Best Of
Re: Quantity of Abilities
I appreciate the thoughtful breakdown on the number of abilities and keybindings. The balance between having enough abilities to keep combat engaging without overwhelming the player with too many options is crucial.
From my experience in Guild Wars 2, a game that also emphasizes skill selection and tactical use, having a more streamlined set of abilities can lead to much deeper and more satisfying gameplay. In GW2, each profession has access to a limited number of skills at any given time, but the depth comes from how those abilities interact with each other and with the environment. The simplicity allows for more focus on strategy, positioning, and timing, rather than just juggling an extensive rotation of abilities.
For instance, in PvP, a well-coordinated team using a smaller but more specialized set of abilities can outmaneuver and outplay a larger, less organized group. This not only emphasizes individual player skill but also the importance of team synergy. Applying a similar philosophy to Ashes of Creation, where players have to make meaningful choices about their abilities, could lead to more unique and personalized playstyles, ensuring that each ability press truly counts.
Moreover, there's an additional layer to consider—preparation and practice. In games where a larger number of abilities are available, like in Ashes of Creation, the necessity for preparation, practice, and a deeper understanding of your class becomes even more critical. This complexity can reward the more dedicated players who invest the time to master their abilities and synergize with their group. This not only enhances the sense of achievement but also ensures that combat remains rewarding and challenging for all levels of play.
I fully support the idea of streamlining abilities through talent choices, allowing for specialization while still maintaining the identity of the class. The challenge will be in ensuring that these choices feel impactful and that the combat remains dynamic and engaging.
Like I mentioned I played an EQ1 Bard, you want a list of skills? Its the deepest I have played. I made what I called kits. Sets of skills for the job I was going to do. Solo, Dungeons, Raids, PvP etc. I never used all skills in any of the settings but I did use most of my skills. I get thats what your talking about with perp time.
Myself, I would rather the UI had presets you could setup. One for gear, one for skills and one for Augments. I would love to just push a button and what I setup with just be loaded for me. ESO had add on that did this and it was great. Also just for that one guy thats gonna reply you cant change some things but out of combat and and in town. I get that, I still would like the UI tools.
Re: Quantity of Abilities
I know i sound like a jerk but I would rather the game have everyone forced to buy a MMO mouse if thats the problem.
You dont sound like a jerk.
I must admit that i dont know how many is to many spells. Id have to say 10 is propably too low, but 30 is too much for my taste.
I just want to voice my reasoning behind that thought.
Re: Quantity of Abilities
DerToastinator wrote: »the current plan' for 15-20 Actives with 2 hotbars?
Im fine with 20 too, but i beleve with optimisation you can make room for those trinket actives or a usable item that you find yourself to incorperate in your battles often.
Im just a bit tired of having 40 abilities and then the items and racials on top. Again... half of those become redundant and that just feels bad in my opinion.
Id rather be the one guy in the group who speced into a mass dispell and have my moment to shine once in a while than having to remember i have that thing bound to shift + 84 and its collecting dust, because you have so many spells that get used more often.
if i had only that dispell, i would use it whenever i can.
I like having a few spots for items and trinkets, which is why I never think about actually having 20.
I think even my FFXI Macro bars have some duplicates (10 per bar), at max level, on White Mage. I could probably find something to put there, in a game with no 'type to cast', though.
Also, lmk if you want 'more engagement' on this thread, and I'll tell my group members to pay more active attention to it, it seems like that kind of thread (technically just 'me saying this' does that, but your answer might be good to clarify if you want something beyond '4-6 people just saying the same thing').
Azherae
1
Re: Quantity of Abilities
I appreciate the thoughtful breakdown on the number of abilities and keybindings. The balance between having enough abilities to keep combat engaging without overwhelming the player with too many options is crucial.
From my experience in Guild Wars 2, a game that also emphasizes skill selection and tactical use, having a more streamlined set of abilities can lead to much deeper and more satisfying gameplay. In GW2, each profession has access to a limited number of skills at any given time, but the depth comes from how those abilities interact with each other and with the environment. The simplicity allows for more focus on strategy, positioning, and timing, rather than just juggling an extensive rotation of abilities.
