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Ranged Mobs: Impossible to Counter if you are in their attack range

24

Comments

  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    KingDDD wrote: »
    Basic attacks on mobs guaranteeing damage is fine. As long as mobs have some variety in abilities with player interrupts, cc, burst damage, etc allow for some varied gameplay and uniqueness to different mobs. Actively dodging every single skill in the game is pretty meh. Games like GW2 feel extremely spammy due to the active dodge, ridiculous overall movement, and class design.

    Active dodging tied to resource costs solves that issue. It's a greater opportunity for skill expression having the chance to avoid heavy hits if you time it properly and manage your stamina effectively.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Caeryl wrote: »
    Noaani wrote: »
    Caeryl wrote: »
    Noaani wrote: »
    Syblitrh wrote: »
    Noaani wrote: »
    Syblitrh wrote: »
    I think this is a little silly for 2024 being forced to just embrace their incoming attack, no matter how good your hero movement is.

    Movement shouldn't be what you use to avoid an incoming attack - that is what abilities like the tanks "reflect" ability are for.
    i don't think you see my point, but ok :)

    Let's find out.

    Your point, as I see it, is that you think players should be able to use regular character movement to dodge attacks.

    My point is that this isn't what regular character movement is for. The game provides specific activated abilities to perform this specific function.

    'You don't use movement to dodge' has to be one of the funnier things to come out of a person's keyboard

    Not only do you not use movement to dodge, you don't use dodge to move.

    I stand corrected. This is the funniest thing to come out of someone's keyboard.

    You can consider it funny if you like. It is, however, inherently true for tab target games.
  • DiamahtDiamaht Member, Braver of Worlds, Alpha One, Alpha Two, Early Alpha Two
    This isn't designed as a action combat game. You are not using WASD to avoid attacks (besides aoe). This is pretty standard MMO stuff.

    I don't think that is going to change at this stage. Not sure that I want it to. Twitchy combat isn't generally what this style of game is about.
  • ApokApok Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Noaani wrote: »
    Apok wrote: »
    they could just make side stepping and dodging take up stamina also the person would have to be quick enough.
    And you now have - functionally, at least - a dodge ability.

    The concept of neeing to take off tab target in order to hit a moving target is a non-starter.

    Edit to add; I'm fairly sure it was very early 2019 when I first mentioned that defense is the single biggest issue in trying to combine tab and action combat. You can't have a system where someone using a tab target ability is able to have that shot not hit due to an action combat defense, but you also can't have a situation where an action combat attack hits the target, but due to the target having a high dodge or block stat, isn't registered as a hit.

    The two don't work together, and I don't have an solution for it.

    100% agree with you there. I don't see how a game could do block/dodge stats in combination with active blocking and dodging. What do you think about an overhaul of how these stats are used. Maybe a higher dodge rating equals less stamina used while dodging and a larger iframe window where your block stat will reduce the amount of stamina damage done while active blocking?
  • McShaveMcShave Member, Alpha Two, Early Alpha Two
    this is tab targeting. you have abilities to make the range negated. gap closers, cc, your ranged abilities. Go play WoW or another tab game and you will see ranged mobs is not an issue.
  • DiamahtDiamaht Member, Braver of Worlds, Alpha One, Alpha Two, Early Alpha Two
    Apok wrote: »
    Noaani wrote: »
    Apok wrote: »
    they could just make side stepping and dodging take up stamina also the person would have to be quick enough.
    And you now have - functionally, at least - a dodge ability.

    The concept of neeing to take off tab target in order to hit a moving target is a non-starter.

    Edit to add; I'm fairly sure it was very early 2019 when I first mentioned that defense is the single biggest issue in trying to combine tab and action combat. You can't have a system where someone using a tab target ability is able to have that shot not hit due to an action combat defense, but you also can't have a situation where an action combat attack hits the target, but due to the target having a high dodge or block stat, isn't registered as a hit.

