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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Dual Target System
Indure
Member
It may be too late in the development to implement something like this, but I hope the devs consider implementing the dual target systems seen in Warhammer Online.
For anyone not familiar with the system, unlike most tab-target games that have a single target and all spells/abilities lock onto them, Warhammer had an offensive target and defensive target. This allowed all offensive abilities to attack the primary target, while any defensive spells (buff/heals/etc) to apply to your defensive target. In general it helped with healers and support classes being able to maintain targeting on enemies, but its true value was that it allowed spells to split between both. For example a spell like "Blinding Heal" could heal my defensive target as well as blind my offensive target. A spell like "Enraging Taunt" would taunt my offensive target and cast a damage buff on my defensive target. If no defensive target is selected the abilities go to myself.
This type of system is invaluable for hybrid classes that are trying to mix DPS and support because it allows them to do both simultaneously. Although I haven't seen Ashes' classes, max level and in action I feel like the foundation of the system is entirely built to create hybrid classes, which historically struggled in games balanced around a trinity. I worry that the best tank will be tank/tank, or healer cleric/cleric and I think a dual targeting system can be helpful in bridging the gap for hybrids, because it allows them to focus on their core role, while outputting support (or damage) as a byproduct. It also leaves room for more skilled decision making on when to cast certain abilities and who to target with them.
For anyone not familiar with the system, unlike most tab-target games that have a single target and all spells/abilities lock onto them, Warhammer had an offensive target and defensive target. This allowed all offensive abilities to attack the primary target, while any defensive spells (buff/heals/etc) to apply to your defensive target. In general it helped with healers and support classes being able to maintain targeting on enemies, but its true value was that it allowed spells to split between both. For example a spell like "Blinding Heal" could heal my defensive target as well as blind my offensive target. A spell like "Enraging Taunt" would taunt my offensive target and cast a damage buff on my defensive target. If no defensive target is selected the abilities go to myself.
This type of system is invaluable for hybrid classes that are trying to mix DPS and support because it allows them to do both simultaneously. Although I haven't seen Ashes' classes, max level and in action I feel like the foundation of the system is entirely built to create hybrid classes, which historically struggled in games balanced around a trinity. I worry that the best tank will be tank/tank, or healer cleric/cleric and I think a dual targeting system can be helpful in bridging the gap for hybrids, because it allows them to focus on their core role, while outputting support (or damage) as a byproduct. It also leaves room for more skilled decision making on when to cast certain abilities and who to target with them.
0
Comments
"just need to heal the guy then attack with blind spell" Super annoying to have to re target my offensive target just be course i want to heal someone.
Standard MMO design features already exist to provide something similar to the functionality you are suggesting in a way that is much more intuitive.
Yes, but in a specific way. Ashes already has spells that do two things, I.E. the cleric spell that pulses heals and damage in an area. The problem with handling multi-use spells with AOEs is they are usually heavily diluted in strength to balance their ability to hit infinite targets (or they are target capped which make them unreliable), and they focus to heavily on positioning, which can lead to problematic gameplay like the "pirate ship meta" that exists in GW2.