Drask wrote: » If the devs just try it, they'll fall in love with it. I swear! Best quality of life improvement ever to a UI.
skearnz wrote: » i remember in warhammer age of reckoning classes that did specific things for off-def targets; shamans/high mages were able to attack a target and heal their defensive targets through that spells damage. or other classes that could bestow little buffs to the defensive targets while doing damage with that ability that causes that little buff^^ ....maybe thats how [class here]/bard works:O thought i'd share that:D
Nagash wrote: » skearnz wrote: » i remember in warhammer age of reckoning classes that did specific things for off-def targets; shamans/high mages were able to attack a target and heal their defensive targets through that spells damage. or other classes that could bestow little buffs to the defensive targets while doing damage with that ability that causes that little buff^^ ....maybe thats how [class here]/bard works:O thought i'd share that:D R.I.P age of reckoning PvP
Damokles wrote: » Nagash wrote: » skearnz wrote: » i remember in warhammer age of reckoning classes that did specific things for off-def targets; shamans/high mages were able to attack a target and heal their defensive targets through that spells damage. or other classes that could bestow little buffs to the defensive targets while doing damage with that ability that causes that little buff^^ ....maybe thats how [class here]/bard works:O thought i'd share that:D R.I.P age of reckoning PvP There is a Warhammer private server, which is really popular right now!
Nagash wrote: » Damokles wrote: » Nagash wrote: » skearnz wrote: » i remember in warhammer age of reckoning classes that did specific things for off-def targets; shamans/high mages were able to attack a target and heal their defensive targets through that spells damage. or other classes that could bestow little buffs to the defensive targets while doing damage with that ability that causes that little buff^^ ....maybe thats how [class here]/bard works:O thought i'd share that:D R.I.P age of reckoning PvP There is a Warhammer private server, which is really popular right now! I know I'm on it ^^ still its just a shame we will not get another Warhammer MMO
Wandering Mist wrote: » Drask wrote: » If the devs just try it, they'll fall in love with it. I swear! Best quality of life improvement ever to a UI. I wouldn't say that. Most top end healers I know use mouseover macros so they never actually need to target their allies. As long as we have that functionality (which is far more useful in my opinion) we shouldn't need to have separate offensive and defensive targets.
Damokles wrote: » Nagash wrote: » Damokles wrote: » Nagash wrote: » skearnz wrote: » i remember in warhammer age of reckoning classes that did specific things for off-def targets; shamans/high mages were able to attack a target and heal their defensive targets through that spells damage. or other classes that could bestow little buffs to the defensive targets while doing damage with that ability that causes that little buff^^ ....maybe thats how [class here]/bard works:O thought i'd share that:D R.I.P age of reckoning PvP There is a Warhammer private server, which is really popular right now! I know I'm on it ^^ still its just a shame we will not get another Warhammer MMO I am waiting for the warhammer mod for Mount and Blade Bannerlords (same goes for a lotr mod)
MMOJunkie wrote: » Wandering Mist wrote: » Drask wrote: » If the devs just try it, they'll fall in love with it. I swear! Best quality of life improvement ever to a UI. I wouldn't say that. Most top end healers I know use mouseover macros so they never actually need to target their allies. As long as we have that functionality (which is far more useful in my opinion) we shouldn't need to have separate offensive and defensive targets. But you're missing his main point, which is not that it is needed, but that it's an innovation that adds a whole new dimension to what is otherwise a really tired old healing paradigm. Rather than your standard old mouseover macro healing, this idea allows a different kind of healing. Not just a lifetap or life leech, either, but rather a way to identify FROM whom the health comes and TO whom the health goes. I think it's a cool idea. I don't have any illusions that it will be added, but I think it's a cool idea.
Drask wrote: » MMOJunkie wrote: » Wandering Mist wrote: » Drask wrote: » If the devs just try it, they'll fall in love with it. I swear! Best quality of life improvement ever to a UI. I wouldn't say that. Most top end healers I know use mouseover macros so they never actually need to target their allies. As long as we have that functionality (which is far more useful in my opinion) we shouldn't need to have separate offensive and defensive targets. But you're missing his main point, which is not that it is needed, but that it's an innovation that adds a whole new dimension to what is otherwise a really tired old healing paradigm. Rather than your standard old mouseover macro healing, this idea allows a different kind of healing. Not just a lifetap or life leech, either, but rather a way to identify FROM whom the health comes and TO whom the health goes. I think it's a cool idea. I don't have any illusions that it will be added, but I think it's a cool idea. It seems like these systems have been pushed aside for simpler control schemes that cater to console gamers over the past decade or so. For instance, how many hotbars have over 10 abilities now? Or, even the ability to create macros these days. I recall having 4-6 different hotbars in some of the older MMO's. And, though some of the abilities were very situational. They all served a purpose. Few things annoy me more than having to choose between two abilities that I unlocked leveling up, because they only allow you a certain amount of abilities to be "active". It seems that dual targeting may have gone the same way. Decisions that were more than likely made by EA executives(for example) than the collective gaming community.
Leiloni wrote: » As a longtime healer please do not do this. Traditional targeting is much easier and preferable.
