I hope it scales up or something, because @ 30 it was pretty useless.
I will have to do some testing to find exact data.
Someone did some testing at 50, and a Monk with 3 stacks of greased lightning (Greased Lightning Bonus: Increases damage dealt by 7% and attack speed by 5%) was only able to drop their GCD to ~ 2.0s. As pugilist, the flow of combat was a bit too slow with a default GCD of 2.5. I'm not asking for 1.0 spam speed of WoW, but a baseline GCD of 2.0 with the option to skill speed to ~1.5s +- .2s would feel a lot better for the class, and probably most other classes as well.
Other thoughts from the beta weekend:
On the topic of GLD vs MRD from earlier: I was parsing the damage of the whole group during Maws and Manor with Delius Asura (GLD), Trix Mix, and Saidy. The GLD tank did about 80% of my damage (pugilist) and the archer stayed around the same as me before limit breaks were factored in. I had rolled with a cleave group in Maw before that with a MRD and he was parsing similar numbers to the GLD as well. Given that the MRD was spamming AOE moves, it was interesting to note the similarities in damage of GLD and MRD.
Equipment/Crafting/Gathering
Gear and attribute allocation is too simple. There?s no reason to leave your primary stat on your class. There are no interesting effects on gear, it?s all the same +stats grind like WoW. I?d be happy to see loot with special bonuses, to make multiple BiS sets that aren?t just based around maximal primary stat. There should also be in-game tooltips describing what each stat does.
Battle system
- Combat responsiveness needs improved. If you leave an AOE circle before the cast finishes, you should expect to not be hit. I?ve found that if you?re inside the red circle with less than half a second left in the cast, there?s a good chance of being hit by the ability anyways.
- Monsters move too fast, melee range is too small; you cannot hit a monster if it steps away from you to chase a player. As a pugilist, I have no ranged attacks. If I moved with the monster, doing damage was fine, but even a slight delay and I could find myself never catching up.
- DoTs are not very interesting. They are unaffected by buffs, debuffs, and require near full uptime to out damage most regular attacks. In addition, DoTs/HoTs/TP/Mana regen are all tied to the server clock. This leads to a pretty uninteresting nuanced combat system. Players who are used to MMOs can?t optimize the fine details in their damage rotation to the current standard, which leads to some ?boringness? to the battle system.
- Many classes have awkward GCDs and prerequisites for abilities. For example, GLDs stun is on the GCD and pugilist silence requires stance I activated.
- Limit breaks being usable by only one party member is not very dynamic. I would love to see individual limit breaks that could skill-chain (similar to FFXI) and are more quickly generated by some method of proper team play.
- TP is mostly pointless. Maximizing your rotation depletes TP on sustained fights and your only option is to wait on it to regenerate. As a pugilist, there were instances where I would have to wait to reapply my stacking buff (greased lightning) at the last second which made my effective GCD > 3s. It would make more sense if each class had a custom combo that allowed for filler TP regeneration.
- As is, monks/dragoons will require a bard to maintain uptime (someone pointed this out on the battle system forum), especially with skill speed on monks.
- The targeting radius, the surface area to click a player, is too small. I have a horrible time in combat selecting people because it seems there?s not enough ?padding? around the character to click on them.
Architecture
Basic features like whisper, free company/link shell pane, and trade should be available while in instanced dungeons. I don?t understand why you can?t see player information if they?re in another zone while partied. Then, on top of that, you can?t even queue for a levequest or do parts of the main story while in a party. There were just too many times where I was unable to communicate with people because one of us would go into a dungeon or have to drop party to do a solo quest.
Graphics/Animation
Shadows and foliage look terrible. Some sliding on the ground while using abilities can be annoying, but I mostly was able to overlook it.
Interface
- The interface was not very modular. I could not change the size of specific elements, nor could I modify the style of the majority of the components.
- There?s no reason to have to input quest items to finish a quest. You can just force the text field to pop up if they want you to slow down and read something on completion.
- I didn?t see an option, but I?d like my default chat to be whatever channel I?ve last typed in.