For instance, in PvP, a well-coordinated team using a smaller but more specialized set of abilities can outmaneuver and outplay a larger, less organized group. This not only emphasizes individual player skill but also the importance of team synergy. Applying a similar philosophy to Ashes of Creation, where players have to make meaningful choices about their abilities, could lead to more unique and personalized playstyles, ensuring that each ability press truly counts.
Moreover, there's an additional layer to consider—preparation and practice. In games where a larger number of abilities are available, like in Ashes of Creation, the necessity for preparation, practice, and a deeper understanding of your class becomes even more critical. This complexity can reward the more dedicated players who invest the time to master their abilities and synergize with their group. This not only enhances the sense of achievement but also ensures that combat remains rewarding and challenging for all levels of play.
I fully support the idea of streamlining abilities through talent choices, allowing for specialization while still maintaining the identity of the class. The challenge will be in ensuring that these choices feel impactful and that the combat remains dynamic and engaging.
From my experience in Guild Wars 2, a game that also emphasizes skill selection and tactical use, having a more streamlined set of abilities can lead to much deeper and more satisfying gameplay. In GW2, each profession has access to a limited number of skills at any given time, but the depth comes from how those abilities interact with each other and with the environment. The simplicity allows for more focus on strategy, positioning, and timing, rather than just juggling an extensive rotation of abilities.
For instance, in PvP, a well-coordinated team using a smaller but more specialized set of abilities can outmaneuver and outplay a larger, less organized group. This not only emphasizes individual player skill but also the importance of team synergy. Applying a similar philosophy to Ashes of Creation, where players have to make meaningful choices about their abilities, could lead to more unique and personalized playstyles, ensuring that each ability press truly counts.
Moreover, there's an additional layer to consider—preparation and practice. In games where a larger number of abilities are available, like in Ashes of Creation, the necessity for preparation, practice, and a deeper understanding of your class becomes even more critical. This complexity can reward the more dedicated players who invest the time to master their abilities and synergize with their group. This not only enhances the sense of achievement but also ensures that combat remains rewarding and challenging for all levels of play.
I fully support the idea of streamlining abilities through talent choices, allowing for specialization while still maintaining the identity of the class. The challenge will be in ensuring that these choices feel impactful and that the combat remains dynamic and engaging.
ReLamas
2
Re: Quantity of Abilities
DerToastinator wrote: »This is not that game. You will have a tool kit of about 30ish skills. You will use most of them depending on the situation. You will have 2-4 skills bars I am sure. If you want to use the letters you want for skills 1 though 10 + - and = buttons. I am sure you can remap them. Gaming keyboards and MMO mice will be helpful. I will be using one for Ashes. I get your in A1 but I dont think this is what most people want.
Well, this has nothing to do with A1. This is all more recent knowledge from the showcases and ideas from other games.
I have a Gaming-Keyboard/pad and i still think its better to have less abilities to give a character identity and combat bloat. Like, you can have some consumables on bars, but realistically... how often do you press Ctrl +0 and then 5 followed by shift+8? its not gonna happen and its a cramp in the hand. also, you have an autoattack that rewards you for pressing it more than once. As far as we have seen, the autoattack gets disrupted by abilities. (look at ranger animations). It makes sense to have longer cooldowns so you can even utillize the weapon properties. There needs to be enough time for you to get that combo off between spells if you are not forced to break your combo by the enemy.
It is already designed to not work with 40 abilities, because then the autoattack would be redundant and i dont think that would be intended.
In so many games i look at my action bar and think to myself: Yea, im not even using half of these.
I have used tool kits with 30+ skills and used not all of them but many. Its a good question. Im getting older. it my 50's now. I do plan to play a Bard and I wonder how well I will be able to weave like I did it EQ1 days. Still, I pulled away from games like BDO that had skills tied to letter keys for combos. I did not enjoy it. I know i sound like a jerk but I would rather the game have everyone forced to buy a MMO mouse if thats the problem.
Re: Quantity of Abilities
This is not that game. You will have a tool kit of about 30ish skills. You will use most of them depending on the situation. You will have 2-4 skills bars I am sure. If you want to use the letters you want for skills 1 though 10 + - and = buttons. I am sure you can remap them. Gaming keyboards and MMO mice will be helpful. I will be using one for Ashes. I get your in A1 but I dont think this is what most people want.