    The two don't work together, and I don't have an solution for it.

    100% agree with you there. I don't see how a game could do block/dodge stats in combination with active blocking and dodging. What do you think about an overhaul of how these stats are used. Maybe a higher dodge rating equals less stamina used while dodging and a larger iframe window where your block stat will reduce the amount of stamina damage done while active blocking?

    I would pass on all of that. That's action combat. The game will allow some control over placement and area of affect for abilities but it's an expansion of tab target combat.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited September 26
    Syblitrh wrote: »
    How do you guys feel about the current fight mechanic which the current ranged attack mobs have it implemented?.
    Currently any mob in the world which is using a ranged attack: spell, throwing spears, arrows, etc, will auto lock on you , no matter if you strafe or try to avoid their direction of attack by moving fast around.
    I think this is a little silly for 2024 being forced to just embrace their incoming attack, no matter how good your hero movement is.
    Is this how you guys want?, to be just statues in front of mobs and let the stats dictate our fate?.
    For pvp it might be a different story, but for pve mobs, this makes no sense. Is like going back to the old click to move, let the mob hit you, and just click skills on the skillbar...
    Ashes is an RPG. If I didn't want my character to be hit by ranged mobs, I would adjust my character's Passive Skills to mitigate Ranged Damage.
  • Dygz wrote: »
    Syblitrh wrote: »
    How do you guys feel about the current fight mechanic which the current ranged attack mobs have it implemented?.
    Currently any mob in the world which is using a ranged attack: spell, throwing spears, arrows, etc, will auto lock on you , no matter if you strafe or try to avoid their direction of attack by moving fast around.
    I think this is a little silly for 2024 being forced to just embrace their incoming attack, no matter how good your hero movement is.
    Is this how you guys want?, to be just statues in front of mobs and let the stats dictate our fate?.
    For pvp it might be a different story, but for pve mobs, this makes no sense. Is like going back to the old click to move, let the mob hit you, and just click skills on the skillbar...
    Ashes is an RPG. If I didn't want my character to be hit by ranged mobs, I would adjust my character's Passive Skills to mitigate Ranged Damage.

    I agree with you as i played rpg's in the past:). Yet, that doesn't mean they have to copy everything like in the past. For example Ball Lightning mage skill doesn't have "homing" follow target, and is just moving in the direction you shoot it. So since there is leeway in some parts, i was hoping that some ranged attacks from mobs would act similar. As someone mentioned " both players and mobs are in-game entities with the same rules", which is not exactly the same, as some of your character skills are not all homing projectiles. Also, just saying " This is pretty standard", or " go play wow or another tab game ", is not exactly the point i want to make here. Anyway, maybe i am just too sensitive when it comes to mechanics and things i want to see in 2024+, as i learned from the past.

    Like what happens if a mob shoots an arrow towards you, and if you move to the left or right there is a chance that the homing will loose accuracy, and not hit you. Would this break the game if you potentially consider this approach?, is that bad?. Will it break the turnbase style? "you hit, i hit"?






    ps: excuse my broken engrish
  • Also take in consideration that ashes being a owpvp game, you might end up in a area with ranged elites, and someone will make sure you aggro more than you can take, and then u will think again about the auto lock on homing projectiles from all the mobs following you.
  • LudulluLudullu Member, Alpha Two
    Syblitrh wrote: »
    As someone mentioned " both players and mobs are in-game entities with the same rules", which is not exactly the same, as some of your character skills are not all homing projectiles.
    But have you seen every single mob in the game to say that they're not the same "with not all of their attacks being homing projectiles"?
  • From what i seen all ranged type mobs have homing projectiles, correct me if i am wrong. That's why i made the comparison with the Ball lightning, which is a spell projectile, but without homing.
  • LudulluLudullu Member, Alpha Two
    Syblitrh wrote: »
    From what i seen all ranged type mobs have homing projectiles, correct me if i am wrong. That's why i made the comparison with the Ball lightning, which is a spell projectile, but without homing.
    Yes, all of them so far.

