We’ve probably seen enough of these, but I figured I’d throw in my two cents. First off, I’ll give a little personal information. I’m 21, I’ve played MMOs for about 9 years now starting with FFxi, then through GW1, WoW, SWtor, Tera, and so on. With that said, I’ve been around the block a few times. A huge passion of mine has always been game design, however I never quite felt safe enough, having a small family of my own, relying on a more or less subjective degree. So, instead I give my PoV from the side lines with much experience in actually playing the games rather than blindly theorizing.
I’m not sure if the reason there aren’t huge overhauls to the combat/PvP system in this game is due to lack of income from the game, I haven’t looked into it, but I do understand that money and effort can be a pretty big issue. If the net gain isn’t worth the effort, why do it? That aside, I’ll just talk in ideals, assuming the health of the game would net more income than how it is now, these are what I suggest could really improve gameplay. This is specifically around combat, not the Maps, how hotjoin works, etc.
1. Clunky game play.
First, I’d like to say I feel that the gameplay isn’t very fluid. I’ve played a ton of MMO’s, and I’ll say there are much better examples of better combat fluidity. For example SWtor, minus the horrible gear differences at max level, the 1-49 pvp in that game was amazing. You have various skills, they reflected upon one another well (without the, in my honest opinion, annoying background feature that is combo fields) making the character feel dynamic, this coupled with great reaction time made combat feel wonderful. When you pressed an ability in that game, the effect you wanted to happen did even if it was after a casting time. In GW2, for example charging someone as a warrior with a great sword, you can run up to them and sometimes you’ll attack, sometimes you end up standing there until they move, then you chase them a bit more.
Another very annoying clunky feeling aspect of combat is all of the self-immobilizing abilities from animations, sometimes even with abilities that don’t necessarily require you to stand still. It feels like when you press a button while moving the game is fighting itself deciding on what to do, and you end up losing a lot of time that way. Some abilities suggest you can’t move, others you end up finding out on your own, and isn’t a part of the overall ability design. It’s just frustrating to have your movement stop while attacking someone because of your animation. If burst was tuned down a bit, which I’ll discuss later, I’d suggest no abilities having to stop to cast ever. One fun aspect of other games, especially as a melee, is being able to attack while strafing around the enemy, you feel mobile, which a melee very well should. A few examples of abilities that have sort of clunky pauses when using them are: Pistol Whip and Warrior GS charge.
Another thing that could lessen the clunky feeling for melee specifically is to remove the cast times for abilities that aren’t “charge up” feeling abilities, such as maybe Banish for a Guardian, where you’re winding up your hammer to send them flying. Again I’ll use the example of piston whip, you have to think 3/4 of a second ahead of using the ability, which feels weird as a melee character to have to deal with cast times, and here’s why; Ranged abilities will trigger despite the enemy moving a few feet, which is why its generally okay to have casting times as ranged classes. It’s also what prevents ranged from dominating, if you can do the same thing but far away, why be in the mess storm? Melee, however you don’t have that luxury, so you always risk your abilities missing just by basic combat movement. There’s a reason why nearly every MMO allow melee attacks to trigger initially, and the delay of the ability comes from the Global cooldown. Enough of that, though.
Warlord Sikari (80 Scrapper)