Do you think the current combat system can be improved? Share your idea.
Annoying thing 1
One of the things I currently find extremely annoying or bugged, whatever you like to call it is, when you get within range
of say a sorcerer, and they do that huge damage spell that takes 4 seconds to cast. No matter how far away you are from him, that spell will hit you.
My suggestion to improve;
One is to make the attacks that have a cast time miss when the target is out of range, I’m not saying exactly 25 yards, but for example 30 yards, 35 yards the cast should simply miss or be canceld.
The second idea was that when a person is out of range beyond 25 yards, the damage should be reduced by xx% per yard(s).
The third idea is mostly the same as idea number 2, accept that instead of the damage being reduced xx% change of evading the attack. for example 5% per yard.
Annoying thing 2
When you are in air-combat, whether 1on1 or otherwise, for a Ranger atleast (not sure if its the same for other classes). But its extremely annoying when you are trying to shoot a enemy who is either running away, or comming at you to melee range to own you. Because with every skill that you use, you have to stand still in the air, even though our cast time is 0 seconds. The animations for each skill take 1 second or something that require us to stand still, now when we are on the ground thats no problem because we just avoid the animations by jumping, but thats not possible in the air.
My suggestion to improve air combat;
Let every class that has 0 sec cast skills be able to move around while fighting. I can understand that when you are casting a skill that requires 1-2-3-4 seconds whatever to cast, its not fair if you can use it while flying around, so you should be standing still. But for attacks that have no cooldown we should be able to move around.
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Now these are my idea’s for improving combat, for now. Do you guys agree, disagree, think it can be better or should it stay like this?:dizzy:
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