Re: Boneworking
yes, I want to role play a necromancer. I am not in favor of a necro/summoner though. I would rather play a necro/mage or a necro warrior. But they have necro pigeon holed in an augment...... I do not like to complain but I would have loved to see necro as an Archetype instead of an augment.
it might be possible to if you chose cleric as your secondary archetype and going down the death cleric route.
might give you exactly what you are looking for.
Ya, the summoner/cleric is the necromancer. But I really do not want to do summons. I want to be melee/archer necro. But I will take what I can get. I generally do not care for summoner classes however. I do hope you are right, maybe the secondary cleric might offer life steal or something on the fighter/rogue/ranger.
Re: Where is the progress
Why has basically everything including an entire zone been scrapped since A1 ?
Development.
I heard that for Example in the Past - > there were like a 100 Nodes or more planned. But then Sir Steven and/or his mighty Crew decided to shrink it down to like 85 Nodes at Maximum,
so that Players don't right away run into another Node after Two or Three Minutes after leaving their own Node's City Gates.
Plus might be just me -> but i like the "new"/current Worldmap of Verra far more than the One from before.
"Plus",
you must take into Consideration that everything before and even after the "World Remake" of the World of Verra, is just a Placeholder for the later things in the same Places - which are all supposed to work.
And one more Reason above all - > it seems all those Years until the likes of May 2024 or maybe even now,
there was a new Engine/Possibility/Server-Tech being developed - > so that Hundreds* of People shall be able to run around in like the same Node, Place, whatever You call it,
without the Game turning into a horrible Lag-of-Death Frame-Festival and/or without countless People getting disconnected, because the known/older MMO-Engines are just not cutting it with certain, high Player Numbers.
Jepp. The Progress apparently takes it's sweet, sweet time. While i can fully understand how annoying this is, i also would like to get a bit more Information to keep People up to Date.
But Funfact :
i think we will all be far more up to date from the likes of November 7th or 8th and so on.
Damn. I want to see a Node-Siege Presentation sooooooooooooooo bad.
Great points here and thank you for taking the time to reply, I do disagree with a few of them for example, intrepid did not create the engine and now that we are on UE5 things should be relatively easier to get going ( I will admit I don't have much knowledge on this ) also I don't agree that after 5 years everything should be placeholder, I do agree with the meshing tech, it does sound promising but other than reducing costs on servers I don't know how it actually benefits game progression as there are other systems like this already around, intrepid were definitely not the first, but I do think they did a fantastic job on it. Hopefully when A2 launches some of our fears will be put to rest
Chicago
2
Re: Quantity of Abilities
DerToastinator wrote: »I think a Player should realistically only have to use and spec into 12 abilities out of all the abilities he is presented. That’s enough for 2 rotational spells, an AoE, mobility, def CD, dmg amp spell, CC, interrupt, heal and an ultimate (like the bard and warrior had) throw in 2 buffs/utility and you are done.
That’s a fairly good distribution, and if you want to have more of something, you now have a choice to make.
I'm fine with this much.
Given how much MMOs have advanced in their ability to situationally switch what a specific ability does when under a specific condition, 12 is fine if you don't count utility stuff (or don't add any). 15 is nice for Mages/Healers/Support and 'DPS who like having additional different damage abilities with different mana costs'.
This is not that game. You will have a tool kit of about 30ish skills. You will use most of them depending on the situation. You will have 2-4 skills bars I am sure. If you want to use the letters you want for skills 1 though 10 + - and = buttons. I am sure you can remap them. Gaming keyboards and MMO mice will be helpful. I will be using one for Ashes. I get your in A1 but I dont think this is what most people want.
Is this you 'noting that you disagree with the current plan' for 15-20 Actives with 2 hotbars?
Azherae
1
Re: The Verran Army [Semi-RP] [PVX] [Casual to Hardcore] CLOSED
Sounds awesome!
I think that our guilds could benefit each other, will you be playing in the alpha or beta?
I think that our guilds could benefit each other, will you be playing in the alpha or beta?