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Too many spells are ok

One thing that drives me up the wall in some games is the removal of abilities and spells. The excuse/reason is bloat. I personally do not care if there are useless spells in my bag. I would rather have developers add spells that make old ones moot than to take spells away from me. Part of it is immersion I think...why would I forget abilities????

This was a mistake WOW had made way too often in it's life time. Removing abilities and spells from a class means changing the class entirely. Please do not make this same mistake. If the devs add a a fireball which is now preferred over a fire cone and sim wise the fireball does more damage this is no reason to remove the fire cone spell. Flavor....choice. The best thing would be is to tweak the fire cone to be a bit better and not to remove it entirely. I think most players would rather have many spells to choose from over loss of spells entirely. What do you forum goers think?

Comments

  • I think you are going to get 8-10 active abilities with a pool of around 30-40 to spec into to change out loads depending on your planned activity. They have said you won't be able to do it "on-the-fly" but will have to think about what your are planning on achieving during that "session" The WoW 40 ability UI clutter is not going to be a thing they have stated at least twice, might be one or two more times that I am forgetting.
  • @unknownsystemerror is correct in that you will have a smaller number of active abilities/spells and a larger pool to draw from.  Some of those abilities will be able to be augmented based on your secondary class adding a ton of variety and specialization to a load out you build.  They want you to have a shift set of strengths and weaknesses.  Maybe you built very fire heavy augments in one load out because you thought you would be fighting cold climate monsters but stumble across something with fire resistance.  It will change how you interact with the world from session to session.
  • From  what I know you can have many spells to choose from so you can like 30 skills but be master of none or have like 10 and be master of all them. so to come back to your point I don't feel they will remove spells but add them in the choice menu but follow the same format since you will pick the type of class you wan't to run either one more mobile or more stationary more action or more tab its up to you so no need to worry about skills getting more chance of them being nerfed
  • Most games stay with a certain limit of skills for the sake of balancing, honestly I want as many spells as I can get my hands on.
  • I looked a smaller pool to pull from just so that know-it-all random person in game doesn't come and tell me how fireball is the best and I'm horrible for enjoying firelance.
  • You don't want the option for fire lance because it might not be as good as fire ball at some point during the games life and someone might inform you of that fact. Even if i you might enjoy fire lance more then fireball, you would rather the devs force you to have fire ball so you can't make the "wrong" choice. 

    That's kind of sad.
  • Yes, if there are 13 spells that do very close to the same thing and I have to sim and research and put mind numbing time into finding out fireball is .3 dps better than firelance because my haste is less than 20%. Aaaand when I hit 30%crit I should go to fireblast... Just no. The elitist jerk that points it out really is just the icing on top. 
  • If all the spells are significantly different then add as many as possible. For example fire lance has a shorter range but shorter cool down, Fireblast has a AOE component but less single target damage, fireball has a dot to it and greatest range. 
  • So because there might be someone who informs you that your choice isn't optimal, you want to deny the people who enjoy sinking time into theorycrafting that pleasure. It's kind of a petty reason to remove player's option to choose their abilities and differentiate there character with those choices.

    If you don't care about the theorycrafting, why care if you are told you made the a less optimal choice? 
  • Because it's horribly tedious and time consuming and still ends up with cookie cutter metas because a massive spell pool is harder to balance. I already have a full time job, three active kids, and a marriage that deserves time and effort. I'm looking for a game to enjoy, not a timesink. So a bunch of viable, versatile spells is great, but for me a repetitive and redundant spell book is not.
  • Too many spells is not okay. Too many is too many. However, an okay number of spells is okay.
  • Like has already been posted, the WoW 40 spell button UI clutter will not be a thing here...  You will likely have talent trees that allow you to customize current abilities, such as increasing damage, adding a DoT effect, adding a stun chance, adding a snare chance, etc.
    As far as not wanting a game that is a timesink... well I actually hope we get the opposite... I thoroughly enjoy games that require a time commitment.  The fact that a person has to dedicate time to building their character, acquiring gear, exploring dungeons and raids, and maximizing their potential is what builds such strong connections to a game. 
    If you can zero-to-max level your character and gear out your character and complete end game content within a very short time of starting the game, you lose the relationships built and the feelings developed towards the game... because a great game isn't about the end, its about the journey.  The world, quests, story, and time spent in the game should mean something...  ironically it is much like relationships, a quick fling may be fun and exciting, but it's likely over as fast as it started leaving you with no connection built and just looking for the next quick fling.
  • I'm with you.  I played the hunter class in WoW and really enjoyed the original class.  I tried to go back and play the game but they dumbed it down way too much.  I liked having the option to use certain less used skills when the situation called for them.  More skills on the ui helped separate the good players from the bad players.  And in PvP it helped break up rotations so people weren't always just spamming the same buttons.  With the way they want it, people might get bored spamming the same stuff over and over.  If the UI allowed 2 bars of buttons with one bar being for utility/defensive abilities and the other for damage/healing that would be sufficient.
  • Sulrak said:
    Like has already been posted, the WoW 40 spell button UI clutter will not be a thing here...  You will likely have talent trees that allow you to customize current abilities, such as increasing damage, adding a DoT effect, adding a stun chance, adding a snare chance, etc.
    As far as not wanting a game that is a timesink... well I actually hope we get the opposite... I thoroughly enjoy games that require a time commitment.  The fact that a person has to dedicate time to building their character, acquiring gear, exploring dungeons and raids, and maximizing their potential is what builds such strong connections to a game. 
    If you can zero-to-max level your character and gear out your character and complete end game content within a very short time of starting the game, you lose the relationships built and the feelings developed towards the game... because a great game isn't about the end, its about the journey.  The world, quests, story, and time spent in the game should mean something...  ironically it is much like relationships, a quick fling may be fun and exciting, but it's likely over as fast as it started leaving you with no connection built and just looking for the next quick fling.
    I should have worded it better. I want an in game timesink, not an out of game timesink.

