Skill spamming and precise movements are the two biggest advantages PC enjoys over mobile. Skill spamming can be addressed to a large degree with some limited automation (autocast). See my other posts for that. The precise movement control is a far more intractable problem and becomes even more dominant as an issue at the very top of the LB. Evidence is in the very low toughness and/or recovery numbers that PC players can sport while attempting (much) higher TLs.
There is really only one realistic way to address this gap. Decrease the efficacy of precise movement control for gameplay purposes. By this I don't mean introduce random movements so that you move/point your character one way and she/he goes another. Rather compute the hitbox based on where the character has been during each "tick". Currently PC players can side step an incoming arrow and lose minimum time and get right back to doing DPS. The suggestion is effectively "enlarging" the hitbox a character has during the tick that the player makes micro movements thus side stepping incoming attack becomes moot. How much enlargement that is needed for balance reasons, I leave it for the Devs. But this is a fundamental solution to address this precise movement advantage PC has over mobile. Since it's been confirmed multiple times that there will NOT be a separate LB for PC and mobile, I think greater efforts should be looked at to narrow the platform differences.
Before PC players cry that this takes "skill" out of their gameplay, my only retort is that the game mechanics weren't designed for player characters to tap dance their way to avoiding 90+% damage. You might as well give mobile players 75% additional damage reduction to compensate... oh wait it can't be done since the game can't reliably detect who is truly mobile.
When certain platform advantage (in the hands of the right players of course) turns difficult into annoyance, one could argue that it is the PC that broke the game.
For consideration of the Devs...
There is really only one realistic way to address this gap. Decrease the efficacy of precise movement control for gameplay purposes. By this I don't mean introduce random movements so that you move/point your character one way and she/he goes another. Rather compute the hitbox based on where the character has been during each "tick". Currently PC players can side step an incoming arrow and lose minimum time and get right back to doing DPS. The suggestion is effectively "enlarging" the hitbox a character has during the tick that the player makes micro movements thus side stepping incoming attack becomes moot. How much enlargement that is needed for balance reasons, I leave it for the Devs. But this is a fundamental solution to address this precise movement advantage PC has over mobile. Since it's been confirmed multiple times that there will NOT be a separate LB for PC and mobile, I think greater efforts should be looked at to narrow the platform differences.
Before PC players cry that this takes "skill" out of their gameplay, my only retort is that the game mechanics weren't designed for player characters to tap dance their way to avoiding 90+% damage. You might as well give mobile players 75% additional damage reduction to compensate... oh wait it can't be done since the game can't reliably detect who is truly mobile.
When certain platform advantage (in the hands of the right players of course) turns difficult into annoyance, one could argue that it is the PC that broke the game.
For consideration of the Devs...
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