat mostly feels pretty good.  The transitions could be smoother.  Some timings, mitigations, healing, damage, etc still need balanced, but that takes a lot of time and probably won't be tweaked to a good spot until well after release.  I can't think of any game I've played where damage, healing, and mitigation, along with animation speeds, and skill cooldowns aren't adjusted.  I don't expect this game to be any different in that regard.

I think a mind wipe so people could play an mmo like it was their first time again, would be easier to build than a new mmo people here would actually like. - DamonVile

  Distopia

Drifter

Joined: 11/22/05
Posts: 15331

"what a boring life, HATING everything" -Gorilla Biscuits

3/23/13 2:10:09 PM#200
Originally posted by fiontar

Well, this is the first big title since the release of GW2 I was interested in checking out.

Rooted combat? Are they daft?

Scrath this game from the list. I can never, ever go back to rooted combat. In fact, that there are still a fee GW2 skills that root you has recently started to drive me nuts.

Neverwinter devs, time to join the 21st century. Rooted skill use in an MMO is now completely unacceptable. Completely. You are literally throwing all your development time and money out the window with one dumb decision.

Unreal.

Unacceptable? I don't think all casting skills should root, but many should depending on range and power of attack. Giving too much range and too much power allows for an easy combat system, kiting mobs or players can be far too easy, rooting is a fix for such problems.

I think you're sensationalizing this a bit too much, they've thrown all of their money and development away because a segment of players dislike something about the game?

 

For every minute you are angry , you lose 60 seconds of happiness."-Emerson

It is a sign of a defeated man, to attack at ones character in the face of logic and reason- Me

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