George Black wrote: » I prefer action combat to tab, but I don't prefer a bad action combat to a good tab target, good ol' mmo style combat.
bigepeen wrote: » The only counter to this that I'm aware of is having friendly fire on and aimed attacks. I just don't think there is any other way to effectively neutralize zergs. There's going to be a lot of open world engagements between groups, and the combat system needs to account for this and balance around this. With friendly fire on, tactics such as utilizing terrain and positioning of your group become more important. I don't think strictly tab target will work in these scenarios unless they are able to innovate, but I guess we'll see how it turns out.
Neurath wrote: » bigepeen wrote: » The only counter to this that I'm aware of is having friendly fire on and aimed attacks. I just don't think there is any other way to effectively neutralize zergs. There's going to be a lot of open world engagements between groups, and the combat system needs to account for this and balance around this. With friendly fire on, tactics such as utilizing terrain and positioning of your group become more important. I don't think strictly tab target will work in these scenarios unless they are able to innovate, but I guess we'll see how it turns out. The current heals for Cleric Damage and Heal, if friendly fire was on the whole concept would be reversed. A cleric would damage everyone in the current iteration.
mcstackerson wrote: » If not, I'm not sure why making claims that more tab would magically fix the game. I'm pretty sure the biggest issue people are having with combat right now isn't the core mechanics and instead the class skills. Most of them are basic and lack synergy.
Neurath wrote: » mcstackerson wrote: » If not, I'm not sure why making claims that more tab would magically fix the game. I'm pretty sure the biggest issue people are having with combat right now isn't the core mechanics and instead the class skills. Most of them are basic and lack synergy. I think the issue has translated from the old quick time combat, the quick time had the synergies for the ability effects in essence, then, quick time events were removed and the abilities lost the internal synergy, and, never gained synergies with other abilities. Everything seems to be developed in isolation. Which isn't surprising given the events over the past year or more.
mcstackerson wrote: » Yes, i'd also would prefer good combat over bad combat. Just because they go tab, doesn't mean it will be good. I consider the combat right to be heavily tab so if you are worried about the combat, I'm not sure why would wouldn't be worried about them going tab. Are there certain skills that you think need to be changed to tab to make it better? If not, I'm not sure why making claims that more tab would magically fix the game. I'm pretty sure the biggest issue people are having with combat right now isn't the core mechanics and instead the class skills. Most of them are basic and lack synergy.
McShave wrote: » I hope they get rid of the jumpy-type weapon attacks. Even if done well, like Tera or BDO, I would still prefer to stay with the split body animation we have now (just tuned up a bit). They action part of Ashes' combat, in my interpretation, will be the skillshot type abilities, like prismatic beam and other placeable aoes. The weapon attacks are very much action-type as well, they hit enemies in the path of the swing, not just hitting the enemy you have targeted. An active block would be great too, blocking or reducing damage taken from in front of you for a moment.