Loading wrote: » yet another tired rant about action vs tab vs hybrid insipred by random youtube vids....
Loading wrote: » I recently watched a video talking about the combat in ashes and before i say anything else, i love ashes direction on most things and at least dont hate its direction its going with the action vs tab middle ground it seems to be choosing but i do have an idea of how to do it better that make the game feel less gamey and more immersive while also making it easier for people to get into all the while still holding the same if not more complexity.
Loading wrote: » Now as for my ideas, i think that going with passive block and passive evasion stats being the key major way for defending yourself for everyone aside from figher who is meant to be mobile meaning they should have either a passive to allow for active dodges at the cost of resources perhaps with a 2 second cooldown and minor i-frames where if you press space while moving in combat, you dodge in your current direction with that look being changed by your augments. beyond that i also feel that other classes also could have soft active dodges that give no i frames and are purely movement but at a high cost with a high cooldown like the mages teleport so if you dont trust your rng than you can avoid an attack
Loading wrote: » Beyond that i think that tanks could have a passive that allows them to use timed blocks as well as perhaps the general active blocks all classes get where in any class CAN active block but only tank primaries and secondaries can actually get timed blocks which make it so their block mitigation for the first second or maybe 2 seconds after they block have a drastically high block mit that stays at that flat value until the second or 2 is up where it returns to normal active block valuse with no benefits to that aside from more armor, health, and a shield perhaps allowing for moderately higher block mit on normal active blocking.
Loading wrote: » now as for the last and real contraverstial thing that ashes isnt doing rn and doesnt seem to plan on doing is that they are going with the camera lock system of games like GW2 where you click a button and your camera locks in place with your mouse and pressing it again lets your mouse move freely on the screen to select your abilites and use tab targeting. personally i feel ESO did it best with ability bars that i would say would be best limited to 6 abilites per bar AT MOST so that way you dont need to awkwardly click on your abilites but can press the number key quick and easily with than a key to swap bars. this also could even allow for ESO's style of ultimate ablities that could be used for stalemate breaks if that becomes an apparant issue just like how medics uber in TF2 was meant to break stalemates.
Loading wrote: » Really i feel if that last point can be covered by the devs and done well with maybe like 4 ability bars of 5 or 3 of 6 allowing still for either the 20 abilites they want or just 18, than i feel that ashes can finally nail hybrid combat and even do interesting things like eso but better where they could have it so you only need one weapon or set of weapons if your using 2 weapons like 2 daggers or something with not having any more than that will mean when you swap bars, all bars will us your only active weapons and this allowing you to also have multiple weapons equipped even if you can only get the benfits of one at a time which for those who play eso, you understand that the gear system also is pretty perfect even if ESO is horrible balanced because its balanced around solo play first and foremost. like with a gear system where you have set pieces of armor that have a very achievable max limit but NUMEROUS sets all being useful for different situations or builds making all gear you get useful for whatever its set bonus is.
Mag7spy wrote: » Im not really for iframes on 2 second dodges that are spammy. I can deal with super armour since you can still be hit.
Loading wrote: » Mag7spy wrote: » Im not really for iframes on 2 second dodges that are spammy. I can deal with super armour since you can still be hit. oh i 100% agree hence if i remember right, i did or at least shoulda made clear that there was HEAVY air quotes on dodges getting I frames UNLESS they have a high cooldown hence why i stated in that later comment to the first commenter, that the rouges also should have a good movement passive since they need to be mobile and able to take risks when they go melee as rouges usually are more melee focused than ranged focus with a whole sperate ranger class making that an even clearer distinction with rouges would have a like maybe even 5 to 8 second cooldown on a i frame dodge that has high movement perhaps even ripping the animations from the dodge we saw stevens fighter using in the fighter showcase with the fighter getting a perhaps no cooldown but also no i frame dodge that would look like a classic dark souls roll with the idea being that even without i frames, they are able to be very mobile and can avoid aoes easy that way or get out of the range of a bosses single target if they have the missfortune of getting targeted likely by having been too agressive and having accidentally pulled the aggro from the tanks.
