Quote Originally Posted by Citan View Post
- It's not intentional that fairy magic be usable from the sidebar, that will be fixed soon!

- Elites and bosses use all kinds of different rage attacks besides aoes, but the fact that you only remember the aoes probably indicates just how ineffective those other attacks are...

- Stunning IS supposed to have diminishing returns. But it diminishes slowly from a 4-sec down to a 1-sec stun, which takes a while. It was designed around a 15-second battle duration, which has never actually happened. Should be less of a problem when combat is longer, but yeah, maybe this is a system that I should crank up, at least temporarily, to move people away from stun-locking.
Thumbs up from me if youre working on this ... all I can say.

I know you've got tons of MMO experience under your belt and you're a gamer too at that so you've played other mmo's. I know you know the various creative ways to make monster combat more engaging and fun.

Part of it is probably player abilities too... how come you havn't implemented a Area of effect spell you cast on an area? Your AoE abilities are really just "cleaves" as they require a primary target to cleave enemies nearby with... its odd. Is it a unity limitation? Is it a UI limitation? I suppose the same could be said for enemies too, i'm hard pressed to think of a monster that casts an area of effect ability players need to move out of? I think they too just cleave off a primary target with unavoidable AoE damage.

Who knows... Well. Gl. Combat in my opinion is probably more important than any other element because the entire game revolves around combat... even if you go pureley into crafting you will at some point run into an enemy... unless you're a hermit but how then can you advance in the game? So combat must be fun, fluid, engaging, sensible, challenging at times, and reward at others.