NPC AI is really bad, but around level 15+ I noticed that even despite them dying quite often, it's much more effective to kill NMs above your level (+5/+7 etc.) using the whole team. The "secret" to that, which works in most cases is to get the whole aggro on you (because you can actually parry/dodge attacks), call for skill chains and pray so that the enemy doesn't use front/behind or a circle shaped AoEs, ha ha.
Worked pretty well so far. Killing NMs alone is definitely possible, but since regular attacks don't do that much damage, I feel it's rather tedious.
Also speaking of AoEs, the reaper NM in the castle, which summons 3 (4?) flames and they all AoE you at once with only a few seconds of delay between attacks. Resurrecting your party is quite hard in those circumstances and the boss summons those so often, that trying to get him down alone was extremely annoying (can't damage the boss until you kill the adds or at least deal any significant damage).
As for monster's attack priorities - while annoying, I think it's mostly there so the Tank role was actually worth having, which is very much mmo-like. If you could just power your way through as an attacker while being hit all over the place, I feel like fights would be way too easy.
I think they went a bit overboard with sidequests. I always take all of those available and try to get as many done when running through a field, but I think I currently have over 110 active... At least there's no limit.
That so called "secret" is MMORPG 101... Its obviously easier if you use a whole team as long as they are alive due to the largest amounts of damage that can be dealt in this game come from the skill chains. Though with how stupid the AI is along with the other issues mentioned about some animations and other issues it makes it a bit harder to do with keeping them alive. Since they for the most part still have just standard stats and buffs and whatnots also have their limits at the start of the game. Later on when you spend a good amount of time unlocking a ton of skills things should get better, but still actually relying on the AI to do anything correctly is a bad idea...
Thing is too even if you constantly rez the AI you will eventually need to go back to down as the rez penalty timer does not clear until you return to town. Like what was discussed in the past the more times they die and get resurrected the longer the time required to resurrect said member will be. Eventually it gets to the point where its far too dangerous to even attempt resurrecting them. Going back and forth to town is a waste of time also since you need to go running back and forth depending on which zone you are in / what NMs you are trying to target. Since when I run the areas I do long marathons of basically clearing out all "killable" NMs
Ive played MMOs for a long time pretty much from the start of the craze. On most occasions running as either a tank or rogue. So am fairly familiar with how combat should work design wise. The problem is even if you tank an enemy in this game due to the AI being idiots and wanting to stay too close to the player they often get hit by attacks when you try to change the monsters facing in another direction. Which is not how the AI should be programmed, as there is literally no reason for the AI to stay near the player unless requested or responding to the player using a AOE type of healing spell, which they do attempt to enter some of the time. As mentioned in my post the enemy attack pattern is far too "thoughtless" with its design as there are more AOE type of attacks performed over normal attacks. Which should be the other way around. Not sure why they screwed that up considering they had a good balance in Hollow Fragment. I watched my old videos to confirm this.
Killing NMs alone is not "definitely possible" Ive done it multiple times now including things like +10 levels over myself. Just like any MMO type of designed game it just takes time due to damage output. If one is just using regular attacks and not sword skills also then yeah obviously its going to be tedious. It depends on how you have your character setup and what type of NM it is. As if the design is similar to HF then enemies will have resistances / weaknesses to certain weapon types. For example its a bad idea to use a rapier on a golem. Seeing how this game still has the attack type slash, pierce etc do reckon the same system is in the game. My character am using the scimitar type of weapons along with a very high dev / vit type of build. Though my damage out put is fairly high too if I can get certain skills off. Though one thing about this game vs. HF is that the bad status procs for the player vs. enemy are rather low. Where as in HF the proc rate for player attacks on an enemy were much higher. This included in HF when fighting stronger enemies, the game did not seem to take into account proc rate vs player enemy level difference. I need to go into the 2 handed weapon tree though to get the damage up type of skills as if the trees are generally the same from HF thats where they should be. As my current def build, to max out what I can with def I lose some attack power in the process and if I get hit with any sort of attack debuff it makes that even worse. But at the same time the enemy cant kill me either. Which is hilariously stupid since both myself and the enemy are doing pretty much 0 damage to each other outside of crits... My other build is actually set up for tanking due to the hate inducing skills, though its rather pointless when the AI keep walking into everything or do not properly respond to commands causing them to take massive amounts of damage or die as talked above.
