Voxtrium wrote: » However we haven't seen the ability skill trees yet, nor the augments. Both of which Stephen has said will include abilities that are not allowed to be locked on using tab. Remember 25% action and 75% tab for your hotbar? Yes basic attacks will probably always use tab targeting in this game for PVP. In PVE we could definitely argue for some special cases where action targeting makes sense. (If I were them I'd release bosses with weak spots that cant be hit without using action targeting) That being said, abilities like spawning a wall, raining down a storm of arrows, other AOE centric abilities, will likely need to be placed by the player not locked n dropped. There are plenty of other possibilities as well, just give it a little thought.
McShave wrote: » I have a feeling the best players will be the ones that can jump between both combat modes to get the most effectiveness out of both. We will have to wait for testing to see what is really going on tho.
Sengarden wrote: » I have to say, I share some of the same concerns as @Dummo , primarily in regards to the player running a rotation relatively camera-blind to suddenly having to re-direct their camera angle directly at an enemy in the distance to execute a proc ability. I suppose you could qualify that as a skill, but an arguably annoying one to master and exercise. Ground targeted abilities are never an issue combining with tab skills, because they're relatively large, ground based targets that don't make you adjust your camera much if at all, but mixing a vague third person landscape / downward angle that generally keeps a full spread of your surroundings in view with intermittent, carefully timed, precise aiming directly in front of your character with a limited window of opportunity? Just sounds like it could be a bit jarring and not a very smooth process visually. But I do like the idea of having a decent amount of aimed skill shots. Especially given the damage it seems like they want abilities like Snipe to put out. That sort of thing should not be tab-target compatible. Archers either need to do high damage with a medium-to-high skill requirement to maintain, or have their damage softened a bit to make up for them being able to kite so easily and auto-target most of their abilities. IMO, this hybrid system needs to lean more towards one side or the other, because trying to make both reticle skill-shots and blind tab firing work together seems like it can only turn out a bit rocky. If you make any part of the ranged system require players to have a good reticle aiming ability to get the most out of their class, the vast majority of tab-centric players will be upset that they're not able to maximize the archetype's potential. If you allow tab players the same ability to output damage as those who choose the more challenging path of utilizing more skill-based abilities, you'll get many action players complaining that their effort isn't worth the trouble of occasionally missing shots or hitting the wrong target in a pack, and likely switching to tab for the majority of content, making much of the effort put into the "hybrid" system a waste of time. I don't want to be a downer, I just have a hard time seeing how Intrepid can actually blend reticle skillshots into a largely tab based rotation without it feeling clunky and jarring. Considering that the "action mode" they showed off in the stream is essentially a soft lock plug-in for the tab system, I'd hesitate to even call an action-targeted ability a skill shot. You stick your cursor anywhere on (or seemingly near) the target and it hits them square in their hitbox.
You might as well make the skill shots accessible from tab target mode with a stylized arrow ground decal that moves with your cursor similar to WoW's ranged skillshots that hit the nearest enemy who's hitbox falls on the decal boundary. Both require nothing more than vaguely hovering your cursor over the target, just with a different camera angle and visual aid. I've personally never taken issue with that approach to skillshots in the past.
Sengarden wrote: » I have to say, I share some of the same concerns as @Dummo , primarily in regards to the player running a rotation relatively camera-blind to suddenly having to re-direct their camera angle directly at an enemy in the distance to execute a proc ability. I suppose you could qualify that as a skill, but an arguably annoying one to master and exercise. Ground targeted abilities are never an issue combining with tab skills, because they're relatively large, ground based targets that don't make you adjust your camera much if at all, but mixing a vague third person landscape / downward angle that generally keeps a full spread of your surroundings in view with intermittent, carefully timed, precise aiming directly in front of your character with a limited window of opportunity? Just sounds like it could be a bit jarring and not a very smooth process visually. But I do like the idea of having a decent amount of aimed skill shots. Especially given the damage it seems like they want abilities like Snipe to put out. That sort of thing should not be tab-target compatible. Archers either need to do high damage with a medium-to-high skill requirement to maintain, or have their damage softened a bit to make up for them being able to kite so easily and auto-target most of their abilities. IMO, this hybrid system needs to lean more towards one side or the other, because trying to make both reticle skill-shots and blind tab firing work together seems like it can only turn out a bit rocky. If you make any part of the ranged system require players to have a good reticle aiming ability to get the most out of their class, the vast majority of tab-centric players will be upset that they're not able to maximize the archetype's potential. If you allow tab players the same ability to output damage as those who choose the more challenging path of utilizing more skill-based abilities, you'll get many action players complaining that their effort isn't worth the trouble of occasionally missing shots or hitting the wrong target in a pack, and likely switching to tab for the majority of content, making much of the effort put into the "hybrid" system a waste of time. I don't want to be a downer, I just have a hard time seeing how Intrepid can actually blend reticle skillshots into a largely tab based rotation without it feeling clunky and jarring. Considering that the "action mode" they showed off in the stream is essentially a soft lock plug-in for the tab system, I'd hesitate to even call an action-targeted ability a skill shot. You stick your cursor anywhere on (or seemingly near) the target and it hits them square in their hitbox. You might as well make the skill shots accessible from tab target mode with a stylized arrow ground decal that moves with your cursor similar to WoW's ranged skillshots that hit the nearest enemy who's hitbox falls on the decal boundary. Both require nothing more than vaguely hovering your cursor over the target, just with a different camera angle and visual aid. I've personally never taken issue with that approach to skillshots in the past.
