Cypher wrote: » Mowaby wrote: » I think it is hard to tell if an ability locks the user in place based on the preview videos. Spells like fireball should be a casted spell. I think you should be able to cancel the cast when you move though. There are more spells like the lightning spell looked instant and might be something that you can do on the move. I’d agree with you except you can watch the skills in action (pun intended) during the video on Intrepid’s YouTube channel, where from Steven’s perspective the devs fought a boss. Basic attacks seem to be about the only thing you can do while not locked in place. Perhaps I’m spoiled by the combat of games like BDO or Vindictus. Or perhaps, with feedback, we can have a really nice and fluid combat system in this game.
Mowaby wrote: » I think it is hard to tell if an ability locks the user in place based on the preview videos. Spells like fireball should be a casted spell. I think you should be able to cancel the cast when you move though. There are more spells like the lightning spell looked instant and might be something that you can do on the move.
daveywavey wrote: » My favourite part was this: Blandmarrow wrote: » Before I start, I am aware that the animations are either placeholder or not tuned ... and it dose not seem to be an issue with them being unfinished or placeholder. They have a good team of experienced staff. Let them do what they do, and if it turns out you don't like it, you'll always have the option of not playing.
Blandmarrow wrote: » Before I start, I am aware that the animations are either placeholder or not tuned ... and it dose not seem to be an issue with them being unfinished or placeholder.
Noaani wrote: » The biggest issue we have right now is that in most games at this point in development,we don't see any in game video. While it's fine to leave comments saying you don't like them as they are right now, and why you don't like them, don't for even a second assume that what we see now will be what we get in the final game. Same with the abilities themselves. They aren't making abilities right now with the augment system in mind - they are essentially making abilities that include the base ability and an augment. So again, feel free to say what you don't like, and why. Just make the assumption that what we see now will not be what we get at release.
mcstackerson wrote: » Cypher wrote: » Mowaby wrote: » I think it is hard to tell if an ability locks the user in place based on the preview videos. Spells like fireball should be a casted spell. I think you should be able to cancel the cast when you move though. There are more spells like the lightning spell looked instant and might be something that you can do on the move. I’d agree with you except you can watch the skills in action (pun intended) during the video on Intrepid’s YouTube channel, where from Steven’s perspective the devs fought a boss. Basic attacks seem to be about the only thing you can do while not locked in place. Perhaps I’m spoiled by the combat of games like BDO or Vindictus. Or perhaps, with feedback, we can have a really nice and fluid combat system in this game. I'm not sure if this has been said in this thread but they have mentioned that the hybrid system has not been implemented yet. This isn't the final combat system. Currently they are internally testing different systems and we will hopefully see some of it in the coming months.
Khronus wrote: » daveywavey wrote: » My favourite part was this: Blandmarrow wrote: » Before I start, I am aware that the animations are either placeholder or not tuned ... and it dose not seem to be an issue with them being unfinished or placeholder. They have a good team of experienced staff. Let them do what they do, and if it turns out you don't like it, you'll always have the option of not playing. I agree with 99% of your posts but this one I just can't. The animations are definitely not in the right place and if a good chunk of the community is suggesting change, I think they should definitely consider it. Those cleric animations were god awful. Like....garbage. Yes, I know they are "placeholders' but holy hell don't show us that lol. Can you imagine 500v500 if that is what cleric animations will be? Can you imagine how terrible playing a caster will be if you have to stand still (or hover) while casting basic spells? I can only imagine how long summoners are going to STAND STILL while summoning the special raid summon. I have a group of bloodthirsty rogues already lined up to just murder people. Ranger is going to be OP if enemy casters are dancing around all day. The option to not play just shouldn't be a thing when everything can be fixed/fine tuned. As far as the dude suggesting to terminate employees, that is WAY overboard. They need the opportunity to reflect on feedback and make adjustments. They have plenty of time and have the talent to do so.