Loading wrote: » ok so imma apologize that i aint gonna target specifc parts of your comment cause MY OWN writing sucks shit and its hard to parse out whats my terrible writing
Loading wrote: » and whats your actual response but ill just say in response to the ideas on the rng defences first that the reason for that is that many people in a game with perfect dodges and consistant active blocking like eso, it makes it a lot more difficult to work as a team properly as your too focused on your own personal skill
Loading wrote: » with the idea being each class has a soft dodge like the mages teleport that is has a higher resource cost and cooldown but comes with either instant movement to a specific location or allows for a quicker cooldown and lower cost movement ability that allows you to reposition yourself out of enemy AOE's or attack range with most single target attacks like the yellow flash attacks in ESO i feel should be restricted to melee or be on bosses that should be able to be more easily aggro'd to the tanks or perhaps require support characters wit the ability to help tanks channel the aggro onto them. the idea is that with the rng, the people it would help most is the magic and ranged dps with less movement abilites as well as supports who also would lack movement
Loading wrote: » with the main point being that a good aggro system would have it that if the tank is doing their job, all the enemies should be focusing on them so the few hits that get through to the supports and ranged dps either will be dodges by their soft dodges as they get out of range of the AOE's or melee single target attacks OR they will be a dice roll as to whether they take dmg or not if they failed to position themselves well with melee fighters should have good movement with rouge perhaps also getting their own passive dodge with the fighters passive being a basically no cooldown dark souls looking roll with very minor to maybe no i frames but great potential for high movement and rouges having the fighters old dodge we saw in the figher showcase where they have maybe a 2 to 3 second cooldown and have moderate i frames with perhaps a much higher cost allowing them to be more reckless but also with much greater risk.
Loading wrote: » god looking at that, i am already so sorry for my run on sentances but the point is that my system i feel would hit that middle ground and especially with the bar swaps, it removes the need for the clunky cam that swaps between being a normal action cam and a tab cam to try to awkwardly hit a middle ground. the whole idea of that part is that you should be able to instantly active whatever ability you want without looking at the key or doing anything but simply moving your finger to the right number key (note that im not saying no cooldowns but that you shouldnt have to take your hands of the keyboard or mouse to reach the damn 7, 8, 9, and 0 keys with honestly the 6 key also is really to far to reach for a hybrid game hence why ESO is broken into 2 ability bars of 5 abilities on each with an ultimate linked to an entirely different key on the keyboard still within your left hand range.
Mag7spy wrote: » Loading wrote: » Mag7spy wrote: » Im not really for iframes on 2 second dodges that are spammy. I can deal with super armour since you can still be hit. oh i 100% agree hence if i remember right, i did or at least shoulda made clear that there was HEAVY air quotes on dodges getting I frames UNLESS they have a high cooldown hence why i stated in that later comment to the first commenter, that the rouges also should have a good movement passive since they need to be mobile and able to take risks when they go melee as rouges usually are more melee focused than ranged focus with a whole sperate ranger class making that an even clearer distinction with rouges would have a like maybe even 5 to 8 second cooldown on a i frame dodge that has high movement perhaps even ripping the animations from the dodge we saw stevens fighter using in the fighter showcase with the fighter getting a perhaps no cooldown but also no i frame dodge that would look like a classic dark souls roll with the idea being that even without i frames, they are able to be very mobile and can avoid aoes easy that way or get out of the range of a bosses single target if they have the missfortune of getting targeted likely by having been too agressive and having accidentally pulled the aggro from the tanks. remember in show cases they use god mode.
