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#6
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I don't think the game play is awful by any stretch. it is a fairly active combat, you have to constantly be aware of stuff around you and you can dodge out of things, movement doesn't break casting (or shooting, or stabbing/crushing) with the exception of line of sight issues.
there were definitely some quality of play issues early on, but a solid chunk of the early bugs have been patched. You really have to understand how the skill wheel works or you can make the game very difficult to play -- once you get some of the key build concepts you can figure out ways to take fights that were near impossible with one build and make them far more doable with different deck designs. The game is actually built to encourage you to adjust your build at times -- one area may be full of group fights that encourage more aoe damage where the next area is single target encounters, one group of monsters may get debuffed based on DoTs while the next group gets buffed if you do not hinder (root/snare) them. grouping expands on the build concept as you can build complimentary decks, that feed off each other. your decks consist of two weapons from which you can pick your 7 active abilities, and then you have 7 passive abilities (which can come from any weapon not just the 2 you have equipped) you can change your deck anytime when you are not in combat.
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