Crowfall is still
early in development and this phase of test focuses mainly on combat and server/client performances. There were a lot of improvements made since the beginning of the Combat Module. Here's a video of the current phase of testing, Pre-Alpha 1.3.
Rangers in action:
Comments
All MMO's have grinds. If you don't like to Grind then MMO's are not for you.
So far I love how the game looks like and I can't wait to see what's coming!
It looks and it seems they are gonna do almost the same combat style that wildstar had.
Besides that: this game is made in unity..
I have higher hopes for CU then crowfall tbh..
CU made their own engine and cube system.. which seems alot more intresting then this
******Im guessing its something to do with self heals*******
Not saying things cant get better. Im sure thats not the goal of their combat as that would get old fast. Just like Landmark added a movement cost in combat so people stopped spam jumping.
CF employs animation locking. Players are rooted while executing almost all attacks. This leaves them vulnerable to attacks from others, which is why you see so much running around in between attacks. A good portion of the combat is about watching what the other person is doing and reacting to it, but when it's a 5 on 5 battle (or more), attacks can come from any direction. Moving in non-straight lines is a good way to avoid getting hit while looking for openings or waiting on cooldowns/regen.
I can tell you that, having played a knight, mana regeneration is an issue. Once it runs out, we really don't have any good way to get it back. Our basic attack regens between 10-13 mana per hit, but all of our attacks cost between 60-120 mana. So if you see a knight running around a lot, that might be why.
Another reason why running occurs so much is that it's fairly easy to get away. Changes are being made to incorporate more movement into abilities, so that we won't need to move as much between abilities, and it will be harder for players to get out of range of melee attacks.
In truth, I really don't know of any fantasy MMOs that don't devolve into lots of running around when more than a few players are involved. If you manage to catch any 1 vs 1 battles, you will likely see more a more tactical fight with less running.
Speaking of CF, this is early making the sausage phase; You typically don't see anything of any other game in this phase, and we are testing CF already since August (KS ended on March 26th last year! ).
Just running away is currently quite efficient defensive "technique" due to lots of CC & snares not in yet, controls / responsivenes being in their quite early iterations and all kinds of other features and fine tunings required.
That is to say, early tests spawn all kinds of early meta that is often rendered useless only couple days after it's "birth", but you likely know that very well.
It looks sloppy,like players just running all over the place.Like what structure anywhere in life be it combat or sports woudld a leader or coach say,ok guys just run all over and do your thing.
I had to stare carefully before i realized that was pvp and not pve,i mean it's near impossible to follow with people just running around.
The on top of that,there is no terrain to work with,no zaxis no nothing,just run around and spam each other.
I am a pvp purist i was likely pvp before most had computers or were gaming,i was pvp back in the 28.8 days then 56k,so i do love pvp but this is not fun looking.
Never forget 3 mile Island and never trust a government official or company spokesman.
So this month we started a new phase of testing (still the combat module) where we'll test changes regarding : mobility, client controller, client vs. server balance, controls, camera, etc. This is what most people weren't happy with, including the developers, and it's going to continue to get a lot of attention from developers and testers. It's a PvP game, combat has to be good, there's not compromise possible.
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I hope you can zoom camera way back.
It's standard feature of modern games, and a must if you have PvP.