Wish you had posted a cleric that had got his divine function, atleast then you can activate a few more braincells when fighting. I was about to log out and never come back untill I got mine, now I am just playing with a doubtfull and not optimistic mind
Will dip into a dungeon today and see if that holds any promise, atleast skirmishes were a nice change to gather/kill X quests
i was going to say combat looked rather boring with only one or two abilities. but if its level 9 as you said then thats sort of expected. I am glad that its not rooted combat. this opens up the enviroment for all sorts of stuff.
When you get divine powers as a cleric, u charge up a meter with your normal spells. When you activate it, all your spells get changed into other versions (adding knockback, dmg increase, healing etc), Your normal smite attack becomes a beam by holding the left attack and draining your divine meter. This attack however, does NOT root you, making it more mobile.
Just ran the first dungeon at 16. The setting and enviroment felt nice, bossfights however consisted of big guy spawning small guys and every so often droping a red area u need to get out of It's the first dungeon of the game though, so hoping it gets more complicated further up, IE mechanics, freeing party members, you know...the cookie cutter of a dungeon
The combat is too easy at lower levels and too hard at higher levels.
They need to smooth out the difficulty.
Also game is much much harder for control mage than it is for cleric. The balance on control mage needs to be redone. The hold-time for control powers is too low. By the time you hold one monster and turn your reticulr to another, the first monster's hold gets released. This is wrong as build up of hold power is like 4 seconds but the hold itself is 1.2 seconds.
Comments
Wish you had posted a cleric that had got his divine function, atleast then you can activate a few more braincells when fighting. I was about to log out and never come back untill I got mine, now I am just playing with a doubtfull and not optimistic mind
Will dip into a dungeon today and see if that holds any promise, atleast skirmishes were a nice change to gather/kill X quests
Well, truth be told, I kinda sucked in this video and didn't use all the spells.
But, it's lvl9 fight and my point being, the game has some issues which can be fixed by launch, but rooted combat is not one of them.
i was going to say combat looked rather boring with only one or two abilities. but if its level 9 as you said then thats sort of expected. I am glad that its not rooted combat. this opens up the enviroment for all sorts of stuff.
When you get divine powers as a cleric, u charge up a meter with your normal spells. When you activate it, all your spells get changed into other versions (adding knockback, dmg increase, healing etc), Your normal smite attack becomes a beam by holding the left attack and draining your divine meter. This attack however, does NOT root you, making it more mobile.
Just ran the first dungeon at 16. The setting and enviroment felt nice, bossfights however consisted of big guy spawning small guys and every so often droping a red area u need to get out of It's the first dungeon of the game though, so hoping it gets more complicated further up, IE mechanics, freeing party members, you know...the cookie cutter of a dungeon
The combat is too easy at lower levels and too hard at higher levels.
They need to smooth out the difficulty.
Also game is much much harder for control mage than it is for cleric. The balance on control mage needs to be redone. The hold-time for control powers is too low. By the time you hold one monster and turn your reticulr to another, the first monster's hold gets released. This is wrong as build up of hold power is like 4 seconds but the hold itself is 1.2 seconds.
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