    This topic would be a great question for the monthly q&a. Do Intrepid plan on adding ranged mobs that will have action abilities?
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited September 26
    Apok wrote: »
    Noaani wrote: »
    Apok wrote: »
    they could just make side stepping and dodging take up stamina also the person would have to be quick enough.
    And you now have - functionally, at least - a dodge ability.

    The concept of neeing to take off tab target in order to hit a moving target is a non-starter.

    Edit to add; I'm fairly sure it was very early 2019 when I first mentioned that defense is the single biggest issue in trying to combine tab and action combat. You can't have a system where someone using a tab target ability is able to have that shot not hit due to an action combat defense, but you also can't have a situation where an action combat attack hits the target, but due to the target having a high dodge or block stat, isn't registered as a hit.

    The two don't work together, and I don't have an solution for it.

    100% agree with you there. I don't see how a game could do block/dodge stats in combination with active blocking and dodging. What do you think about an overhaul of how these stats are used. Maybe a higher dodge rating equals less stamina used while dodging and a larger iframe window where your block stat will reduce the amount of stamina damage done while active blocking?

    As pointed out above, this makes all defense action based, with stats as assistance.

    It's an issue I've thought about for quite a while, and simply can't come up with an acceptable resolution to.

    My hope (and assumption) is that Intrepid are better at this than me.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    Active defense +stat(armor/magic resist) defense through gear and passives is plainly a much better system than accepting characters as stat-sticks for combat.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two

    Syblitrh wrote: »
    As someone mentioned " both players and mobs are in-game entities with the same rules", which is not exactly the same, as some of your character skills are not all homing projectiles. Also, just saying " This is pretty standard", or " go play wow or another tab game ", is not exactly the point i want to make here. Anyway, maybe i am just too sensitive when it comes to mechanics and things i want to see in 2024+, as i learned from the past.
    Steven also said that if the devs could not get hybrid combat working satisfactorily and he had to choose eaither tab-target or action combat, he would choose tab target. Same would be true with mobs, I think.

    I'm not sure what you mean by mechnaics you want in 2024.
    Regardless of year, RPGs should be more about the character's stats than about the player's personal attributes/skills.
    Sure, Active Dodge and Active Block can be fun... but in an RPG characters stats and build should carry more weight.


    Syblitrh wrote: »
    Like what happens if a mob shoots an arrow towards you, and if you move to the left or right there is a chance that the homing will loose accuracy, and not hit you. Would this break the game if you potentially consider this approach?, is that bad?. Will it break the turnbase style? "you hit, i hit"?
    In an RPG, my character's stats should be the primary factor in whether my character his hit and how much damage is dealt.
    In a BR or Shooter, player skills for Active Dodge and Active Block should be the primary factor.


    Syblitrh wrote: »
    Also take in consideration that ashes being a owpvp game, you might end up in a area with ranged elites, and someone will make sure you aggro more than you can take, and then u will think again about the auto lock on homing projectiles from all the mobs following you.
    Auto-Lock is mostly irrelevant if you have specced for high mitigation from Ranged Damage.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Caeryl wrote: »
    Active defense +stat(armor/magic resist) defense through gear and passives is plainly a much better system than accepting characters as stat-sticks for combat.

    I mean, "stat sticks" has worked for decades.

    If Intrepid went for what you are saying, they can't really claim that people can opt for primarily action or primarily tab combat - people only have that option with offense.

    Also, keep in mind, Steven has always said that if hybrid doesn't work, tab is the default.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    edited September 27
    Noaani wrote: »
    Caeryl wrote: »
    Active defense +stat(armor/magic resist) defense through gear and passives is plainly a much better system than accepting characters as stat-sticks for combat.

    I mean, "stat sticks" has worked for decades.

