Dreoh wrote: » I'm fine with some spells requiring stationary casting, both GW2 and Wildstar had some stationary spells to balance their power. I'd prefer if that was the exception to the rule, but I guess we'll have to wait and see.
Valento92 wrote: » It feels so satisfying to cast while walking for the not-so-powerful skills. Before anyone gets personally mad at me I know that it depends on how combat design is built, it's just a personal preference as it gives me the full feeling of freedom of movement and being constantly stationary to fire every spell is not fun. In FFXIV I picked Summoner as my main because it has a hell of a dynamic rotation and the job lets me freely move around for the most part. I like that. I don't feel awfully glued to the ground, despite having some stationary spells. I just can't well explain it, it feels much smoother... In New World you won't be able to jump in place for example, the character feels glued to the ground, it's so horrible the feeling of being motionless.
Dreoh wrote: » I've been an avid MMO player since the launch of Vanilla WoW and have played many different titles, eventually ending up with GW2 and Wildstar (RIP) as my favourites because of their world and combat systems. I've been looking around to see if there's any mechanics that were taken from these games but to no avail. It's a little disappointing and discomforting personally because after playing the fluidity of GW2's hybrid tab-target/action and constantly moving combat I have a hard time playing MMO's where you spend most of the time stationary and just racking up damage/heals with the occasional "move out of the fire" gameplay. From what I've seen from AoC gameplay, it looks like casting is stationary and there's going to be little movement and that's very disappointing to me if that's the case, but I might be willing to endure it for the sake of all the other world mechanics I've seen so far. That being said, I understand I have a bit of a bias that might be showing here. Anyways, to sum up my long preamble and get to my question, have the developers talked about any mechanics they've liked from GW2, combat or otherwise? It seems Steven has a preference for classic Tab-targeting games and I haven't really seen him mention any of the "relatively newer" MMO's other than BDO a few times. Edit: I guess I should add that I know there's going to be some action-combat abilities in AoC, but I'm wondering how they will play out, and how limited they are if at all?
HowlingWolf80 wrote: » I hope not. Tried Guild Wars 2 recently and the combat is fucking awful. Slow clunky movement like trying to turn a shopping cart with 3 wheels. Much rather classes or builds can be set up like WoW for those players. Other builds less spells more action combat and can even play with controller like ESO combat full action.
Yuyukoyay wrote: » You might be happy with the fact that Ashes is going to have both tab and action gameplay. You can have as much of either that you want. =3 Though if you can't stand WoW, but like GW2 then traditional MMO's just might not be the kind of game you like. I heard Fracture is kinda like GW2 in ways.
Xenotor wrote: » You cant do 100% action combat. From what i heard its limited to 75% So people can have 75% of their skills Action and 25% tab target or 75% tab target and 25% Action combat. Off course you can match in between like 50/50 or 60/40 but never more then 75% of one.
Xenotor wrote: » I do agree with the WoW part. Ashes is going to follow the Holy trinity system. So every group will have at least 1 Tank and 1 Healer if they want to do group content. If you cant deal with that, then AoC might not be for you.
Triple wrote: » I think having the ability to cast while moving for skills is critical in large scale PvP which is exactly what node sieges will be. The reason is simply that there will be so much damage coming from multiple sources that you as a player will want to use those abilities is those situations. I really hope the combat does have a fair amount of mobile casting like GW2, It really does make Pvp more fun. For PVE though, doesn't really matter its just about the healer saving you through most of the damage.
Leiloni wrote: » Triple wrote: » I think having the ability to cast while moving for skills is critical in large scale PvP which is exactly what node sieges will be. The reason is simply that there will be so much damage coming from multiple sources that you as a player will want to use those abilities is those situations. I really hope the combat does have a fair amount of mobile casting like GW2, It really does make Pvp more fun. For PVE though, doesn't really matter its just about the healer saving you through most of the damage. I think your definition of more fun is vastly different from mine. I think GW2's combat and in particular it's overly mobile nature made mass scale combat completely terrible and messy. Also it just trivializes so many decisions and strategies when you can just cast and run all the time.
Leiloni wrote: » I think your definition of more fun is vastly different from mine. I think GW2's combat and in particular it's overly mobile nature made mass scale combat completely terrible and messy. Also it just trivializes so many decisions and strategies when you can just cast and run all the time.