My Hardware
I’m using the Oculus Rift + Touch with 2 Sensors, Front-facing (180 Degree arc).
I got to level 16 as the warrior and I wanted to highlight the things I liked the most, and bring attention to some issues that exist in its current state.
I’m going to start off with the things I like and work my way down to the bugs and other issues I found.
@Logan and other Warriors, please let me know if you had any of these, too.
The Shield
It feels good, and after some work I managed to figure out how to use it better. I really wouldn’t change anything about it.
One of the things i like most is the Distance that monsters move to attack allies. There is enough room for you, as a warrior, to slip in and save the day. You don’t require aggro to block, you just need to have the shield between you and your target.
Distance illustrated here: http://imgur.com/SzSVj7I
There was a brief time where I was with 2 other guys and we were Killing the Skullwolves. They not only aggro with 2 wolves, but also summon 2 more, and aggro control is very difficult in large masses like that. We just stacked on top of each other and they were shooting over my shoulder while i blocked. I didnt need aggro. It felt really good.
Edit: It would also be nice if there was a better indicator for where a monster is attacking, and subsequently, where you should be blocking. This opens up more doors for end game content where you can mix in different heights of attacks to make the Warrior work more to block attacks. Or some monsters have two attacks, one for high and one for low swings.
The Sword
This also felt really good. I had some tracking issues on the Up-Strike for combos, but pushing my VR play space further away from my sensors solved that.
The Provoke, Wound, and Hamstring Combo I know work and feel good. I didnt find myself needing the Cleave combo much, as it was more effective to use Wound and quickly down a single target than to try to burn them all at once.
Sword Rush
Love it. 8 Second CD is perfect. It puts me right where I want to be when I’m fighting.
Extra damage on use is also a nice icing on the cake.
Battle Cry
Easy to use and felt good, but I feel like it didn’t do a good job of actually taunting in most situations.
There are 2 problems I have with it:
In theory, it gives you max threat +10%, but, especially if it is still early in the fight, it’s trivial for another player to take back aggro.
The other issue is the range. Its quite short. Its about the range of your melee strikes. Often i would go to toot my horn, only to be out of range.
I would like to see 2 changes made:
In addition to the threat, have mobs force aggro on you for 2 seconds. This ensures that it never feels wasted when it works.
I would also like to see the range increased by about 25%. That should cover most situations.
Shield Bash
So this one was kind of weird. It is very easy to accidentally use bash on a target, especially when you sword charge into a monster.
Sometimes you hit them right after they start an animation, and it ends up being wasted (like with Adult pigmen). Sometimes the Stun carries over after the animation, like with the worms in the Desert. It didnt feel very consistent.
The last issue with the shield bash was how the Hit-box for the shield bash was still active on enemies a few moments after they die, which will totally waste the ability.
Bashing dead targets illustrated here: https://www.youtube.com/watch?v=fqJbpWDcVho
I was also able to perform shield bashes with the shield unequiped, but I wasn’t able to reproduce it for a video.
Target Selection
I had a very difficult time attacking a specific enemy if multiple enemies are clumped up.
In solo play, it just meant i need to use Wound over Cleave so i can drop whatever I was hitting faster so I can prioritize the target I want to hit (which was usually still with Wound).
In group play, It became less of me holding aggro and more about positioning, where we stack on each other and i move forward just a hare to position myself between the enemies and the ones with aggo (anyone who isnt me lol) and forced the enemies to hit my shield that way. To be fair, this was a great deal of fun.
Combat Locomotion
I know Locomotion is something of a hot-button Topic in VR, but I do thing there is an issue that needs to be addressed for Warriors.
The issue in Detail can be seen here: https://www.youtube.com/watch?v=wubYHlWOtzU
As mentioned in the video, the Crux of the problem is 2 things:
How teleportation distance gets reset each time you teleport, regardless of the distance you actually go,
and
how monsters can hit you, when you can’t hit them.
As we know, there are times when you need to get away from an AoE attack and if you are stutter-stepping in combat, you wont have the ability to Teleport away and end up eating the damage.
Not every enemy will do like the spirit does in the video. Some, Like the Dogs and Foxes will get closer than others. But in general, most enemies will be too far away, and you need to advance on them.
With target selection as wonkey as it was in this test, you need to stutter-step around so you can ensure you are using the provoke combo on each enemy as needed. If AoE attacks are mixed into the chaos, it can be very daunting on the Warrior to avoid it.
More Screenshots:
http://imgur.com/Nbyom7G
http://imgur.com/s6DDv2S
http://imgur.com/b0AgwPW
(Thanks to @Draven for the help)
For non-Warrior classes, that’s a fine distance, but it wont work for us.
Some solutions to this issue:
Don’t drain all of the Distance for teleport each time you move. Instead, only drain the proportional amount that you move. E.g. If you only move half of you Tele Distance, You should be able to immediately be able to move again, up to half your max distance.
Make it so when a Warrior is at the top of the aggro chart for a monster, have them move closer, so the warrior can hit it. Keep it the same for everyone else. I like being able to slip in between a monster and an ally. That’s a cool mechanic.
Change Sword Rush so that it can be used while off cooldown, but does no damage and has a significantly lower range.
Enable some sort of locomotion option that can be used with the Joysticks(rift) or Trackpad(Vive) in combat that doesnt impede the ability to dodge attacks. E.g. Tip-toe speed smooth walking.
Edit: One final point about this locomotion issue is sometimes you get “too close” to a monster, and cant see the Red Indicator for an AoE attack. This was especially prevalent against the Pyramid Heads. The Sword Rush puts you right at that sweet spot that lets you have vision of that event and still be in attack range. However, you may need to reengage without it because you’re moving so much in that fight.
Final Notes
I really enjoyed playing the Warrior! It was fun and exhausting and felt great overall.
Most of the issues I pointed out only came into effect at higher levels and are not a “FIX RIGHT NOW” problem for the class.
I hope everyone enjoyed the beta as much as I did.
Shout out to @Riley_D for Fixing Sanyael the Grand Worm. It was great fighting him, even as he slaughtered us.