I totally agree, that players should experiment themselves to see what they can do. I hope levels go the way of the dodo. Immersion breaker #1, worse than the FPP bugs :P Thanks for the great content Eltarii!
Thanks for another insightful video, my friend. I agree with you about having penalties when swimming while wearing armor and carrying a full inventory. They definitely need to find a way to balance this. I think defaulting movement to running was a good decision, as we usually want to move quickly between activities. When we want to slow down to search for resources or enjoy a more relaxed journey, we can always toggle to slow walking. I personally enjoy walking for the immersion, but I prefer to choose when it feels right for me to walk.
I completely disagree with your opinion about how running will be default. It is so irritating to suddenly be slowed down for no reason. If I click to be in run mode I expect to stay in run mode, not get sent back to walk mode because I stood too long, or used a skill. Especially when fighting Inquisitor Catalysts where you find yourself inside a ring of fire. You need to have speed to get out. But instead you are put into walk mode making getting out alive that much tougher. Also as a personal reason, I use the DVORAK keyboard layout. SHIFT+CONTREL changes the keyboard to QWERTY and back. If I'm in a stressful combat situation I can accidentally switch keyboards. And suddenly my movement controls don't work right and I'm stuck in auto-run. Not cool given the death penalties of the game . Always being in run mode means I don't risk getting killed by fat fingering SHIFT.
@Eltarii Thanks for the nice video. Eltari, I hoped that at least certain attacks of the basic attacks would cause a very short stagger or any type of flinch that makes you capable to interrupt the enemy's combo chain animation when you time your attack well... Maybe introducing a slower heavy attack where you have to charge up by holding the button causing stagger? Do you think we will see something like this in form of a paper rock scissors system where timing your attacks plays a at least a bit more important role, Eltarii?
Definitely agree with not liking the swimming changes and adding a threat indicator of some kind (level, color, pips) to NPCs! Water loses it impact on gameplay if its too easy to traverse. Currently bridges and fords and food/potion planning are part of exploration and travel, and you can't just beeline in a straight direction to your destination. I think having threat indicators for NPCs is 100% against the vision of the game, I really don't like that change. I think a relatively large potion of the player base don't like the change either, or don't realize how much of an impact this change will have on the feel of the game. Player knowledge and experience should be valuable, and shepherding folks towards "appropriate" content just changes the vibe and goes against the sandbox immersive experience of the game.
there are many players like me who haven't played for a while because they have been waiting for proper big patches like this to get back in. For many combat was huge deal breaker issue...hopefully now with this patch the combat is much better, time will tell