NiKr wrote: » Azherae wrote: » What is it like for the 'Piano Build' of L2? I tried to look for a good video, but every other video has them clicking skills with their mouse and being overall shit at targeting and stuff. Really wish I made some videos back when I was still playing. Here's a vid that at least shows the speed of casting and roughly 85% of the skills on the bar that I used. This is a more magey build of this class, while I went for phys+mage which added a few more skills to the cycle. And on the rewatch of this vid, I think the part where the dude manually clicks skills it's just someone else playing, because the layout is completely different, so that other player might not be used to the skill bar yet.https://www.youtube.com/watch?v=XIxubnfGF-s On top of all the skill usage I'd be constantly spamming space to eat some health bottles, so that would bump the apm, but not really meaningfully.
Azherae wrote: » What is it like for the 'Piano Build' of L2?
Mag7spy wrote: » Noaani wrote: » Mag7spy wrote: » I'd agree it leaves more room to create more difficult content for players. I'd agree there would be more tools in hand for developers to use in creating more dynamic content I'd agree it be designed with the players action and mobility in mind to not be overwhelming but using their tools to create more types of fun experience as possible. Now you are understanding my point. As I have been saying for actually longer than you have been on these forums, action is probably better all around for solo, for small group and for PvP. Especially in PvP, it actually creates more variety than tab target creates in PvP. However, when it comes to top end, when we are talking about having an actual raiding scene that requires many encounters over a period of time, encounters that need to be materially different from each other mechanics wise, action combat simply can not hold a candle to tab. What are you saying, im saying action combat can do all of those encounters?
Noaani wrote: » Mag7spy wrote: » I'd agree it leaves more room to create more difficult content for players. I'd agree there would be more tools in hand for developers to use in creating more dynamic content I'd agree it be designed with the players action and mobility in mind to not be overwhelming but using their tools to create more types of fun experience as possible. Now you are understanding my point. As I have been saying for actually longer than you have been on these forums, action is probably better all around for solo, for small group and for PvP. Especially in PvP, it actually creates more variety than tab target creates in PvP. However, when it comes to top end, when we are talking about having an actual raiding scene that requires many encounters over a period of time, encounters that need to be materially different from each other mechanics wise, action combat simply can not hold a candle to tab.
Mag7spy wrote: » I'd agree it leaves more room to create more difficult content for players. I'd agree there would be more tools in hand for developers to use in creating more dynamic content I'd agree it be designed with the players action and mobility in mind to not be overwhelming but using their tools to create more types of fun experience as possible.
Leiloni wrote: » I keep seeing people mention NWO. What game is that? Neverwinter Online?
Azherae wrote: » Mag7spy wrote: » Noaani wrote: » Mag7spy wrote: » I'd agree it leaves more room to create more difficult content for players. I'd agree there would be more tools in hand for developers to use in creating more dynamic content I'd agree it be designed with the players action and mobility in mind to not be overwhelming but using their tools to create more types of fun experience as possible. Now you are understanding my point. As I have been saying for actually longer than you have been on these forums, action is probably better all around for solo, for small group and for PvP. Especially in PvP, it actually creates more variety than tab target creates in PvP. However, when it comes to top end, when we are talking about having an actual raiding scene that requires many encounters over a period of time, encounters that need to be materially different from each other mechanics wise, action combat simply can not hold a candle to tab. What are you saying, im saying action combat can do all of those encounters? But can PLAYERS actually BEAT them while retaining the parts that make it 'Action'?
Dralay wrote: » This is a really dumb take, BDO and Lost ark, for example, have generally some of the best combat out there do you think the combat is the reason those games may lose player base? NO, it's because games like those have become major p2w shitholes the only thing that actually kept them alive this long is the fact that they have good combat. But take a game like WOW it's also been dying really hard for the last several years "biggest mmo in history" and why it has the glorious Tabbed combat. The point is it's not action or tab that causes a game to not have longevity it's content and systems that change over time.
mcstackerson wrote: » Azherae wrote: » Mag7spy wrote: » Noaani wrote: » Mag7spy wrote: » I'd agree it leaves more room to create more difficult content for players. I'd agree there would be more tools in hand for developers to use in creating more dynamic content I'd agree it be designed with the players action and mobility in mind to not be overwhelming but using their tools to create more types of fun experience as possible. Now you are understanding my point. As I have been saying for actually longer than you have been on these forums, action is probably better all around for solo, for small group and for PvP. Especially in PvP, it actually creates more variety than tab target creates in PvP. However, when it comes to top end, when we are talking about having an actual raiding scene that requires many encounters over a period of time, encounters that need to be materially different from each other mechanics wise, action combat simply can not hold a candle to tab. What are you saying, im saying action combat can do all of those encounters? But can PLAYERS actually BEAT them while retaining the parts that make it 'Action'? What does this mean? Tab and action are ability delivery system. It's has been clearly stated as such. If you are arguing anything else then you are being confusing and aren't arguing for what you want.
mcstackerson wrote: » If tab combat was as interesting as you claim then rpgs outside of MMOs would use it. They don't. They all use some kind of system that requires aiming. Elden ring and Monster hunter could be considered some of the most popular pve games on the market and use aiming.
Mag7spy wrote: » What are you saying, im saying action combat can do all of those encounters?
Vissox wrote: » I guess I'm the only one? I feel as though people are putting very little thought into the implications of action combat. If it's bad, its really, really bad. Tab targeting is tried and true, and rotations are a pve exclusive thing guys. If you watch some WoW arena (as boring as it is) there is a lot more to interact with. I hope you guys are right on this one. =/
mcstackerson wrote: » Tab and action are ability delivery system. It's has been clearly stated as such.
Noaani wrote: » Mag7spy wrote: » What are you saying, im saying action combat can do all of those encounters? Oh, so are you saying that action combat doesn't ask more of players than tab?
Mag7spy wrote: » You are missing the point, depending on how an encounter is designed you can vary the level of need to dodge a enemy based on what you want.
Noaani wrote: » mcstackerson wrote: » Tab and action are ability delivery system. It's has been clearly stated as such. @mcstackerson When players are talking about action combat vs tab combat, we are talking about the entire combat system, not just the delivery. Sure, tab target is named after it's deliver system, but the term refers to the whole combat system. If you are talking about JUST the delivery, you are essentially having that conversation on your own - because the rest of us are talking about the whole system. And yes, I will repeat this every time you say it is just the delivery system that we are talking about.
mcstackerson wrote: » There is no such thing as a whole "tab combat system".
Noaani wrote: » Mag7spy wrote: » You are missing the point, depending on how an encounter is designed you can vary the level of need to dodge a enemy based on what you want. So, in order to make action combat work on encounters that would be natural to tab combat, you need to strip away that action combat. Then, you can approach what tab target can do naturally.
mcstackerson wrote: » There is no such thing as a whole "tab combat system". Tab just means the delivery system, it has nothing to do with the rest of the combat system. Anything else you are associating with the term 'tab' is from your own bias based on the games you have played and has no connection to the term itself. It has nothing to do with active vs passive defense it has nothing to do with number of abilities a class has, mechanics attached to those abilities, or the mechanics of a boss. Any of these things that you are associating with tab that aren't related to the delivery system could be implemented in an "action" system.
Noaani wrote: » mcstackerson wrote: » There is no such thing as a whole "tab combat system". Yes there is.