Damokles wrote: » It would be better, if they made this optional. A tank could use this or a dps with a cleric off spec, but a healer would preferr the normal targeting i would think.
Drask wrote: » I gotta disagree. Forcing you into a specific ability spec show horns you into a very specific role. It doesn't allow you to adapt on the fly. The best example of this that I can think of is Archeage. You'd have to have multiple loadouts for each situation. The crappy thing was, you couldn't change them on the fly. So if you're doing some PvE and someone tries to jump you (PvP). You'd be at a distinct disadvantage based on what you had specced before going out to a said area. Also, it ended up being a gold dump, as there was also an associated cost with each respec. As for the nuking argument that you made. That is, and has been corrected by having ability cooldowns. Also, associated mana/stamina costs. Also, gear can play a role in the more classic games as well. Where your gear either had, say a healing focus, vs a dps focus. I'm not against making choices by any means. Vanguard being a good example. If you played a cleric, you had to decide what domain you were going to use. This altered each cleric quite a bit. And, the choice was irreversible. Same goes for the shaman. You could either be a bird, bear or wolf shaman. They broke down into caster/tank/dps. They were still healers, but they were quite a bit different.
Drask wrote: » Leiloni wrote: » As a longtime healer please do not do this. Traditional targeting is much easier and preferable. Damokles wrote: » It would be better, if they made this optional. A tank could use this or a dps with a cleric off spec, but a healer would preferr the normal targeting i would think. I don't see how this takes anything away or makes thing harder. I've used both systems. The dual target system simply allows you to do more and allows different forms of gameplay. You can still hotkey each group member, or simply mouse to them. Benefits being, that when you don't need to heal, you can also pop debuffs or attack enemies. It also improves your situational awareness. Especially, when you can see who the enemy target is targeting. Or, cast to the "target of your target". It was particularly handy as a druid, where i would put a 2 second invuln on the tank, or myself if I got too much hate.
Wandering Mist wrote: » Drask wrote: » I gotta disagree. Forcing you into a specific ability spec show horns you into a very specific role. It doesn't allow you to adapt on the fly. The best example of this that I can think of is Archeage. You'd have to have multiple loadouts for each situation. The crappy thing was, you couldn't change them on the fly. So if you're doing some PvE and someone tries to jump you (PvP). You'd be at a distinct disadvantage based on what you had specced before going out to a said area. Also, it ended up being a gold dump, as there was also an associated cost with each respec. As for the nuking argument that you made. That is, and has been corrected by having ability cooldowns. Also, associated mana/stamina costs. Also, gear can play a role in the more classic games as well. Where your gear either had, say a healing focus, vs a dps focus. I'm not against making choices by any means. Vanguard being a good example. If you played a cleric, you had to decide what domain you were going to use. This altered each cleric quite a bit. And, the choice was irreversible. Same goes for the shaman. You could either be a bird, bear or wolf shaman. They broke down into caster/tank/dps. They were still healers, but they were quite a bit different. 1. Being Shoe-horned into a specific role as you put it is necessary for proper game balance. Yes being flexible is good but too many options makes balance impossible, which doesn't help anyone.Archeage being an example, there are really only a few viable classes when it comes to PvP. So, this doesn't necessarily make things balanced. Balance itself, is obviously, a tricky thing to get right. Personally, I didn't find stun locking things to death all that fun. But, to each their own. 2. Your PvP and PvE scenario illustrates my point perfectly. When you go out into the world you will have to decide whether you want to spec more for PvE or PvP. Speccing more for PvE will allow you to take on more challenging PvE content (and therefore better rewards) but leave you open to those who spec more into PvP. This is a good thing because it ties into the risk-reward that is crucial for this type of PvX gameplay.This can also be done via gear. I'm not sure that respeccing for each encounter makes for the greatest gaming experience though. But, this is just my opinion. 3. If everyone could do everything equally then literally everyone would run the same spec and the meta would be stagnant.Don't get me wrong. I like a large variety of classes and different abilities. And, straight dps casters should vary from those with utility. Same goes with burst vs sustained dps. Again, balancing straight dps vs the utility is not something that is easily balanced. Melee/ranged or any other similar comparison is the same. Each should have their benefits and drawbacks. 4. Gold sinks are a necessary part of an mmorpg. Without them the economy suffers from hyper-inflation and the in-game currency becomes worthless. Like it or not they will be a part of this game.I'm not disagreeing with gold sinks in general. Just for a respec to make you PvP viable in an instant, multiple times a day is a bit of a drag. Especially, if you're low on cash. 5. The Doom argument was just an easy off the top example of how restrictions can improve gameplay. 6. Your Vanguard example literally proves my point. What exactly is your argument again?I mean, we're literally scratching the surface on this very complex issue. But, it's not specific class choices that I'm referring to. Rather, the loadout choices that populate your hotbar. Just because two people have the same ability loadout; or are the same class doesn't mean that they will put out the same dps for instance. So, why not even the playing field from the "get-go"? It often depends on when, and in what order they activate said abilities. Hopefully, this is clarifying my meaning.