Einarr
15
what makes AOE attacks so useless is the fact that you can never complete the combo of, say, a one handed axe or a 2 handed hammer. if you get tapped at any moment during your attacks, you get completely interrupted and the combo ends and you have to restart from the beginning. it was never like this before chapter 2, and in my opinion, this is the worst change of them all.
tie this in with the fact that once an enemy NPC starts his attack, hitting him does not stop him. he will keep swinging, and his attacks will stop your combo dead in its tracks. it makes it nigh impossible to finish a combo when multiple targets are attacking you, and you can never pull the aoe attacks off because you are bound to get hit at some point in the combo by something when dealing with 3 or more enemies.
as i said above, im not trying to play dodge roll simulator. combat that focuses around excessive dodge rolling has always been a turn off in most games for me. thats also just not how people fought with these types of weapons historically. there needs to be a greater emphasis on standing and fighting, blocking with your shield, and even parrying with your weapon. you should be able to parry attacks with most if not all weapons.
perhaps make it so certain weapons cant be parried by certain weapons. for exmaple, a sword cant parry a mace or a hammer, but can parry other swords and axes. dodge rolling should totally be in the game and should have its situations, but overall the emphasis just needs to be taken off of dodge rolling everything. perhaps a defense penalty immediately following a completed dodge, so one doesnt just roll around a million times like a lunatic and only does it at an opportune time when they know it will take them out of harms reach.
just spit balling some ideas here. maybe someone at funcom reads this thread and takes some of what we are saying into consideration
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