Solvryn wrote: » Loading wrote: » this time i quoted your name to make it clearer who i am responding too but again, i falied 11th and 12th grade english and only was allowed to graduate because of the pandemic sooo yea XD but my point is that in a game where EVERYONE has access to a perfect/ timed block mechanic and EVERYONE also has access to a perfect dodge mechanic, its hard to not make that THE ENTIRE focus for everyones defence and like i pointed out, its just not needed as the main theing in a holy trinity game, action or tab is that the supports main concern is proper positioning which really shouldnt be hard if the tanks do their job and everyones aware of the boss mechnics so as to know where to avoid the AOEs hence why all that is needed for them is a rng evasion, block system that means the odd hit every few minutes because of their own poor positioning or their teams poor teamwork boils down to an rng if the team gets fucked over for that mistake that really shouldant of been able to happen in the first place since the support shouldnt even be doing any real dmg AT ALL and should be focusing 100% on their role to support the team whether with buffs or debuffs cleansing or debuff application to enemies or healing. basically for them especially they really shouldnt need anything more and trying to make the most stat focused roles NEED to also consider action combat evasion as oppsed to good positioning and teamwork makes group focused gamplay to difficult. like ESO for as much as i love the game for what it is, it is DEFINANTLY NOT the grade A example of good MMORPG balance to the point it doesnt classify in my mind as a MMORPG but instead as an open world single player rpg with multiplayer elemnets. like sure in that game it doesnt really matter for the healers 100% because EVERYONE is expected to be able to tank at least one yellow flash single target move from a boss if needed and have enough self healing to surivive with trials really acutally being more a question of good tanks and dps' with maybe a healer or 2 for extra helaing just to be sure with how op the dps is that EVERYONE going either dps or tank is kinda pointless and more healing to make sure mistakes are erased is better. in a game like ashes tho, the issue will be that the supports are going to be the main squad leaders who are focusing on reading everything about peoples stats like their current hp and what buffs and debuffs are on them and what debuffs are out on the enemies that need reupping and who needs helaing and who needs to fall back and restore their resources and so on. having them need to manage ALL of that while also having to deal with action combat evasion systems is too much and would make the role not only damn near impossble to do even just well but would also scare everyone away from going support meaning there would be a lack of supports which is a death sentence to role based games.
Loading wrote: »
Loading wrote: » Loading wrote: » this time i quoted your name to make it clearer who i am responding too but again, i falied 11th and 12th grade english and only was allowed to graduate because of the pandemic sooo yea XD but my point is that in a game where EVERYONE has access to a perfect/ timed block mechanic and EVERYONE also has access to a perfect dodge mechanic, its hard to not make that THE ENTIRE focus for everyones defence and like i pointed out, its just not needed as the main theing in a holy trinity game, action or tab is that the supports main concern is proper positioning which really shouldnt be hard if the tanks do their job and everyones aware of the boss mechnics so as to know where to avoid the AOEs hence why all that is needed for them is a rng evasion, block system that means the odd hit every few minutes because of their own poor positioning or their teams poor teamwork boils down to an rng if the team gets fucked over for that mistake that really shouldant of been able to happen in the first place since the support shouldnt even be doing any real dmg AT ALL and should be focusing 100% on their role to support the team whether with buffs or debuffs cleansing or debuff application to enemies or healing. basically for them especially they really shouldnt need anything more and trying to make the most stat focused roles NEED to also consider action combat evasion as oppsed to good positioning and teamwork makes group focused gamplay to difficult. like ESO for as much as i love the game for what it is, it is DEFINANTLY NOT the grade A example of good MMORPG balance to the point it doesnt classify in my mind as a MMORPG but instead as an open world single player rpg with multiplayer elemnets. like sure in that game it doesnt really matter for the healers 100% because EVERYONE is expected to be able to tank at least one yellow flash single target move from a boss if needed and have enough self healing to surivive with trials really acutally being more a question of good tanks and dps' with maybe a healer or 2 for extra helaing just to be sure with how op the dps is that EVERYONE going either dps or tank is kinda pointless and more healing to make sure mistakes are erased is better. in a game like ashes tho, the issue will be that the supports are going to be the main squad leaders who are focusing on reading everything about peoples stats like their current hp and what buffs and debuffs are on them and what debuffs are out on the enemies that need reupping and who needs helaing and who needs to fall back and restore their resources and so on. having them need to manage ALL of that while also having to deal with action combat evasion systems is too much and would make the role not only damn near impossble to do even just well but would also scare everyone away from going support meaning there would be a lack of supports which is a death sentence to role based games.
Solvryn wrote: » I get your point, but also understand that I prefer a high skill ceiling. I get that some people would not be able to play it, but there are many of us in the Ashes community who would not have a problem with that level of gameplay.