Mag7spy wrote: » This depends how they balance out systems, if it works one to one with 0 bonuses for extra effort then people will complain. This is why people are mentioning things early, as voicing increased difficulty and getting less is a issue in peoples eyes.
Mag7spy wrote: » Ashes of creation combat should not be like top down league / dota style placing circles like you are playing a moba. That sounds terrible if they is what you were kind of suggesting. They just need a intuitive way for camera to be repositioned for action tyle skills or for them to be just used in front of you.
Azherae wrote: » Do we consider that 'enough skill'?
NiKr wrote: » Azherae wrote: » Do we consider that 'enough skill'? To me, as long as the use of any particular ability accomplishes your current goal - you were skilled enough to use that ability. Pointing at a fastmoving mob's head is only important if your main goal is to only make headshots and nothing else. Or if it's a required mechanic for smth.
Mag7spy wrote: » Sengarden wrote: » I have to say, I share some of the same concerns as @Dummo , primarily in regards to the player running a rotation relatively camera-blind to suddenly having to re-direct their camera angle directly at an enemy in the distance to execute a proc ability. I suppose you could qualify that as a skill, but an arguably annoying one to master and exercise. Ground targeted abilities are never an issue combining with tab skills, because they're relatively large, ground based targets that don't make you adjust your camera much if at all, but mixing a vague third person landscape / downward angle that generally keeps a full spread of your surroundings in view with intermittent, carefully timed, precise aiming directly in front of your character with a limited window of opportunity? Just sounds like it could be a bit jarring and not a very smooth process visually. But I do like the idea of having a decent amount of aimed skill shots. Especially given the damage it seems like they want abilities like Snipe to put out. That sort of thing should not be tab-target compatible. Archers either need to do high damage with a medium-to-high skill requirement to maintain, or have their damage softened a bit to make up for them being able to kite so easily and auto-target most of their abilities. IMO, this hybrid system needs to lean more towards one side or the other, because trying to make both reticle skill-shots and blind tab firing work together seems like it can only turn out a bit rocky. If you make any part of the ranged system require players to have a good reticle aiming ability to get the most out of their class, the vast majority of tab-centric players will be upset that they're not able to maximize the archetype's potential. If you allow tab players the same ability to output damage as those who choose the more challenging path of utilizing more skill-based abilities, you'll get many action players complaining that their effort isn't worth the trouble of occasionally missing shots or hitting the wrong target in a pack, and likely switching to tab for the majority of content, making much of the effort put into the "hybrid" system a waste of time. I don't want to be a downer, I just have a hard time seeing how Intrepid can actually blend reticle skillshots into a largely tab based rotation without it feeling clunky and jarring. Considering that the "action mode" they showed off in the stream is essentially a soft lock plug-in for the tab system, I'd hesitate to even call an action-targeted ability a skill shot. You stick your cursor anywhere on (or seemingly near) the target and it hits them square in their hitbox. You might as well make the skill shots accessible from tab target mode with a stylized arrow ground decal that moves with your cursor similar to WoW's ranged skillshots that hit the nearest enemy who's hitbox falls on the decal boundary. Both require nothing more than vaguely hovering your cursor over the target, just with a different camera angle and visual aid. I've personally never taken issue with that approach to skillshots in the past. This depends how they balance out systems, if it works one to one with 0 bonuses for extra effort then people will complain. This is why people are mentioning things early, as voicing increased difficulty and getting less is a issue in peoples eyes.
Sengarden wrote: » Right, but the opposite side of the coin is that if they don't work one to one with 0 bonuses, then the higher skill system, action, will have the bonuses.
