Slowing people down doesn’t add depth. I am not sure where this connection comes from.
Making the dodge roll more precise and timing very specific adds a level of skill and depth.
But no complexity, depth, difficulty, or anything else good was really added with slowing down characters. Instead, all it did was remove precision and reaction based skill from the game, made fights slug fests rather then fights of ability, and it didn’t even solve the problem of people running away as both the person escaping and the person chasing were crippled by the same slow, monotonous movement.
Not only did this do nothing positive for game play in combat, but it ruined game play across 95% of the rest of the game. It wasn’t worth trading our mobility so a handful of PvP players could have a easier time killing their opponents because they could not be asked to use the tools that are already in the game for that specific purpose or be willing to try other solutions that didn’t negatively effect the other side of the player base that makes up the majority.
This didn’t make the game more intuitive, it actually made it far far less. If you want skill based, finely tuned combat, slowing combat down to just a simple slug fest is the last thing you’d want.
Not to mention the game can’t handle programmed in input lag like that. There are too many existing problems that have been in the game since the beginning that need to be resolved before handicapping our reaction time.
There’s still Thrall stuttering, Player stuttering, Thrall teleportation, roll rubber banding and more all still in the game. I want to play and be challenged by the game, not suffer and be victim to its hiccups just so a number of PvP players have slower, easier game play that narrows/removes the skill gap.
The only place slower movement presented complications and choices to players is before the fight, and gauging if you could win or not, and then committing. That singular reason is not enough of a reason, nor really a benefit worthy of crippling the rest of the entire game.
And it wasn’t more realistic. Maybe only if my character was lethargic and potentially recovering from a hangover would the momentum from before be anywhere near realistic.
I, wont argue that its more realistic now, as that point could be debated forever, however, far more important, it wasn’t fun. It was crippling game play and enjoyment of the game.