Feedback on the new level 1 - 15 experience
What is your general impression of the current experience for level 1 - 15 in CBT4?
General Impression is that currently the monsters on Isle of Dawn do not encourage the players to put alot of skill into fighting them. The monsters don't do enough damg and do not attack fast enough.
Like others have said, I would rather leave the fight thinking "wow, that was a close one" rather than the fight just taking a long time.
Players should be rewarded for good play-style, and players should also be punished for playing poorly (i.e. not dodging, blocking..etc)
Bottom Line -- After level 2 and the player sees there is no real punishment for missing a block or a dodge, the fear of dying goes away drastically. Without the fear of dying players will not use all the game mechanics that they should.
On a 1 - 10 scale with 1 being the easiest, what was the difficulty of the new experience for level 1 - 15 in CBT4?
Have been playing since K Tera and all the CBT's the first 1-15 levels are not hard. On a scale to 1-10 maybe a 3 for first time players. But like others have said once you play it for a while, you shouldn't ever die.
If you have played through level 1 - 15 during previous CBT's and again in CBT4, do you feel that the experience has become easier / harder / stayed the same?
I was hoping it was harder, but again the game doesn't punish players enough when they don't play their character well. EmE should bring back normal elite mobs like K Tera had so there is some challenge before BAMs or World Bosses.
Does the HP decrease encourage you to use more of the action combat element, such as dodging or blocking?
Understand you guys are focused on the HP Decrease, but if the monsters are not hitting the player fast enough or hard enough...you will not encourage the player to dodge or block.
If you have a game that allows you to dodge, block and escape all monster movements and abilities, than it just makes sense that when the monster finally lands a hit on you, it should be a good solid hit. Therefore the player is forced to use that "true action combat system" -- when you don't punish the player for playing poorly, players will continue to develop bad habits that will just carry over to end game.
Edited by:
Drez
about 1 year ago
- Reason: Typo