Quote:
Originally Posted by Wakanda
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This is legitimate feedback, hopefully you post it somewhere that devs can read it. I don't play a Paladin but I'm not crazy about them pigeon holing the class into being the shield class since I envision them as the class that wielded the Fiery Avenger. But I guess they may reason that it's okay because the shield doesn't actually have to be equipped in order to use (some?) of the shield abilities.
The only thing I disagree with with this sentiment (since the rest is legitimate feedback) is that they need to make this game more like an action RPG. Which again, I may be misinterpreting what you meant by that, if so, I apologize. I actually play a lot of Retail WoW, even actively played it prior to MnM launched (canceled sub afterwards). It's not that I don't appreciate action RPGs, it's just that like.... IDK, there's something super chill and relaxing about MnM that I really enjoy. Sitting on a beach in Sanded Dunes drinking coffee, listening to some good music, just casually grinding some EXP out. You don't really get that type of vibe from WoW where you're constantly mashing buttons as fast as you can and can't even glance at your character or your environment because you're too busy staring at the cooldowns on your abilities the entire time. Zero down time and no incentive to just chill out in the world somewhere, sharing a campfire with complete strangers, trading buffs and heals, chit chatting about the world and the game.
You just don't get this from an action RPG. I think it's fine to have the genres separate. I think there's enough space for both.
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Visuals is more what I meant, but wouldn't excluded tactics which don't have to require button mashing, pecking at keys repeatedly. If a wizard begins to channel a meteor spell, it's way more interesting to see that as a charge up, where maybe they levitate higher and higher and then drop to the ground at the moment of impact. And, while levitating, they would avoid AEs that sweep the ground of the lair. But for another encounter, the same strategy could leave them exposed. Simple and doesn't have to be fast-paced. Just something that makes the player think and maybe put their sandwich down.
Borrow ideas from other games and genres without confirming to the same features.