Hey,
as many people know I did a lot of solo PVP in MO1 and in MO2. In MO1 I was frequently zerked but it was still fun. In MO2 it's just painfull.
Parrying:
Let's assume there is a melee 1 vs 2 situation.
In MO1 you could parry one player, and hand out the counter attack to the other player (and the counter attack was really fast). Your chances to get the counter attack trough vs the other (unprepared) player where 90%+. So in a 2 vs 1 situation the 2 players should make damn sure to not hand out free parrys, or you could turn the fight and get them.
In MO2 your counter attacks are much slower and for an experienced fighter it's also easy to parry an "unexpected" counter attack.
Parrying hits is just too easy. A 1 vs 1 is just parry - counter attack - parry - counter attack- parry - counter attack...
"Dodging" hits:
In MO1 you were able to dodge attacks by moving much easier and you were able to use a long weapon to your advantage by keeping the enemy at a certain distance.
In MO2 the overall speed is much slower, and once you engaged a melee fight it's really hard to disengage or you will get stickied easily. Even with a "fast" Alvarin. This makes it really hard to kite in a 1 vs X situation.
Player skill:
In MO2 currently the strongest player skill is to know how to look into the sky midfight to abuse the animations. Is that really supposed to be the top-level of player skill? Or should I write a macro that looks into the sky once I press the button, and then moves back to the same angle I looked before?
I would rather play not at all then to learn how to abuse animations.
TLDR:
IMHO Player movement & position should become more important, stickying is too easy and there should be ways introduced to get around parrys without the need to abuse animations.
as many people know I did a lot of solo PVP in MO1 and in MO2. In MO1 I was frequently zerked but it was still fun. In MO2 it's just painfull.
Parrying:
Let's assume there is a melee 1 vs 2 situation.
In MO1 you could parry one player, and hand out the counter attack to the other player (and the counter attack was really fast). Your chances to get the counter attack trough vs the other (unprepared) player where 90%+. So in a 2 vs 1 situation the 2 players should make damn sure to not hand out free parrys, or you could turn the fight and get them.
In MO2 your counter attacks are much slower and for an experienced fighter it's also easy to parry an "unexpected" counter attack.
Parrying hits is just too easy. A 1 vs 1 is just parry - counter attack - parry - counter attack- parry - counter attack...
"Dodging" hits:
In MO1 you were able to dodge attacks by moving much easier and you were able to use a long weapon to your advantage by keeping the enemy at a certain distance.
In MO2 the overall speed is much slower, and once you engaged a melee fight it's really hard to disengage or you will get stickied easily. Even with a "fast" Alvarin. This makes it really hard to kite in a 1 vs X situation.
Player skill:
In MO2 currently the strongest player skill is to know how to look into the sky midfight to abuse the animations. Is that really supposed to be the top-level of player skill? Or should I write a macro that looks into the sky once I press the button, and then moves back to the same angle I looked before?
I would rather play not at all then to learn how to abuse animations.
TLDR:
IMHO Player movement & position should become more important, stickying is too easy and there should be ways introduced to get around parrys without the need to abuse animations.