JamesSunderland wrote: » ITT i would like people to share their thoughts on speed stats modifiers(from sources like Gear, Base stats, Buffs, Passives and etc), not only Movement Speed(which is expected) but:Attack Speed(speed of physical attacks and skills),Cast Speed(speed of magical attacks and skills), and overall Action Speed(speed of all movement, attacks and skills). Do you think those would be beneficial for the combat in Ashes of Creation or would create balancing problems?
JustVine wrote: » I would preffer these buffs were linked mainly to food, bard, summoner, and 'trade off' abilities (made up totally not balance considered e.g. A beserk boosting attack speed but draining mp during and stamina cap is lower after) I like positive status effects a lot. They create dependence on team members and craft systems if balanced right. They let developers make more complex encounters if used sparingly and built with 'combined with other skills' in mind. It is done worst when the buff becomes a gate to successfully achieving or getting to content without the player group having agency over the conditions or strategy irt them. This applies to all the buffs you listed. I dont specifically like move speed being on gear in a game like this. Increasing move speed should have activation requirements and a timer wether this is via consumable or ability doesn't truly matter. Attack Speed and cast speed are fine on gear, but require heavy balancing. Action speed is a flawed concept and should never be implemented as a buff as it simplifies something that should require more complexity and cooperation. If you give this to gear or a consumable it will automatically become mandatory for content and meta. If you give it to skill it better be ultimate only. Id be down with it on fighter ult if balanced correctly.
JamesSunderland wrote: » @JustVine JustVine wrote: » I would preffer these buffs were linked mainly to food, bard, summoner, and 'trade off' abilities (made up totally not balance considered e.g. A beserk boosting attack speed but draining mp during and stamina cap is lower after) I like positive status effects a lot. They create dependence on team members and craft systems if balanced right. They let developers make more complex encounters if used sparingly and built with 'combined with other skills' in mind. It is done worst when the buff becomes a gate to successfully achieving or getting to content without the player group having agency over the conditions or strategy irt them. This applies to all the buffs you listed. I dont specifically like move speed being on gear in a game like this. Increasing move speed should have activation requirements and a timer wether this is via consumable or ability doesn't truly matter. Attack Speed and cast speed are fine on gear, but require heavy balancing. Action speed is a flawed concept and should never be implemented as a buff as it simplifies something that should require more complexity and cooperation. If you give this to gear or a consumable it will automatically become mandatory for content and meta. If you give it to skill it better be ultimate only. Id be down with it on fighter ult if balanced correctly. I definitely agree with the thoughts on movement speed on gear, but would understand movement speed increases in ultra endgame boots or set effects. Action speed is hella powerful, hard to balance and certainly meta defining, as it is basically taking all the speed modifiers into a single one. Something like that in my opinion would require heavy requirimend and maybe even drawbacks to be feasible. Do you have a opinion on weapons having different base attack/cast speed modifiers? like Dagger faster than sword faster than axe faster than mace?
George Black wrote: » They are good for tab target systems but not for actions. For action combat if an ability wants to be fast I'd like to see it locked behind having to slot a dagger or a sword. If an ability wants to be slow and powerful I'd like to see it locked behind a two handed weapon. Different systems must be approached differently, both at designing the ability function and anination and both at selecting stats for the game. In addition, I'd like to see a new way of approaching weapons. Swords reduce mp consumption. Daggers reduce ability cooldown Hammers apply armor penetration Axes increase whatever... crit chance, idk..