    If Intrepid went for what you are saying, they can't really claim that people can opt for primarily action or primarily tab combat - people only have that option with offense.

    Also, keep in mind, Steven has always said that if hybrid doesn't work, tab is the default.

    They 'worked' when that was the only option, but it's an outdated system that isn't particularly engaging and it severely lacks in skill expression.

    And you can easily create systems that have both active dodging and stat based defense. The presence of actively dodging some damage doesn't detract from methods of mitigating damage that does hit, which is all that armor should be for anyway.

    The fact that 'evasion' could be a stat on armor that triggers even if you literally never move is absurd.
  • ApokApok Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Caeryl wrote: »
    Noaani wrote: »
    Caeryl wrote: »
    Active defense +stat(armor/magic resist) defense through gear and passives is plainly a much better system than accepting characters as stat-sticks for combat.

    I mean, "stat sticks" has worked for decades.

    If Intrepid went for what you are saying, they can't really claim that people can opt for primarily action or primarily tab combat - people only have that option with offense.

    Also, keep in mind, Steven has always said that if hybrid doesn't work, tab is the default.

    They 'worked' when that was the only option, but it's an outdated system that isn't particularly engaging and it severely lacks in skill expression.

    And you can easily create systems that have both active dodging and stat based defense. The presence of actively dodging some damage doesn't detract from methods of mitigating damage that does hit, which is all that armor should be for anyway.

    The fact that 'evasion' could be a stat on armor that triggers even if you literally never move is absurd.

    let's not forget it's all RNG as well
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    Apok wrote: »
    Caeryl wrote: »
    Noaani wrote: »
    Caeryl wrote: »
    Active defense +stat(armor/magic resist) defense through gear and passives is plainly a much better system than accepting characters as stat-sticks for combat.

    I mean, "stat sticks" has worked for decades.

    If Intrepid went for what you are saying, they can't really claim that people can opt for primarily action or primarily tab combat - people only have that option with offense.

    Also, keep in mind, Steven has always said that if hybrid doesn't work, tab is the default.

    They 'worked' when that was the only option, but it's an outdated system that isn't particularly engaging and it severely lacks in skill expression.

    And you can easily create systems that have both active dodging and stat based defense. The presence of actively dodging some damage doesn't detract from methods of mitigating damage that does hit, which is all that armor should be for anyway.

    The fact that 'evasion' could be a stat on armor that triggers even if you literally never move is absurd.

    let's not forget it's all RNG as well

    Exactly why tab such an unsatisfying combat system. Relying on luck to dodge is a terrible sort of design when we have options to add skill expression universally in a way that doesn't depend on RNG and still promotes spacing into particular defenses through gear.

    It's all about balancing how frequently someone can use active defenses, and what determines the cost. Maybe it would be a cooldown, maybe stamina, maybe some other additional resource.

    But some stat should never be a source of a full-on dodge or a 'crit defense'. It's cheap, skill-less, and combat is all the worse for making everything reliant on gear blocks over skill.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited September 27
    Caeryl wrote: »
    They 'worked' when that was the only option, but it's an outdated system
    But it still works.

    Saying your game is a hybrid of tab and action, but limiting defense to action only - that doesn't work. I feel the need to remind you again here that if hybrid doesn't work, action is not the default - tab is, because it works.

    You can claim it's outdated all you like, but if there isn't a better system...

    Action combat is not a better system for an MMORPG, because it reduces the value of gear based upgrades, which are kind of the focus most people have in MMORPG's - essentially action combat is anti-MMO.
    The fact that 'evasion' could be a stat on armor that triggers even if you literally never move is absurd.
    I mean, it's not.

    Evading an attack could mean something as simple as a sway to one direction. You don't need to move your feet in order to evade.

    The notion that movement is required to evade is absurd.

