Dreoh wrote: » In every single one of those, they are NEVER used in serious competitive play or are disliked by the majority of the community.
Noaani wrote: » Dreoh wrote: » In every single one of those, they are NEVER used in serious competitive play or are disliked by the majority of the community. The previous question wasnt the "gotcha" question, I actually thought I would need one more to get to it. My assumption was you would name a few games, and then I would ask what their community thought of those systems- to which you would have to answer with the above. But hey, we're there now. So cool. People in those games dont like it. They want static characters with known abilities and known combat. That is because fighting games cater to a specific game desire. MMO's cater to a different game desire. You ask the MMO population in general if they want to get rid of gear and builds, and you'll just be laughed at. If you want a game without RNG, where everything is known, you have both fighting games and FPS games. If you want a game where build matters, where there is more to combat than you would ever be able to factor in before hand, then MMO's are your jam.
JustVine wrote: » Noaani wrote: » Dreoh wrote: » In every single one of those, they are NEVER used in serious competitive play or are disliked by the majority of the community. The previous question wasnt the "gotcha" question, I actually thought I would need one more to get to it. My assumption was you would name a few games, and then I would ask what their community thought of those systems- to which you would have to answer with the above. But hey, we're there now. So cool. People in those games dont like it. They want static characters with known abilities and known combat. That is because fighting games cater to a specific game desire. MMO's cater to a different game desire. You ask the MMO population in general if they want to get rid of gear and builds, and you'll just be laughed at. If you want a game without RNG, where everything is known, you have both fighting games and FPS games. If you want a game where build matters, where there is more to combat than you would ever be able to factor in before hand, then MMO's are your jam. Except.... Absolver exists. They have gear. The gear fine tunes their play style. Absolver isn't the same if you take away the gear because you no longer gave the same fine tuning. There isn't rng in Absolver.
AoC Wiki wrote: RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[83] - RNG plays a role in both PvP or PvE.[84] - Action combat is far less dependent on RNG.[84] - "RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those you know dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[84]" – Jeffrey Bard - Crowd control won't likely be tab-targeted skills. This is to avoid imbalanced combos with skill shot (action targeted) abilities.[13] - Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[33] - Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[16][13] "We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play kind of feel.[28"] – Jeffrey Bard
Dreoh wrote: » I was arguing about PvP and using the genre that is PvP entirely throughout as precedence. The genre might be different and have different gameplay and mechanics yes, but the standards of what's fair and balanced in PvP across any genre doesn't change. It's a bit disingenuous for you to say my comment holds no weight here.
Dygz wrote: » distinction between an mmoRPG and an mmoFPS
Noaani wrote: » JustVine wrote: » Noaani wrote: » Dreoh wrote: » In every single one of those, they are NEVER used in serious competitive play or are disliked by the majority of the community. The previous question wasnt the "gotcha" question, I actually thought I would need one more to get to it. My assumption was you would name a few games, and then I would ask what their community thought of those systems- to which you would have to answer with the above. But hey, we're there now. So cool. People in those games dont like it. They want static characters with known abilities and known combat. That is because fighting games cater to a specific game desire. MMO's cater to a different game desire. You ask the MMO population in general if they want to get rid of gear and builds, and you'll just be laughed at. If you want a game without RNG, where everything is known, you have both fighting games and FPS games. If you want a game where build matters, where there is more to combat than you would ever be able to factor in before hand, then MMO's are your jam. Except.... Absolver exists. They have gear. The gear fine tunes their play style. Absolver isn't the same if you take away the gear because you no longer gave the same fine tuning. There isn't rng in Absolver. Absolver is an ARPG. Also, it does have RNG. Not as much as an MMORPG, but it has some.
JustVine wrote: » I feel it will absolutely get used. 'Lose a turn' would have to be rediculosly low odds for people to not use it, the skill shot will probably just make it unpopular at lower skill levels, while still dominating the meta at higher skill levels. Even with a long cooldown (which I fully support them having if they are going to have stun.) In any meaningful form of pvp it is free buckets of damage due to Ashes high time to kill. I doubt adding a skillshot to the hard cc will address the problems of hard cc in the same way rng doesn't. Skillshots generally have about the same accuracy if not better in champion fighters for example as the generally designed rng odds for stun (50 worse 70ish best). And even if it is, the frequency is probably closer to what the rng odds would be, it's just with the 'chance' of it being 100% Here is why: Think about who gets hard cc traditionally. Fighters, Tanks, Ranger, Mage (and summoner by nature of their job usually gets a summon with it but let's exclude them given how little we know of their intended design) Two front liners who can negate movement abilities in some way, by either closing distance or pulling back. Two backliners who have big burst damage and no reason to not just open with stun into big burst damage. Now by nature when you make a high cooldown skill, as a game designer you need the player to still have meaningful odds in an encounter, because it isnt fun to be maimed waiting for a key ability right? So they still need a strong kit without stun. You can't really lock a ranger's or mage's burst damage behind one skill either. Usually they have multiple. So the stun is probably not going to come at the cost of their ability to delete. The skill shot for these classes is almost assuredly easy for them with a bit of practice. Fighters and Tanks otoh have slightly less high burst damage right? But because they have strong stickiness, and the ability to pull you back/pounce your movement ability if you mash out after the timer, you now not only have half your health missing, but just 'wasted' your movement ability and are rapidly dying. If you stay there, your still at a strong health disadvantage and in a team scenario, probably deleteable. I would argue the skill shot might be slightly harder in this scenario due to the sharper angles in melee, but.... 'shield bash' for example, by nature is usually quick to animate. Same with hamstring etc. Your 'small hit box' idea is a reasonable hope, but I am unsure Ashes is going in the 'small hit box' direction. If they add hard cc it's definitely worth yelling at them about it if the hit boxes are 'normal' I think.
JustVine wrote: » Noaani wrote: » JustVine wrote: » Noaani wrote: » Dreoh wrote: » In every single one of those, they are NEVER used in serious competitive play or are disliked by the majority of the community. The previous question wasnt the "gotcha" question, I actually thought I would need one more to get to it. My assumption was you would name a few games, and then I would ask what their community thought of those systems- to which you would have to answer with the above. But hey, we're there now. So cool. People in those games dont like it. They want static characters with known abilities and known combat. That is because fighting games cater to a specific game desire. MMO's cater to a different game desire. You ask the MMO population in general if they want to get rid of gear and builds, and you'll just be laughed at. If you want a game without RNG, where everything is known, you have both fighting games and FPS games. If you want a game where build matters, where there is more to combat than you would ever be able to factor in before hand, then MMO's are your jam. Except.... Absolver exists. They have gear. The gear fine tunes their play style. Absolver isn't the same if you take away the gear because you no longer gave the same fine tuning. There isn't rng in Absolver. Absolver is an ARPG. Also, it does have RNG. Not as much as an MMORPG, but it has some. Saying it has rng because it has loot drops is incredibly disingenuous when the question was regarding battle mechanics. It has no rng battle mechanics. Also 'ARPG'? How is this any different from an mmo? Pvp, pve, dungeons, gear, abilities...
Dreoh wrote: » The argument is "What makes a fair/balanced PvP"