One other thing that is slightly irritating is how long certain effects last on your characters. Poison, bleeding and such thats not so much of an issue. But things like getting knocked down or frozen jesus christ at the time it takes to recover. Frozen in particular. With that being said really make one appreciate equipment that helps resistances a lot more than with the previous game. Enemies that do knock down in particular are the worst due to how long the animation is to get back up and during that you still can take damage apparently. So on occasion by the time you get off your ass another AOE or knock down attack is on its way, which is a bit broken in the sense that while enemies have a "stun guard" that helps protect them from getting stunned again for a certain amount of time no such feature exists on the player. No idea why they added that stun guard honestly as it breaks game balance. The whole purpose of stun skills is to interrupt enemy skills. That was how HF was designed and made smart use of such skills rewarding. Where as this game without that allows for the enemy to have a period where they basically just go super armor and you cant really do anything to interrupt them during that anti-stun timer countdown.
At least for some things anyways Aquiria is good at looking at the feedback on the net and improving things, so do hope rebalancing goes on with this title also for the major content update.
Oh yeah about getting skills cancelled all the time, if one is hit from another skill sure, but normal attacks should not be cancelling out skills. Hell even at the least still let the skill go through once its activated and not be interrupted in the middle. That would be the best middle ground for them to go honestly. Since the way it is right now makes skills that last longer due to the animations used useless. As enemies outside of certain skills and if said stun effect procs for the most part are not interrupted by the player allowing their attack to cancel out the players sword skill. Which is poor game balance. Game balance is either designed so that rules apply both to the player and AI. When things get stacked against the player such as with this game with how interrupts work in favor of the AI makes for a far more irritating experience than anything. No idea why they went and did this considering in Hollow Fragment this would not occur as they pretty much let skills play out once they were activated. Though you could get interrupted during the activation process but once the skill actually went off all of the damage and effect goes through. That does not happen in this game.
On the same notion of skills vs. enemy one other small stupid problem they went and created is the fact that parry when done correctly, damage still can go through to others around you if they are close enough. That should not happen as the absolute should be that parry negates the attack action itself. No idea why they went the pain in the ass route to go and actually include the game deciding that others are able to take damage also regardless of a successful parry being landed. The parry animation with the white barrier needs to be shortened also if they insist on making the actual parry window so small. As with their previous design for the most part as long as that barrier was up meant that parry was active. This game they made it a lot more severe the timing, but yet left the effect to linger far too long that will confuse players new to the game. Seeing how they designed things in order to try to cater to lesser hardcore players, no idea why they went and made the parry system the way it is now..
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Now to those hearing all of this and becoming worried about the game. Even with the AI asshattery aside, this title still is pretty solid. And thankfully since MP exists from the start (as in not added later through a content patch) folks can go adventuring together with a party that doesnt drop dead at the sight of a NM lol.
The main reason for getting all of these issues discussed right out of the start is to give people a clear idea of what exactly is wrong with the title so they know what to expect and not be taken by surprise when playing which honestly creates more frustration than knowing ahead of time so you can plan for it.
The AI issue too only really occurs when you go NM hunting. As things that are near your own level you can pretty much steamroll them for the most part and AI wont be taking too much damage due the basic design principal of similar level entities fighting.
As mentioned in a previous post this most def is a great SAO type of experience and fans of the series or people who like action RPGs or MMO style combat should have a good time. As it manages to combine all those things together for a rather complete package. Dumbshit AI aside. Though as we have previously discussed the lack of tutorial means that you will need to "old school" it and actually read skill descriptions and trial & error things for yourself to see how stuff works. But thats honestly what gaming should be about. As far too much shit these days holds your hand as is. Then again thats just me and I never was one for hand holding or idiot prompts. No better education to be had than at the school of hard knocks lol
One small issue that I know most other folks would appreciate more as they have become accustomed to it from modern gaming is the fact that treasure chests and event markers are displayed on the minimap. Really takes away from the whole sense of exploration and discovery with that. When you design a game like that it turns the experience into a much more bland experience as you are running directly to said points rather than taking time to explore the world and find enjoyment when you find a treasure chest or an event starts unexpected in a new area. Really unfortunate they went that route. Especially considering how even in the narrative in SAO they show a lot of that "exploration and surprise" with new things in the world the characters find. From a design / business perspective I can see why they did it but honestly it takes away from the overall experience which is what keeps a player in a game. Losing the joy of exploration and discovery really takes a way a lot from the long term experience and becomes routine instead.