Loading wrote: » Solvryn wrote: » I get your point, but also understand that I prefer a high skill ceiling. I get that some people would not be able to play it, but there are many of us in the Ashes community who would not have a problem with that level of gameplay. thats the thing. like i said, eso IS NOT anywhere close to balanced how a real mmorpg would be seen as the massively multiplayer means ALL aspects are heavily based on multiplayer including even pvp with the thing that i will say once more is that the amount of shit that a support or even just a ranged dps needs to consider especially since bows should require arrows but be either more powerful than ranged magic or much faster and more consistant and easy to use. like the point im trying to make that its the base mechanics of the class also working together with your groups WILDLY different mechanics and roles they play with what you are advocating for is a singleplayer focused action combat game like BDO or ESO. like sure they are fun games but if thats what you want than you might just actually not be into mmorpgs but instead like i said at best, open world multiplayer rpgs or in reality, open world rpgs with multiplayer elements. its not a bad thing but its just best you understand that AoC seems to not be in your perfered genere of game and hence your comment to some degree is slightly missing the point because your talking about balancing the game around something entirely different. like its already too far down a real MMORPG route to really divert from that core unless you wanna wait for another 7 years to get back to the alpha stage because its base level is built around a massively multplayer online genre first and foremost with combat especially being designed for group combat and VERY specialized roels meant to play entirely different parts. like the idea i mentinoed about how i feel fighter and rouge should work would probably suit your action combat fancy but it wouldnt be a cakewalk since there would be a heavy emphasis on being very vulnerable and weak when it comes to taking dmg with a heavy need to monitor aggro as well as use your movement to avoid the aoes all together rather than avoid attacks with perhaps the dodges could have i frames in pvp so as to stop players from being to squishy in the face of other players not forced to attack the tanks OR they could steal an idea from that show i mentioned with tanks having a pvp focused taunt that doesnt necesarily force players to attack them by making it impossible to attack other players but just punishes any player who does try to attack your teammates with a massive dmg proc thats unavoidable if ya do with a REAAALLLLY long cooldown to match its long duration and make sure that the fight needs to drag out for a LONG while before you can recast it.
Solvryn wrote: » I’m not sure why you think advocating for a high skill ceiling is for single player mmorpgs, because it’s not true. You work together whether it be tab or action, it doesn’t matter if it’s WoW or Darkfall. Your view on balance indicates to me you haven’t played that many action MMOs. I’ve played the spectrum. We are talking about a hybrid in Ashes, so it needs to incorporate the best of both worlds. It needs to work like a hybrid.
Loading wrote: » Solvryn wrote: » I’m not sure why you think advocating for a high skill ceiling is for single player mmorpgs, because it’s not true. You work together whether it be tab or action, it doesn’t matter if it’s WoW or Darkfall. Your view on balance indicates to me you haven’t played that many action MMOs. I’ve played the spectrum. We are talking about a hybrid in Ashes, so it needs to incorporate the best of both worlds. It needs to work like a hybrid. no im saying a high skill ceiling on personal skill over teamwork, good gear and ability building, and strategy is what makes it a snigle player game. its the fact that YOU arent supposed to be the linchpin based 100% on massive levels of personal skill to be able to avoid attacks and pump out massive dmg but instead everyone is meant to work together in basically a dnd adventure since the mmorpg genre was based on dnd. theres a reason combat balanced around solo play makes a game no longer a mmorpg and its 100% that fact that if its difficulty is based on personal capability ENTIRELY like say bdo or eso than your gonna have a issue. thats the reason im trying to make clear the amount of shit that the supports will need to consider and why i will also point out that a good real mmorpg would have its bossses and even normal enemies all having unique mechanics that make it so even the dps and tanks need to be aware of the enmies they are going after lest they be wiped out by a mechanic they didnt know about. like dont get me wrong, i do ackowledge that some amount of action combat based skill is good for the melee fighters since that combat is basically entirely meant to be action orientated but thats the exception and even than like i have made clear, it shouldnt be the focus.
