I wonder if your weapon comes back to you after the disarm timer is up, or if you have to go get it no matter what. I imagine someone getting disarmed then leaving the weapon there and running off. Will it de-spawn? can anyone else pick it up? or will it magically come back to my hand after the timer is done.
Ooooh, that's a really cool concept idea. Disarming near hazards to make it even harder to obtain weapon.I think more important what happens if your on a cliff or ledge and you get Disarmed can your weapon fall down or go into water/lava?
only for one kind of cc. I actually see some of the other cc's being more useful in pvp. I really like the blind mechanics.
There is no hit/miss rating in the game, you either hit or you miss. Skill shotsIt's nice to see blind in a game that prevents you some seeing rather then your character unable to target or hit stuff..
at the same time they could have still had a miss mechanic like GW2 did where your next attack missed, even skill shots.There is no hit/miss rating in the game, you either hit or you miss. Skill shots
Yeah, Gaffney stated not too long ago that they felt if you target and the person is within the attack range, it will hit. Having some arbitrary randomized figure of hit/miss ruins the combat style they have in place and makes things less fun. At least crit can be somewhat justified in the sense of "weak spots".at the same time they could have still had a miss mechanic like GW2 did where your next attack missed, even skill shots.
It's nice to see blind in a game that prevents you some seeing rather then your character unable to target or hit stuff..
to be honest i would not mind having crit being removed as a stat as well. they could still put it into abilities but as a stat it does add quite a bit of randomness which i dislike.Yeah, Gaffney stated not too long ago that they felt if you target and the person is within the attack range, it will hit. Having some arbitrary randomized figure of hit/miss ruins the combat style they have in place and makes things less fun. At least crit can be somewhat justified in the sense of "weak spots".
to be honest i would not mind having crit being removed as a stat as well. they could still put it into abilities but as a stat it does add quite a bit of randomness which i dislike.
They haven't said yet for pvp. Some targeted stuff from mobs get smaller the higher you jump. We have seen that in vids.With the double jump ability and some of the boosters to vertical movements located around the world, how do the CC and skill shots will work when you're way up in the air? Is it essentially a dodge? Also, can you aim at people in the air and hit them?
With the double jump ability and some of the boosters to vertical movements located around the world, how do the CC and skill shots will work when you're way up in the air? Is it essentially a dodge? Also, can you aim at people in the air and hit them?
burst damage does not only come from crit chance, it also comes from abilities with cool downs, resources, and combos. the point i was trying to make earlier is that i don't like the inherent randomness that crit chance as a stat adds to the game the same as a miss chance would. i am completely fine with abilities that for example make the next 2 abilities crit or abilities that crit if you are behind your target, but chance to crit just adds randomness to gameplay. i don't like it when a battles outcome is decided by how many times i get lucky crits during the fight, so mechanics that allow crits but don't involve RNG in my opinion are much better.For some classes like tanks, steady damage is what they need, but others, like stalkers, need the burst damage to quickly take down targets. I think crit can be balanced in such a way that the classes that need it can obtain levels that are somewhat predictable without getting overpowered.
burst damage does not only come from crit chance, it also comes from abilities with cool downs, resources, and combos. the point i was trying to make earlier is that i don't like the inherent randomness that crit chance as a stat adds to the game the same as a miss chance would. i am completely fine with abilities that for example make the next 2 abilities crit or abilities that crit if you are behind your target, but chance to crit just adds randomness to gameplay. i don't like it when a battles outcome is decided by how many times i get lucky crits during the fight, so mechanics that allow crits but don't involve RNG in my opinion are much better.
i like my randomness to come from player skill, npc mechanics, and dodging not RNG. a chance at a bigger number is not exciting to me. maybe thats just me but it is how i feel.No randomness is 100% boring IMO
i like my randomness to come from player skill, npc mechanics, and dodging not RNG. a chance at a bigger number is not exciting to me. maybe thats just me but it is how i feel.
burst damage does not only come from crit chance, it also comes from abilities with cool downs, resources, and combos. the point i was trying to make earlier is that i don't like the inherent randomness that crit chance as a stat adds to the game the same as a miss chance would. i am completely fine with abilities that for example make the next 2 abilities crit or abilities that crit if you are behind your target, but chance to crit just adds randomness to gameplay. i don't like it when a battles outcome is decided by how many times i get lucky crits during the fight, so mechanics that allow crits but don't involve RNG in my opinion are much better.