I think people have got it backwards. Fighters aren't casting spells, but rather wizards spells have turned into fighting moves.
The wizard can Cast Magic Hadoken (er, Missile) as often as they want, and they'll never run out.
Everyone has special attacks (whether martial or spells) that are limited in how often they can do them, like a power bar.
The Defender challenges aren't like WoW taunts. Monsters still have the choice whether to attack the defender or not, they will just get punished for it, and getting punished for certain tactics is what Street Fighter is all about.
Maybe the action is over the top, swashbuckling action, but I don't have a problem with that at all. I actually like it. I think they've made the combat vibrant and exciting, with tactical options and rewards teamwork more than D&D ever has before.
But like Wow? What a tired comparison, when there are so many other comparisons that could be made.
Besides, the original design of WoW (despite what people might feel it has become) was largely based on creating a game that was easy to learn, but had still had enough depth for an advanced player, was fun, made you into a hero from the very start instead killing rats and bunnies like the typical MMRPG, and tried to ditch elements of game play that reduced fun and excessively punished players without any real gameplay benefit.
Those aren't bad things in any game.
The wizard can Cast Magic Hadoken (er, Missile) as often as they want, and they'll never run out.
Everyone has special attacks (whether martial or spells) that are limited in how often they can do them, like a power bar.
The Defender challenges aren't like WoW taunts. Monsters still have the choice whether to attack the defender or not, they will just get punished for it, and getting punished for certain tactics is what Street Fighter is all about.
Maybe the action is over the top, swashbuckling action, but I don't have a problem with that at all. I actually like it. I think they've made the combat vibrant and exciting, with tactical options and rewards teamwork more than D&D ever has before.
But like Wow? What a tired comparison, when there are so many other comparisons that could be made.
Besides, the original design of WoW (despite what people might feel it has become) was largely based on creating a game that was easy to learn, but had still had enough depth for an advanced player, was fun, made you into a hero from the very start instead killing rats and bunnies like the typical MMRPG, and tried to ditch elements of game play that reduced fun and excessively punished players without any real gameplay benefit.
Those aren't bad things in any game.