Velvex
Member
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quote:
Why do you make the auto attack animation do 3 attacks and make only the third one matter? Seriously. I know it looks cooler (only slightly) but it feels like I'm hitting air most of the time. Just making it do one would be a huge emprovment, because it would feel like you are actually hitting something. As far as the actual gameplay goes this is one of the biggest issues I have (which is good, because it really isn't that big of an issue at all). In my opinion, it absolutely needs to be changed. It might look cool, but from a player standpoint it is definitely more important to not be guessing which of my auto attack animations is actually going to be the one to deal damage. Another possible solution to this, if the staff is insistent on keeping the triple animation, is changing the auto attack's cool-down animation to that of the other skills (the shadowed, clockwise-moving one). For me, it's much easier to visualize that cool-down animation - and know exactly when the next auto attack would occur - as opposed to the pulsing red cool-down animation. That could just be a personal thing though. Another suggestion - I think it would be better to have less monsters with aggro. As far as I've played, the only non-aggro monster I've seen is the Dricken. It gets really annoying in certain maps (especially Livingstone Cave) when it's difficult just to get to where I need to be due to having a sea of aggro monsters in the way. Perhaps remove aggro from wildlife monsters (Frogzards, Wolves, etc.) and keep it on monsters that are seen more as actual adversaries (Sneevils, Skeletons, etc.). Anybody else agree? One other thing that stood out to me is the game's music. After immediately disabling music for the in-browser version due to lag, I was finally able to give it a listen today thanks to using the Steam build (which seems to be less laggy). Props to whoever did the music, it sounds great and gives a lot more character to each of the maps..
< Message edited by Velvex -- 3/14/2016 17:34:12 >
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