    As to the notion of RNG, people that blame it are just bad at what ever it is they are talking about. This is especially true in an MMORPG where RNG is actually not all that random - and in the context of an entire fight, only makes up 1 or 2%.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    edited September 27
    Noaani wrote: »
    Caeryl wrote: »
    They 'worked' when that was the only option, but it's an outdated system
    But it still works.

    Saying your game is a hybrid of tab and action, but limiting defense to action only - that doesn't work. I feel the need to remind you again here that if hybrid doesn't work, action is not the default - tab is, because it works.

    In what world is mitigation through armor not a defense in your mind? Or abilities that boost armor or spell resist? Have you told yourself that there can't be both built in mitigations and active defensive options for whatever reason?
    You can claim it's outdated all you like, but if there isn't a better system...

    Action combat is not a better system for an MMORPG, because it reduces the value of gear based upgrades, which are kind of the focus most people have in MMORPG's - essentially action combat is anti-MMO.

    I hope you realize you're just proving the point here for why stat stick defenses are an outdated relic. There's no true skill expression when your gear is doing 90% of the fighting for you, and it puts far too much reliance on Gear Number Big than actually keeping combat awareness of the game space.

    An MMO that plays from the UI is a dull, hollow experience that honestly has no place in an MMO developed in 2024+.
  • LaetitianLaetitian Member
    edited September 27
    Caeryl wrote: »
    Noaani wrote: »
    Caeryl wrote: »
    Active defense +stat(armor/magic resist) defense through gear and passives is plainly a much better system than accepting characters as stat-sticks for combat.

    I mean, "stat sticks" has worked for decades.

    If Intrepid went for what you are saying, they can't really claim that people can opt for primarily action or primarily tab combat - people only have that option with offense.

    Also, keep in mind, Steven has always said that if hybrid doesn't work, tab is the default.
    They 'worked' when that was the only option, but it's an outdated system that isn't particularly engaging and it severely lacks in skill expression.
    No. You're stuck thinking in terms of other systems and evaluating a specific part of Ashes by other games' standards, without taking everything else that's different into account. Other games don't have the combination of skills and role dynamics that a tab target MMO has. That depth is where the skill expression comes from.

    I really dislike how loudly people talk who clearly have just never played a good tab target MMO. You need to make a little more of an honest effort to understand the full potential of the system before you dismiss it based on the downsides you've experienced.

    Imo, there's actually way less skill expression in most action MMOs than in tab target. They always devolve into the same rotation optimisation brainrot, where the only thing resembling player interaction consists of dodge-rolling, and activating your parry and CC-break when appropriate, and everything else comes down to optimising the same rotation and procs that you use the same way in every fight. It's just button-mashing, and it gets in the way of class identity, regardless of whether you have fatigue to manage how often your class gets to button-mash.
    Players in MMO action combat are way too focused on their own minigames than paying attention to what their opponents are doing and making active decisions on how to deal with the opponent's build, class, party composition, and decisions. Because they don't have enough tools in their skill bar to do anything differently about different builds in the first place.
    The only one who can validate you for all the posts you didn't write is you.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited September 27
    Caeryl wrote: »
    Noaani wrote: »
    Caeryl wrote: »
    They 'worked' when that was the only option, but it's an outdated system
    But it still works.

    Saying your game is a hybrid of tab and action, but limiting defense to action only - that doesn't work. I feel the need to remind you again here that if hybrid doesn't work, action is not the default - tab is, because it works.

    In what world is mitigation through armor not a defense in your mind? Or abilities that boost armor or spell resist? Have you told yourself that there can't be both built in mitigations and active defensive options for whatever reason?
    It still is - but it then leads to the opposite issue.

    With what you are saying, I can be using an action ability, put all my skill in to hitting you at long range, and then nope, your mitigation stat makes it a miss.

    That isn't good. If your game is asking players to aim at each other, a hit should be a hit.