    I want to invest time in my character, not researching my character.
  • ArchivedUserArchivedUser Guest
    edited November 2018
    Althor said:
    Sulrak said:
    Like has already been posted, the WoW 40 spell button UI clutter will not be a thing here...  You will likely have talent trees that allow you to customize current abilities, such as increasing damage, adding a DoT effect, adding a stun chance, adding a snare chance, etc.
    As far as not wanting a game that is a timesink... well I actually hope we get the opposite... I thoroughly enjoy games that require a time commitment.  The fact that a person has to dedicate time to building their character, acquiring gear, exploring dungeons and raids, and maximizing their potential is what builds such strong connections to a game. 
    If you can zero-to-max level your character and gear out your character and complete end game content within a very short time of starting the game, you lose the relationships built and the feelings developed towards the game... because a great game isn't about the end, its about the journey.  The world, quests, story, and time spent in the game should mean something...  ironically it is much like relationships, a quick fling may be fun and exciting, but it's likely over as fast as it started leaving you with no connection built and just looking for the next quick fling.
    I should have worded it better. I want an in game timesink, not an out of game timesink.

    I want to invest time in my character, not researching my character.
    If you want to be a hardcore gamer then you will wind up needing a wide friendbase or have fun reading forums and wiki pages. This counts for every game in existence. If you do not care about being the best as quickly as possible, then just like every other game you don't need to care what others think of your build and just have fun.
  • Althor said:
    Sulrak said:
    Like has already been posted, the WoW 40 spell button UI clutter will not be a thing here...  You will likely have talent trees that allow you to customize current abilities, such as increasing damage, adding a DoT effect, adding a stun chance, adding a snare chance, etc.
    As far as not wanting a game that is a timesink... well I actually hope we get the opposite... I thoroughly enjoy games that require a time commitment.  The fact that a person has to dedicate time to building their character, acquiring gear, exploring dungeons and raids, and maximizing their potential is what builds such strong connections to a game. 
    If you can zero-to-max level your character and gear out your character and complete end game content within a very short time of starting the game, you lose the relationships built and the feelings developed towards the game... because a great game isn't about the end, its about the journey.  The world, quests, story, and time spent in the game should mean something...  ironically it is much like relationships, a quick fling may be fun and exciting, but it's likely over as fast as it started leaving you with no connection built and just looking for the next quick fling.
    I should have worded it better. I want an in game timesink, not an out of game timesink.

    I want to invest time in my character, not researching my character.
    That makes sense! I enjoy investing time in my characters as well, not necessarily researching them.  But, at times I find it enjoyable, at least to see if I can improve my gameplay over what I currently do. :)
  • Sulrak said:
    Althor said:
    Sulrak said:
    Like has already been posted, the WoW 40 spell button UI clutter will not be a thing here...  You will likely have talent trees that allow you to customize current abilities, such as increasing damage, adding a DoT effect, adding a stun chance, adding a snare chance, etc.
    As far as not wanting a game that is a timesink... well I actually hope we get the opposite... I thoroughly enjoy games that require a time commitment.  The fact that a person has to dedicate time to building their character, acquiring gear, exploring dungeons and raids, and maximizing their potential is what builds such strong connections to a game. 
    If you can zero-to-max level your character and gear out your character and complete end game content within a very short time of starting the game, you lose the relationships built and the feelings developed towards the game... because a great game isn't about the end, its about the journey.  The world, quests, story, and time spent in the game should mean something...  ironically it is much like relationships, a quick fling may be fun and exciting, but it's likely over as fast as it started leaving you with no connection built and just looking for the next quick fling.
    I should have worded it better. I want an in game timesink, not an out of game timesink.

    I want to invest time in my character, not researching my character.
    That makes sense! I enjoy investing time in my characters as well, not necessarily researching them.  But, at times I find it enjoyable, at least to see if I can improve my gameplay over what I currently do. :)
    I can completely agree with that. I want customization, I just think there is a point where it becomes a negative.
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