Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » To be able to choose which skills I use based on the circumstances I'm faced with. For sure. But if we only have 4, it isn't that much of a choice. Give us 15 and all of a sudden tht choice that you and I both want is both more in depth, more interesting and more meaningful. Wandering Mist wrote: » Even if you have 10 skills in your rotation, after doing your opener hundreds of times and your rotation thousands of times you stop thinking about it anyway. See the above three posts. If this is possible, the combat system is a failure. My point is that just because you have fewer buttons to press doesn't mean your combat system lacks depth. I'd rather have a skill that can be used 5 different ways than 5 separate skills that can only be used 1 way. If a class is complete I see no need in adding more abilities just for the sake of it. Getting stuck up on "oh I want at least 15 buttons to press" doesn't help anyone and will just cause problems further down the line.
noaani wrote: » Wandering Mist wrote: » To be able to choose which skills I use based on the circumstances I'm faced with. For sure. But if we only have 4, it isn't that much of a choice. Give us 15 and all of a sudden tht choice that you and I both want is both more in depth, more interesting and more meaningful. Wandering Mist wrote: » Even if you have 10 skills in your rotation, after doing your opener hundreds of times and your rotation thousands of times you stop thinking about it anyway. See the above three posts. If this is possible, the combat system is a failure.
Wandering Mist wrote: » To be able to choose which skills I use based on the circumstances I'm faced with.
Wandering Mist wrote: » Even if you have 10 skills in your rotation, after doing your opener hundreds of times and your rotation thousands of times you stop thinking about it anyway.
Dygz wrote: » Haha. noaani hates WoW.
Dygz wrote: » I've got my popcorn.
Wandering Mist wrote: » Dygz wrote: » Haha. noaani hates WoW. As do I but you can't deny they know what they are doing when it comes to class design. That said the principles I laid out in my previous post can be found in most mmorpgs.
Wandering Mist wrote: » Dygz wrote: » I've got my popcorn. Awww I thought you were always looking for a new excuse to argue with @noaani.
Damokles wrote: » @noaani Interesting combat? What do you count as "interesting combat"? Wildstar had "interesting combat", but never took off. Tera has "interesting combat". They ALSO had rotations. If a game needs to have skills to be impossible to put into a rotation, then give us an example... My perfect amount of skills would be a 5-6 button rotation during standard pve combat, with 5-8 situational skills, to fill in or replace other skills. Edit: Remember please that there is a pvp scene, where they will have to LEARN ALL SKILLS FROM OTHER CLASSES (at least the base spells). That is pretty much impossible, if every class has more then 13 standard spells...
Dygz wrote: » There will be a bunch of abilities - the question is how many will we be able to access during combat.
Dygz wrote: » There will be a lot of abilities to choose from, regardless. This discussion is really about how many abilities will be available on a hotbar and how many hotbars will be available during combat - that's what will be limiting access during combat to some degree. Although, again... we should also be factoring in augments and how many abilities will be available on weapons and weapon swapping during combat.
noaani wrote: » If that is the case, they are a whole lot less interesting. Rather than adding a range of new options, they merely alter the parameters of existing options. Would like to see some primary source info on this though.
Wandering Mist wrote: » . GW2 has some mechanics like this. The first skill of every weapon is the auto attack, usually a set of 2-3 comboed attacks that activate automatically. That in itself is quite boring until they are combined with other abilities. My Mesmer has a state called mirage cloak which can be activated by either dodging or using certain abilities. When I'm in mirage cloak it changes my auto attack into a charge that interrupts the target. This immediately opens up a lot more gameplay options for me as I get to choose when I activate the mirage cloak depending on the circumstances.
noaani wrote: » Wandering Mist wrote: » . GW2 has some mechanics like this. The first skill of every weapon is the auto attack, usually a set of 2-3 comboed attacks that activate automatically. That in itself is quite boring until they are combined with other abilities. My Mesmer has a state called mirage cloak which can be activated by either dodging or using certain abilities. When I'm in mirage cloak it changes my auto attack into a charge that interrupts the target. This immediately opens up a lot more gameplay options for me as I get to choose when I activate the mirage cloak depending on the circumstances. In my opinion, if you have an auto attack ability, a mirage cloak and a charge that interrupts all as three separate and individual abilities, you have the same basic class as this, with less opportunities to confuse a new player, and more options for an experienced player. The reason I stopped playing GW2 is because the whole thing felt to me like they made the UI and control scheme first, and then tried to fit in classes and mechanics around that.