Neurath wrote: » I believe skill rotations are undesirable. After playing BDO - I used one skill rotation for Shai, two skill rotation for Witch and 4 skill rotation for Guardian, I came to the conclusion that skill rotations are bad game design.
vmangman wrote: » Neurath wrote: » I believe skill rotations are undesirable. After playing BDO - I used one skill rotation for Shai, two skill rotation for Witch and 4 skill rotation for Guardian, I came to the conclusion that skill rotations are bad game design. I'd be very curious to hear how you think you could design a game to not have skill rotations in PvE.
Noaani wrote: » vmangman wrote: » Neurath wrote: » I believe skill rotations are undesirable. After playing BDO - I used one skill rotation for Shai, two skill rotation for Witch and 4 skill rotation for Guardian, I came to the conclusion that skill rotations are bad game design. I'd be very curious to hear how you think you could design a game to not have skill rotations in PvE. EQ2 doesn't have rotations. A good chunk of Ashes senior developers worked on EQ2. Rotations are the lazy developers path for class design, and only players that have either never played a game without rotations or that want the game to be mindlessly boring to play would want rotations to exist.
Cold 0ne FTB wrote: » Noaani wrote: » vmangman wrote: » Neurath wrote: » I believe skill rotations are undesirable. After playing BDO - I used one skill rotation for Shai, two skill rotation for Witch and 4 skill rotation for Guardian, I came to the conclusion that skill rotations are bad game design. I'd be very curious to hear how you think you could design a game to not have skill rotations in PvE. EQ2 doesn't have rotations. A good chunk of Ashes senior developers worked on EQ2. Rotations are the lazy developers path for class design, and only players that have either never played a game without rotations or that want the game to be mindlessly boring to play would want rotations to exist. Rotations aren't necessarily mindless. The trick is including random procs or add in factors that create decision points at certain key points. Like having abilities that do extra damage in conjugation with each other or having . But I do agree static rotations do get boring and are somewhat lazy.
Voidwalkers wrote: » Can you guys describe how did boss fights / long PvE fights work in EQ2?
Noaani wrote: » Cold 0ne FTB wrote: » Something I think ashes should consider is implementing a system of dynamic rotations. Dynamic rotations are rotations that change and are different everytime. A really good example is a magsorc from eso. Magsorcs have an ability that has a 20% chance of getting enhanced everytime you cast another ability. This enhanced version is significantly better than the non enhanced and essentially you want to cast this ability enhanced as much as you can and ideally never cast unenhanced. This is the basics of how a spell priority system breaks away from being a spell rotation system, except a good system will have up to a half dozen such things going on, rather than just one. An example of this is the oft referenced (by me, at least) EQ2. As a wizard, I had a few major spells, a few abilities to maximize damage from spells, and a few short duration buffs from other classes to even further maximize spells. Of my two major spells, one had a standard 45 second cooldown (able to be reduced to 22.5 seconds) and the other had a 180 second recast timer (able to be reduced to 90). The short cooldown ability was single target, the longer one was an AoE of sorts that fired in a cone shape, but only had a 5 meter range from the caster, and could only hit 3 targets max - but it did a lot of damage to all targets. To play the class well, you had to try to always use the abilities to enhance spells with these two specific spells, but you also needed to try and have both (ideally) ready to cast when you were about to get that short duration buff from a raid member. But, in order to not be shit, you still had to use these abilities all the time - it wasn't worth holding off on casting one of these abilities for more than 10 -12 seconds. On top of that, there were various buffs and item procs that would make spells have halve the cooldown. Between these two factors and the dozen or so other abilities the class had, it meant you were never able to plan more than 2 or 3 spells ahead, and you had to make decisions about spell priorities and character positioning essentially on the fly. Basically, a good spell priority system is ESO's Magsorc on steroids.
Cold 0ne FTB wrote: » Something I think ashes should consider is implementing a system of dynamic rotations. Dynamic rotations are rotations that change and are different everytime. A really good example is a magsorc from eso. Magsorcs have an ability that has a 20% chance of getting enhanced everytime you cast another ability. This enhanced version is significantly better than the non enhanced and essentially you want to cast this ability enhanced as much as you can and ideally never cast unenhanced.