Ashes of creation combat should not be like top down league / dota style placing circles like you are playing a moba. That sounds terrible if they is what you were kind of suggesting. They just need a intuitive way for camera to be repositioned for action tyle skills or for them to be just used in front of you.
Sengarden wrote: » For enemy-targeted skillshots at least, I can sort of visualize what a smooth camera transition would look like, but it would have to be more up-close and centered right over the player's shoulder. A smooth, but relatively quick transition, with the camera's distance from the player being locked in while aiming, that then pans back to the previous camera distance just as quickly after the skillshot is taken. So you press the ability of the key, the camera pans in, you aim and click or press the ability key again, and the camera pans back out.
Azherae wrote: » "AoC Combat is skilled because it has goals and you can achieve them."?
Azherae wrote: » At 1:00 ish of this, you see a situation where the reticle is pointed at the ground but because the skill is 'lateral across ground' or 'lateral once it reaches a certain height above ground, it hits the target in front anyway. https://www.youtube.com/watch?v=4wUyHG4xiOY Do we consider that 'enough skill'?
Dummo wrote: » If they can figure that out, sure. I don't really see it happening without either having to drag your aim to the target you wish to hit when switching from tab targeting camera mode to reticle camera mode yourself, or the game centering your camera and thus reticle on your target automatically when switching from tab targeting camera mode to reticle camera mode. Both options seem tedious.
NiKr wrote: » Dummo wrote: » If they can figure that out, sure. I don't really see it happening without either having to drag your aim to the target you wish to hit when switching from tab targeting camera mode to reticle camera mode yourself, or the game centering your camera and thus reticle on your target automatically when switching from tab targeting camera mode to reticle camera mode. Both options seem tedious. What if the camera centered on your mouse and the "tab" press had a short range which would make people aim more with their mouse to tab a target rather than just hitting "tab"? L2 needed you to mouse click your targets because not only were there too many enemies on the screen to tab through them, but also because the "tab" function had a short range (far shorter than the ranged attacks one) so you had to have good "pixel hunting" skills. Would that be considered "requiring skill" in the context of tab targeting? Cause to me it is, but I'm heavily biased towards that kind of mechanic.
Azherae wrote: » I also meant to ask you, in the same vein, just how MUCH 'detarget your opponent's tab lock' was there in Lineage at the higher levels? Because at the moment, this is the main thing I can see making this system enjoyable for me rather than just 'something okay that I have to engage with and hope it is balanced better than it looks'.
NiKr wrote: » Azherae wrote: » I also meant to ask you, in the same vein, just how MUCH 'detarget your opponent's tab lock' was there in Lineage at the higher levels? Because at the moment, this is the main thing I can see making this system enjoyable for me rather than just 'something okay that I have to engage with and hope it is balanced better than it looks'. Light armor had an augment that had a chance to detarget your attacker, so pretty much any class that used light armor could have this as their base. 2/3 rogues had detarget abilities, with all of them having a retarget one. Iirc Archer stun ability had a detarget. Elemental mages had a fucking detargeting aoe around their character (small range, so positioning mattered a lot). My favorite super OP mage class had a mid range single target attack with a detargeting chance. I thiiink that's it. So considering the average party setup, only the fighter classes didn't have shit like that. But they'd quite often wear light armor because it gave them more dmg, so even there they'd have a chance at detargeting. And on top of that, quite often you'd have a dark elf rogue character in your fighter party because he had good debuffs. In other words you had a shitton and quite often low-mid skill players would get absolutely lost if they lost their target, so the feature itself was really effective.Edit: Oh! Also, there was one rogue that was literally all about detargeting. He had a top lvl buff that had a high chance to detarget and he had the light armor, the rogue detargeting and retargeting abilities. These motherfuckers were insanely annoying (they also had a pretty long dash buff, so mobility was through the roof too). They were also fat as fuck so usually you'd try to leave them for the last victim, but them being rogues meant that they could one or two shot your healer, so you had to deal with them in other ways more often than not. They had very mid dmg for a rogue and abilities could miss quite often, so that was the tradeoff.
Azherae wrote: » Thank you. This is what I think I want to see and would solve any concerns for me. If 'Tab Detarget' is common, then I would think that the way the game is built now relative to Targeting is good. I feel you could make a real argument that 'you need skill to use Tab Target' if you're usually fighting GvG and often your opponent is forcing your target lock to drop, especially if it makes non-Action skills miss. If most 'great mobility' moves other than like... Tank's rush, also Detarget, I will definitely be satisfied and I would then have to ask others why they weren't.