daveywavey wrote: » Khronus wrote: » daveywavey wrote: » My favourite part was this: Blandmarrow wrote: » Before I start, I am aware that the animations are either placeholder or not tuned ... and it dose not seem to be an issue with them being unfinished or placeholder. They have a good team of experienced staff. Let them do what they do, and if it turns out you don't like it, you'll always have the option of not playing. I agree with 99% of your posts but this one I just can't. The animations are definitely not in the right place and if a good chunk of the community is suggesting change, I think they should definitely consider it. Those cleric animations were god awful. Like....garbage. Yes, I know they are "placeholders' but holy hell don't show us that lol. Can you imagine 500v500 if that is what cleric animations will be? Can you imagine how terrible playing a caster will be if you have to stand still (or hover) while casting basic spells? I can only imagine how long summoners are going to STAND STILL while summoning the special raid summon. I have a group of bloodthirsty rogues already lined up to just murder people. Ranger is going to be OP if enemy casters are dancing around all day. The option to not play just shouldn't be a thing when everything can be fixed/fine tuned. As far as the dude suggesting to terminate employees, that is WAY overboard. They need the opportunity to reflect on feedback and make adjustments. They have plenty of time and have the talent to do so. They had stand-still casting and floating-casting in Guild Wars, and I never had any problem with it. If you can suspend your disbelief enough to accept that a person can use magic to raise an undead minion from a corpse, then you can suspend it enough to believe that this magic takes a lot of effort to use. In Ashes, characters are just coming through the portal having had no access to magic for thousands of years. They probably shouldn't all be insta-casting meteor showers. As for the Ranger vs Caster thing: If you're summoning the special raid summon, it's going to be a monster of a skill. It shouldn't be a quick-cast, and an enemy player absolutely should be targeting them, regardless of cast time.
Dreoh wrote: » If they even somewhat replicate in part Guild Wars 2 combat AoC would most likely become by far my favourite MMO. GW2 combat is just solid, fluid and ACTUALLY fun, unlike other MMO's.
Cypher wrote: » Dreoh wrote: » If they even somewhat replicate in part Guild Wars 2 combat AoC would most likely become by far my favourite MMO. GW2 combat is just solid, fluid and ACTUALLY fun, unlike other MMO's. I think the guild wars 2 combat should be what the *tab* combat should be like. Not at all how the action combat should be. Guild wars 2 was not action at all, you lock a target and you press your 1-5 keys. Sure you could move during most skills but compare GW2 to BDO or Vindictus (the two examples I will continue to use every time) and there’s a huge difference. So to reiterate: GW2 combat for the Tab-combat portion of the game. BDO/Vindictus for the Action-combat portion.
Dreoh wrote: » Cypher wrote: » Dreoh wrote: » If they even somewhat replicate in part Guild Wars 2 combat AoC would most likely become by far my favourite MMO. GW2 combat is just solid, fluid and ACTUALLY fun, unlike other MMO's. I think the guild wars 2 combat should be what the *tab* combat should be like. Not at all how the action combat should be. Guild wars 2 was not action at all, you lock a target and you press your 1-5 keys. Sure you could move during most skills but compare GW2 to BDO or Vindictus (the two examples I will continue to use every time) and there’s a huge difference. So to reiterate: GW2 combat for the Tab-combat portion of the game. BDO/Vindictus for the Action-combat portion. Well GW2 combat is already hybrid combat since it's tab-target but also not really since you can do everything without having a tab target, if they actually make a whole separate system that would be very bad. Having two whole separate combat systems makes balance incredibly more difficult and also just feels jank as fuck
It may have an “action cam” but you’re still actually tab targeting enemies and playing the boring and repetitive hot bar game. Just because you can move your camera without holding RMB does not make the system action combat.
Blandmarrow wrote: » As long as something in a fantasy setting is explained and given reason to why it works like it does it can remain believable, thus allowing your brain to believe it could really exist and keeping the immersion intact.
daveywavey wrote: » Blandmarrow wrote: » As long as something in a fantasy setting is explained and given reason to why it works like it does it can remain believable, thus allowing your brain to believe it could really exist and keeping the immersion intact. The power of the Essence is so strong that it physically lifts the caster off the ground while casting certain skills. There you go. Explained it. I'm sure there are plenty other ways it could be explained. Do you like the animations now?