As for how skills look and feel, I'd support an animation, skill and sound effect overhaul, to give attacks more weight, provided it doesn't screw over anything else.
Strider__Roshin wrote: »and having a delay on ultimates just feels awful.
Dusk_Coven wrote: »Using ALACRITY instead of all sorts of continuing to allow the non-intuitive animation cancelling exploit would be better. It would spread the load on the server, still speed up combat overall, and it won't be counter to common sense for new players.
https://gq-game-mods.blogspot.com/2020/04/elder-scrolls-online-how-to-introduce-fast-paced-combat.html
Dusk_Coven wrote: »Using ALACRITY instead of all sorts of continuing to allow the non-intuitive animation cancelling exploit would be better. It would spread the load on the server, still speed up combat overall, and it won't be counter to common sense for new players.
https://gq-game-mods.blogspot.com/2020/04/elder-scrolls-online-how-to-introduce-fast-paced-combat.html
Red_Feather wrote: »It's just too old an engine I think.
I really wish Dragon's Dogma Online was released outside of japan before capcom pulled the plug. It is widely touted as the best combat of rpg games. But the industry is blind to what it great.
Strider__Roshin wrote: »Red_Feather wrote: »It's just too old an engine I think.
I really wish Dragon's Dogma Online was released outside of japan before capcom pulled the plug. It is widely touted as the best combat of rpg games. But the industry is blind to what it great.
I loved Dragon's Dogma! I wish it came out over here as well.
Strider__Roshin wrote: »I'm not talking about server lag I'm talking about the actual feel to the combat. Weaving doesn't feel as fast, animation cancelling seems to be gone with certain abilities (such as reverse slice), and having a delay on ultimates just feels awful.
The game isn't as fun to play as it used to be. Any plans to revert a lot of these changes that slowed down the combat?