Noaani wrote: » Loading wrote: » Solvryn wrote: » I’m not sure why you think advocating for a high skill ceiling is for single player mmorpgs, because it’s not true. You work together whether it be tab or action, it doesn’t matter if it’s WoW or Darkfall. Your view on balance indicates to me you haven’t played that many action MMOs. I’ve played the spectrum. We are talking about a hybrid in Ashes, so it needs to incorporate the best of both worlds. It needs to work like a hybrid. no im saying a high skill ceiling on personal skill over teamwork, good gear and ability building, and strategy is what makes it a snigle player game. its the fact that YOU arent supposed to be the linchpin based 100% on massive levels of personal skill to be able to avoid attacks and pump out massive dmg but instead everyone is meant to work together in basically a dnd adventure since the mmorpg genre was based on dnd. theres a reason combat balanced around solo play makes a game no longer a mmorpg and its 100% that fact that if its difficulty is based on personal capability ENTIRELY like say bdo or eso than your gonna have a issue. thats the reason im trying to make clear the amount of shit that the supports will need to consider and why i will also point out that a good real mmorpg would have its bossses and even normal enemies all having unique mechanics that make it so even the dps and tanks need to be aware of the enmies they are going after lest they be wiped out by a mechanic they didnt know about. like dont get me wrong, i do ackowledge that some amount of action combat based skill is good for the melee fighters since that combat is basically entirely meant to be action orientated but thats the exception and even than like i have made clear, it shouldnt be the focus. And what about games where you need top end gear, you need that personal skill, but you also need that teamwork and strategy?
Solvryn wrote: » Loading wrote: » Solvryn wrote: » I get your point, but also understand that I prefer a high skill ceiling. I get that some people would not be able to play it, but there are many of us in the Ashes community who would not have a problem with that level of gameplay. thats the thing. like i said, eso IS NOT anywhere close to balanced how a real mmorpg would be seen as the massively multiplayer means ALL aspects are heavily based on multiplayer including even pvp with the thing that i will say once more is that the amount of shit that a support or even just a ranged dps needs to consider especially since bows should require arrows but be either more powerful than ranged magic or much faster and more consistant and easy to use. like the point im trying to make that its the base mechanics of the class also working together with your groups WILDLY different mechanics and roles they play with what you are advocating for is a singleplayer focused action combat game like BDO or ESO. like sure they are fun games but if thats what you want than you might just actually not be into mmorpgs but instead like i said at best, open world multiplayer rpgs or in reality, open world rpgs with multiplayer elements. its not a bad thing but its just best you understand that AoC seems to not be in your perfered genere of game and hence your comment to some degree is slightly missing the point because your talking about balancing the game around something entirely different. like its already too far down a real MMORPG route to really divert from that core unless you wanna wait for another 7 years to get back to the alpha stage because its base level is built around a massively multplayer online genre first and foremost with combat especially being designed for group combat and VERY specialized roels meant to play entirely different parts. like the idea i mentinoed about how i feel fighter and rouge should work would probably suit your action combat fancy but it wouldnt be a cakewalk since there would be a heavy emphasis on being very vulnerable and weak when it comes to taking dmg with a heavy need to monitor aggro as well as use your movement to avoid the aoes all together rather than avoid attacks with perhaps the dodges could have i frames in pvp so as to stop players from being to squishy in the face of other players not forced to attack the tanks OR they could steal an idea from that show i mentioned with tanks having a pvp focused taunt that doesnt necesarily force players to attack them by making it impossible to attack other players but just punishes any player who does try to attack your teammates with a massive dmg proc thats unavoidable if ya do with a REAAALLLLY long cooldown to match its long duration and make sure that the fight needs to drag out for a LONG while before you can recast it. I’m not sure why you think advocating for a high skill ceiling is for single player mmorpgs, because it’s not true. You work together whether it be tab or action, it doesn’t matter if it’s WoW or Darkfall. Your view on balance indicates to me you haven’t played that many action MMOs. I’ve played the spectrum. We are talking about a hybrid in Ashes, so it needs to incorporate the best of both worlds. It needs to work like a hybrid.