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Maybe I'm "doing it wrong" but the few times I've been in combat (during my initial training), its been very lackluster. EVERY ability freezes you in place for a second or two. Parrying seems clunky because there seems to be a delay in 'casting' it. Also, the lack of strafing and mouse movement is really annoying.
Anyone else feel the same way?
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Hi,
Do you have high latency?
I tried first on th NA server from Norway and was getting 500 ms network lag. Combat felt very unresponsive.
Playing on the russian server with 100 ms is a world appart. The combat is also not as complex in the start, but as it evolves you have much more options. It's not twich based combat though so if you are used to fps games it might feel a bit slow.
Not sure what you mean about lack of strafing, q and e works fine.
Combat is different. For example, you spam you die. Rock-paper-scissor. Give it time OP. Trust me I know it's no fun dieing over and over. Word of advice, leave those guy out front of Chengu alone for a few weeks
Check this out.
http://www.youtube.com/watch?v=FW1scHmANSI
Yeah ok you dont like the game we got that so why not just move on?
Honestly as a sandbox junkie and someone that loves good pve/pvp combat, somewhat. Has good design but just feels a little clunky around the edges. Over times (and this is beta) im sure they will (hopefuly) fix that up. Its not bad, but not great. A happy medium for me.
Im sure some will disagree and everyone has their own ideas and likes/dislikes. But its not that bad. Probably once you play for awhile and it grows on you it will become better. But yes does need some small improvements.
You're probably doing it wrong tbh.
I am also still doing it wrong most of the time and in PvP I usually end up face-first for most of the fights.
Timing and mobility seems really important, at first I was constantly blocking and engaging enemies head on, which did not prove to be a good strategy, as feint moves break the block and usually knock you down. Like in fighting games, I also found out that it's important to get away from enemies when they start their flurry of moves, otherwise you're knocked down and are lost anyhow.
Yesterday I had my first real good fight: I used Tai Chi sword (wudang) against a higher strength opponent, he bursted me down super quick, but I could get away like 5 times with a super small amount of health and use my special recovery skill. Eventually I got on to his rithm and I blocked skills without giving him the chance to feint and owned him with my rage ability.
I will say that the combat is quite choppy sometimes, mostly because almost all abilities are instant and the GCD of 1.5s leaves you with about a second between each skill.
Feel free to use my referral link for SW:TOR if you want to test out the game. You'll get some special unlocks!
sounds like ping problem, as for strafing/slide You need get skill for it
I didn't care for the combat either, it felt very slow and lackluster. Did not feel martial art-y at all really.
I liked other aspects of it, but not the combat.
Dunno if it sux and could care less if it does but your simple phrase I highlighted in light blue should be enough of a warning flag to know the game is not very good. If the combat is that few and far between no amount of combat flow or animations could make the game good. MMO's are about combat at least 75% of the time and if there isnt enough action then the game becoems boring, which is one of the biggest reasons why I dislike sandbox gameplay so much.
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
Probably for the very reasons why people bash GW2, SWTOR or WoW to this day. People, especially on this site love to bash first and praise second.
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
Lol, you really don't know much about this game, it is based around PvP. There is as much combat as choose to enter into and more.
"It's a sandbox, if you are not willing to create a castle then all you have is sand" - jtcgs
Have to agree with the clunky description. The moves are fresh but how you put it together lacks flow imo. The game has some cool going on but feels a bit flat to me, especially the lack of voicing and sound design. Think i hit a gamebreaking bug where my guide can't progress. It's telling me to get more darts from li chang who is named differently in game (bad translation I guess) but he doesnt offer me more darts in any shape or form. So my toon is stuck it seems at that point. Anyone know what I can do? Would like to get deeper in but as of now it's kind of turning me off.
Only the first part of the story line quests are available right now, not sure if that is your problem would help to know which story you picked and which school and who gives the quest ect.
I think one of the reasons the combat comes off as clunky to a lot of people is because blocking is bound to rmb by default.
I know it put me off when I started; I'm used to using rmb to turn my char around while fighting, and as soon as I entered combat it felt very strange not being able to get the fluidity I'm used to. Also, since I kept pressing rmb out of pure habit, I was blocking when I wasn't intending to, which also meant I couldn't jump or move around properly.
As soon as I rebound the blocking key I got a much better feeling for how the combat works. Moving and positioning is pretty vital, as is a proper understanding of how the skills (both yours and your opponent's) work - just standing around spamming rotations won't do which is probably another reason for the complaints.
People treat this like a standard tab-targeting game where you just find the "I win" button, lock on and spam away, but it's not.
It starts slow and doesnt impress until you get more abilities, cinguns and know what to do. Then it becomes one of the best and deepest combat systems in MMORPG genre.
And ya, rebind blocking. I did it right away
Thank u for this post. This describes my experience exactly. Im always clicking RMB to turn my char and i continue to do so during combat. That might be one of my issues.
Ill give it another try after rebinding it to my keyboard.
unless you are scholar then you can just spin to win...just kidding.
Spamming one button is the first thing I did and later learned is the worst thing you can do. Feint charge attack, another attack, charge....this all goes off smooth and without delay but hitting the same attack button over and over doesnt work period, there is a delay for doing that
my rotation in TSW was 4211111111111111111111111111111111111111111111 until they died, I do not have a rotation in Wushu because it depends on who I am fighting but it would be more common for me to go 0,5, 3, 2,1 4, 2,1, 6.
This would be my area of affect self boost, scholar spin, feint to counter the block (assuming they went to block the spin), kick move that tosses them, run up and do the slow three kick move, jump and charge, kick move that tosses them, slow kick, my OTHER charge and that is of course if they don't respond properly. throwing in rage moves and spins as needed/able. Redoing the ground buff if I am not getting pounded on...ect. Really depends on who I am fighting as well, I never block against valley always end up blocking against wudang.
I would agree it's deep and I like the game a lot.
But it is very clunky and could be done a lot better.
If you are holding out for the perfect game, the only game you play will be the waiting one.
most styles have 1 targeting skill which fly/run to enemy, as for rest 30,180,360 degree
only throwing darts, using chain have more skills that require targeting, comparing this game to tera is stupid, can You run on walls, can You dash in air, can tripple jump or backflip? Guess I missed some updates in tera.