    While it is true that I prefer tab target combat over action, I am absolutely looking at this from the perspective of both (I literally always look at things from as many reasonable perspectives as I am able to imagine).
    I hope you realize you're just proving the point here for why stat stick defenses are an outdated relic. There's no true skill expression when your gear is doing 90% of the fighting for you, and it puts far too much reliance on Gear Number Big than actually keeping combat awareness of the game space.
    All of this is besides the actual point - it is just you having your preference for action over tab. It doesn't actaully address the issue at hand - which is that there is no viable way to have both action and tab defense in a hybrid game like Ashes that isn't complete shit.

    I totally agree that tab is outdated. However, it's also the best system for an MMORPG in which character progression exists. That is the point of an MMORPG (or just an RPG). You are supposed to improve your character - it isn't a test of your skills vs mine, it is a test of your character vs mine.

    Action combat is the best option for if you don't want character progression, or want very little. That isn't really an MMORPG - which is why actin combat is basically just anti-MMO (edit to add; for clarification action combat is anti-MMORPG, not just MMO. Action combat is fine for an MMOFPS or similar).

    You can claim this is outdated, but at the end of the day you seem to be saying here that you want a game with no character progression - which is not an RPG.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    edited September 27
    Laetitian wrote: »
    Caeryl wrote: »
    Noaani wrote: »
    Caeryl wrote: »
    Active defense +stat(armor/magic resist) defense through gear and passives is plainly a much better system than accepting characters as stat-sticks for combat.

    I mean, "stat sticks" has worked for decades.

    If Intrepid went for what you are saying, they can't really claim that people can opt for primarily action or primarily tab combat - people only have that option with offense.

    Also, keep in mind, Steven has always said that if hybrid doesn't work, tab is the default.
    They 'worked' when that was the only option, but it's an outdated system that isn't particularly engaging and it severely lacks in skill expression.
    No. You're stuck thinking in terms of other systems and evaluating a specific part of Ashes by other games' standards, without taking everything else that's different into account. Other games don't have the combination of skills and role dynamics that a tab target MMO has. That depth is where the skill expression comes from.

    I really dislike how loudly people talk who clearly have just never played a good tab target MMO. You need to make a little more of an honest effort to understand the full potential of the system before you dismiss it based on the downsides you've experienced.

    Imo, there's actually way less skill expression in most action MMOs than in tab target. They always devolve into the same rotation optimisation brainrot, where the only thing resembling player interaction consists of activating your parry and CC-break when appropriate, and everything else comes down to optimising the same rotation and procs that you use the same way in every fight.
    Players in MMO action combat are way too focused on their own minigames than paying attention to what their opponents are doing and making active decisions on how to deal with the opponent's build, class, party composition, and decisions. Because they don't have enough tools in their skill bar to do anything differently about different builds in the first place.

    Seems you could use your own advice here, because not a single aspect of difficulty found in tab systems can't be replicated in action combat. And I have unfortunately played a chunk of tab MMOs, all of which ended up the same way: the fights in PvE are generally decided after one rotation of spells; you'll know if you can kill this monster or if it will kill you unless you get very lucky on crits or evasion rolls. There is no amount of skill that can change this, because those systems focus so much on gear score over anything else.

    More than that, they'll rip out your immersion one menial ability a time until you have three bars of shit you'll cast once a minute if even that, to the point you're barely looking at what's going on in the game space.

    If you want to talk about rotations, tab is far worse for mindless rotation spam. You play your keyboard with no concern for aim or location (as long as you're not standing in stupid) because you don't need to be aiming, you don't even have to have your target on your screen and everything still auto locks on them.

    Are you really going to claim that's good design? Engaging at all? Immersive?

    To add: What does too few abilities look like to you? Less than 30? Less than 20? It's also entirely irrelevant to the conversation about including an active dodging method which can absolutely exist alongside armor and resistances. Many RPGs work exactly like that
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Caeryl wrote: »
    Seems you could use your own advice here, because not a single aspect of difficulty found in tab systems can't be replicated in action combat.
    I have had this discussion on these forums, it lasted well over a year.

