New post because the
Combat Discussion has gotten deep and this is a philosophical thing that doesn't affect the mechanics as much anyway.
Discussion in that thread has hit a point where some definition of this, is needed, but it probably shouldn't happen in that thread.
In this case I'm giving the options, they're limited because they're feedback around the Compilation in that thread, if you want something else entirely, expect a discussion on balance. Here's the options:
1. Reduced cooldowns on all Class Abilities used from Action Target mode.
Reasoning/Lore/Expected Result: The user is a strong combatant in a high focus state. They aren't being 'guided by their Deity' or anything like a Tab Targeter. You can use your abilities more often, so missing is less painful, but you're still limited by your overall mana pool, so any unbalance comes from having a spammable ability that you have the raw skill to hit with.
2. Reduced Mana cost on all Class Abilities used from Action Target mode.
Reasoning/Lore/Expected Result: The user is using their training and not pushing their 'sixth sense' or whatever and using up their mana to do so. Allows you to miss more with lower overall mana cost, allowing you to outlast opponents, and output more damage total without necessarily shortening Time To Kill.
3. Additional effects on all Class Abilities when used from Action Target mode.
Reasoning/Lore/Expected Result: The user's accuracy is what drives the additional effect, whatever it is, by being focused. Allows you to more drastically affect the opponent's abilities, at the cost of 'having to be accurate enough to actually succeed at this, and losing damage when you miss'.
4. Reduced Recovery Frames on all Class Abilities used from Action Target mode.
Reasoning/Lore/Expected Result: If the user isn't 'stopping to guarantee their success', they also are probably 'thinking differently and moving faster' or 'didn't need to commit as much'. They 'believed they could use their force more efficiently' and so they didn't need to swing quite as hard, or something. Directly raises damage output and lessens the pain of missing.
5. None of the above
If you're choosing this, you either believe there's a much better way and will wait on Intrepid to find it, believe that all of the above are unbalanced (or are suspicious), or just don't believe Action Combat should even be in the game (For those of you who are anti-Action Combat, please just put the '5' and try not to derail the thread too much with the arguing. I request this realizing that Talking Is A Free Action)
All of these advantages, and in fact, any advantages, rapidly reach the point of being 'required' in PvE, but if I thought that could be balanced, I'd understand the Hybrid Combat intention way better. If Intrepid already has something better than any of these, this won't matter, but if they don't, it may matter a lot.
Please choose below by giving either a number or multiple numbers, e.g. 1+2 if you think both should be in, and most importantly any reasons why you didn't choose the others, even if you just say 'Balance', it's super helpful.
In case anyone is wondering why this is relevant, it's because of the 'Sticky Reticle' part of the Compilation, so if you want to just discuss that, please put anything about it in the Combat Discussion thread.