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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
How many spells do you want?
Wandering Mist
Member, Founder, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
Simple question. How many spells or abilities do you want access to at a time? Would you prefer it to be like the original Guildwars where you could only have 8 abilities on your bar at a time, or as it is in WoW or FFXIV where some classes have up to 30 abilities they can use in combat?
For me personally, I prefer to have fewer buttons to press since I don't like using a lot of modifier keys when I'm playing. I also prefer to be able to use my abilities in multiple different ways rather than having a separate spell for each occasion. For example, instead of having a separate spell for healing and dealing damage, I like having an ability that, depending on the target, would either heal or deal damage.
For me personally, I prefer to have fewer buttons to press since I don't like using a lot of modifier keys when I'm playing. I also prefer to be able to use my abilities in multiple different ways rather than having a separate spell for each occasion. For example, instead of having a separate spell for healing and dealing damage, I like having an ability that, depending on the target, would either heal or deal damage.
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Having 8/10 skills only like gw1/2 makes me feel like playing a arcade game where everything is pre-set. Also i feel having less skills pushes people into meta builds more. But this is probally because i come from MMOs that have alot of skills on bar (60+)
Like in D&D, where a mage has to write down all his spells he knows and then choose, which he actually can use^^
@shkevi You have a good point about meta-building. it was notorious in GW1 especially in the PvP scene. Teamcomps were designed in such a way that most of the abilities on your bar were mandatory and unchangable. The flip-side of this is that limiting players in such a way encourages more teamwork since a single person cannot do everything. If I take lots of damaging abilities I have to rely on my teammates to provide the CC for me to deal the damage. One of the things I loved about GW1 was that not only did I have to think about my own abilities, but the abilities my teammates were bringing, so that we had a balanced teamcomp. It provided an extra dimension of play that you don't really get in other mmorpgs.
While I really liked the multi-hotbar design in ffxiv I don't like being able to have every single skill active on hotbars.
I think that the spells should only be swappable in nodes. Or maybe you could swap between two specs on the fly (with a interruptable casttime) and choose the spells in each of those two inside the node.
Coming from a pen and paper RPG background I can't stand games with only 5-6 abilities on the bar; it feels less RPG and more hack and slash.
Runes of Magic was a pioneer in complexity, as was Guild Wars 1.
What I would like to see is a very large pool of skills and augments to choose from to put on your combat bar, so to give us a good deal of build diversity.
Didn't they also say it would be something like this. You have more than you can equip. But i might remember wrong
I also think we should have a large number of abilities but shouldn't be able to put all of them on a hotbar. Make us pick and choose which abilities we want. That way we can create the character that plays the way we want them to.
Endgame, a class could have 30 to 40 skills/powers, but can 'equip' like, 12.. I'd be down with that.
After all, there are a set number of good Keys, easy to reach.
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Somewhere around 40? 12 mouse, 12 mouse with
button modifier, Q E R, 1-6, 1-6 with button modifier.
Jokes aside I'm used to playing with somewhere between 30-45 active keybinds/macros depending on what class I play and that feels good. The problem is making the abilities appropriate. Not everything should be used all the time and the fact a lot of games have moved away from situational abilities has been disappointing. I understand it appeals to a broader audience and in the end makes more money but it's led to the dumbing down of most online games and eliminating skill based play in favor of who got the first attack off because everyone plays using the exact same 4 skills.
24 spells/abilities
q, e, r, f, v, c, x, 1, 2, 3, 4, 5, shift-q, shift-e, shift-r, shift-f, shift-v, shift-c, shift-x, shift-1, shift-2, shift-3, shift-4, shift-5
These hotkeys are what i always use in all of my mmorpgs.
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Some of these should be situational- ensnare, free from ensnare, fear, etc.
Some should be consumables.
Your most important spells should be amplified by good effect management.
Frostbolt does 20% more damage to entangled targets.
Fireball triggers burning. Conflagration critically hits against burning targets. Etc.
Virtue is the only good.
As for active/usable spells, I do think 30 at a time is a little bit too much since it's difficult to keybind them all. But at the same time I think 10 is too little. So maybe 20 ish?