Kittik
Well-Known Member
1) The very limited range and restrictive nature of casting abilities/finishing casting abilities while in combat.
Combat isn't horrible in this game. It, at times, is fun. But hours of fun are almost always negated by the few moments of absolute infuriating aggravation that comes with the mechanics currently in place.
Overly restrictive LOS on mobs to either begin casting or finish casting an ability remain my (and not only mine) biggest issue that takes what should be fun, and turns it into the very opposite.
What compounds this issue is the abilities mobs can use to daze/stun players and then immediately swap to someone else...then swap back once daze/stun wears off. Again, with the lack of aggro management by tanks (and I didn't even play a tank this weekend) mobs jumping back and forth between two and sometimes three players exacerbated the frustrations and highlighted the overly restrictive mechanics of finishing an ability. The worst offender of this mechanic are the ranged mobs who use a bow and will constantly try to walk away from whoever is at the top of their aggro list. Constantly typing or shouting "Don't move" is worthless as people don't understand why not to. Don't care. Or it doesn't matter anyway because the mob switched targets so frequently that every time my group would pull one of these mobs we all dreaded the fight. It was something none of us looked forward too. And, imo, not what I think a game designer would want. Making it challenging and puzzling is one thing, making it frustrating is a different. There might be player abilities in the game later to help combat this, but as it stands now, you'll lose too many players before you get to that point.
2) Please add Sense Heading. Or a craftable compass. Please. Again, it seems adding to player frustration for no apparent or viable reason is the only justification I see here. Asking people doesn't work for solo players. Asking people didn't work for players who joined our group and were still unable to find us. People could not tell if they were heading north/south up or down. One guy spent 30 mins trying to find us because he didn't know which Ember ring he was at. There was zero objection from people I asked and some of the possible remotely objection replies were "well, once you know the area" "I've been through this area so many times, I kinda know it now" phrases.
(Addendum to #2 - the little white arrows the circle around a players portrait to show whey they are in relation to you, are difficult to see. I confirmed this with most people I grouped with.)
3) Would still like to know the level of members LFG or in my group. We fought (red to me) mobs last night and me and another member who were a couple levels lower than the highest member were not getting any exp. I thought this had been changed, but it either broke or maybe I read something wrong. One of the most asked question in our groups yesterday was "what level are you?"
Combat isn't horrible in this game. It, at times, is fun. But hours of fun are almost always negated by the few moments of absolute infuriating aggravation that comes with the mechanics currently in place.
Overly restrictive LOS on mobs to either begin casting or finish casting an ability remain my (and not only mine) biggest issue that takes what should be fun, and turns it into the very opposite.
What compounds this issue is the abilities mobs can use to daze/stun players and then immediately swap to someone else...then swap back once daze/stun wears off. Again, with the lack of aggro management by tanks (and I didn't even play a tank this weekend) mobs jumping back and forth between two and sometimes three players exacerbated the frustrations and highlighted the overly restrictive mechanics of finishing an ability. The worst offender of this mechanic are the ranged mobs who use a bow and will constantly try to walk away from whoever is at the top of their aggro list. Constantly typing or shouting "Don't move" is worthless as people don't understand why not to. Don't care. Or it doesn't matter anyway because the mob switched targets so frequently that every time my group would pull one of these mobs we all dreaded the fight. It was something none of us looked forward too. And, imo, not what I think a game designer would want. Making it challenging and puzzling is one thing, making it frustrating is a different. There might be player abilities in the game later to help combat this, but as it stands now, you'll lose too many players before you get to that point.
2) Please add Sense Heading. Or a craftable compass. Please. Again, it seems adding to player frustration for no apparent or viable reason is the only justification I see here. Asking people doesn't work for solo players. Asking people didn't work for players who joined our group and were still unable to find us. People could not tell if they were heading north/south up or down. One guy spent 30 mins trying to find us because he didn't know which Ember ring he was at. There was zero objection from people I asked and some of the possible remotely objection replies were "well, once you know the area" "I've been through this area so many times, I kinda know it now" phrases.
(Addendum to #2 - the little white arrows the circle around a players portrait to show whey they are in relation to you, are difficult to see. I confirmed this with most people I grouped with.)
3) Would still like to know the level of members LFG or in my group. We fought (red to me) mobs last night and me and another member who were a couple levels lower than the highest member were not getting any exp. I thought this had been changed, but it either broke or maybe I read something wrong. One of the most asked question in our groups yesterday was "what level are you?"