Cyanide wrote: » ...So the break down would be like this: -Action Combat Auto Attacks-90% tab target spells-classes having 1-2 "Action combat" spells (Big reward for landing, big feels bad if you miss.) I think this would be a really nice implementation and set the "hybrid style" you guys are looking for. Let me know your ideas!
Alacrite wrote: Copied from the wiki: "Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[25]
Balanz wrote: » That has profound implications. To what extent will the tab and action versions of a specific be balanced with each other? To what extent can tab and action skills appear on the same skill bar? I would assume not at all. To what extent can the same character have both tab skills and action skills, even if they can't use both in the same skill bar? It seems to me that having two different versions of each skill will be a lot of work to balance, more than twice as much work. I think I need to really beat my head against the Wiki, even though things will likely change dramatically before Launch.
Dygz wrote: » Ashes doesn't have auto-attacks.
Alacrite wrote: » A1 combat was not a close representation to their plans unfortunately. Copied from the wiki: "Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[25] Damage.[25] Charge up time.[25] CC effects.[25] Cooldown.[26] Energy consumption.[26] Cost to spec.[26] Attack range will likely remain the same; as it is driven by the weapon or skill itself.[27]" honestly we won't be able to give real feedback until they come out with a combat reveal, but that seems like its on high priority right now
ClintHardwood wrote: » Alacrite wrote: » For example, if TT fireball always hits its target, then action combat fireball would have to do significantly more damage to make up for it. TT players will complain that their preferred style is weak, and action combat players will respond by telling them to git gud. Good luck finding a competitive guild as a TT player. Or, if TT is as strong as action, people will ignore action completely since aiming is an added liability and lowers the overall dps output. Instead, make each skill either an auto-target or a skillshot/aoe circle. Then, among the subclasses, make some of them auto-target heavy and others action combat heavy. Action combat classes will have a much higher skill cap due to unreliability, but will also have higher damage potentials. I resonate with this, the git gud thing and forcing people to just play "the more optimal" version of either or would be an absolute nightmare. I still stand with my opinion, but I think your discussion of Auto-target heavy vs action combat heavy for higher skill ceiling is the way to go.
Alacrite wrote: » For example, if TT fireball always hits its target, then action combat fireball would have to do significantly more damage to make up for it. TT players will complain that their preferred style is weak, and action combat players will respond by telling them to git gud. Good luck finding a competitive guild as a TT player. Or, if TT is as strong as action, people will ignore action completely since aiming is an added liability and lowers the overall dps output. Instead, make each skill either an auto-target or a skillshot/aoe circle. Then, among the subclasses, make some of them auto-target heavy and others action combat heavy. Action combat classes will have a much higher skill cap due to unreliability, but will also have higher damage potentials.
Mycology wrote: » Yeah but I feel like its the only way to implement anything close to a hybrid style, because the hybrid concept on A1 did not feel good, just forced everyone to tab target.
Norkore wrote: » Mycology wrote: » Yeah but I feel like its the only way to implement anything close to a hybrid style, because the hybrid concept on A1 did not feel good, just forced everyone to tab target. That was not the final version of the combat, of course it didn't feel good.