    In theory this is true, in actual practice, it is not.

    With action combat, you are limited in how you can design encounters, assuming you want encounters that players can beat. These limits are essentially removed with tab target combat.
    If you want to talk about rotations, tab is far worse for mindless rotation spam.
    I agree that bad tab is bad. If the term "rotation" is an actual valid concept in a tab target game, it is bad tab.

    Your comments about location are also somewhat incorrect. Good tab target can make specific positioning as important as it is in action.

    And yes, I do consider it good design that I can auto lock on my target and use the camera to look around. I consider that to be very good design indeed.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    Noaani wrote: »
    Caeryl wrote: »
    Noaani wrote: »
    Caeryl wrote: »
    They 'worked' when that was the only option, but it's an outdated system
    But it still works.

    Saying your game is a hybrid of tab and action, but limiting defense to action only - that doesn't work. I feel the need to remind you again here that if hybrid doesn't work, action is not the default - tab is, because it works.

    In what world is mitigation through armor not a defense in your mind? Or abilities that boost armor or spell resist? Have you told yourself that there can't be both built in mitigations and active defensive options for whatever reason?
    It still is - but it then leads to the opposite issue.

    With what you are saying, I can be using an action ability, put all my skill in to hitting you at long range, and then nope, your mitigation stat makes it a miss.

    That isn't good. If your game is asking players to aim at each other, a hit should be a hit.

    You've royally misunderstood what incorporating both would actually look like.

    Evasion as a stat should not exist. RNG should never be the determining factor for entirely avoiding damage from an attack.

    Mitigation is exactly that, mitigating damage from hits based on your resistances from armor, spells, or abilities to various damage types.

    I don't particularly care if abilities will generally hone onto a target, but Misses should only ever be determined by an action taken by the player that visibly moves them. Gear shouldn't even be a factor on if something hits or not, only how much damage it does.

    It should be extremely obvious when someone has dodged your skills, letting rng from gear do it doesn't give any information to players fighting each other. It's bad for clarity and bad for skill expression.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    The idea that active defense is anti-RPG is also hilarious given we have seen dozens of RPGs come out that have a hybrid combat system.

    Just look at any Souls game. Elden Ring is an especially good example of an RPG that utilizes active defenses on top of gear based resistances
  • LaetitianLaetitian Member
    edited September 27
    Caeryl wrote: »
    Laetitian wrote: »
    Caeryl wrote: »
    Noaani wrote: »
    Caeryl wrote: »
    Active defense +stat(armor/magic resist) defense through gear and passives is plainly a much better system than accepting characters as stat-sticks for combat.

    I mean, "stat sticks" has worked for decades.

    If Intrepid went for what you are saying, they can't really claim that people can opt for primarily action or primarily tab combat - people only have that option with offense.

    Also, keep in mind, Steven has always said that if hybrid doesn't work, tab is the default.
    They 'worked' when that was the only option, but it's an outdated system that isn't particularly engaging and it severely lacks in skill expression.
    No. You're stuck thinking in terms of other systems and evaluating a specific part of Ashes by other games' standards, without taking everything else that's different into account. Other games don't have the combination of skills and role dynamics that a tab target MMO has. That depth is where the skill expression comes from.

    I really dislike how loudly people talk who clearly have just never played a good tab target MMO. You need to make a little more of an honest effort to understand the full potential of the system before you dismiss it based on the downsides you've experienced.

    Imo, there's actually way less skill expression in most action MMOs than in tab target. They always devolve into the same rotation optimisation brainrot, where the only thing resembling player interaction consists of activating your parry and CC-break when appropriate, and everything else comes down to optimising the same rotation and procs that you use the same way in every fight.
    Players in MMO action combat are way too focused on their own minigames than paying attention to what their opponents are doing and making active decisions on how to deal with the opponent's build, class, party composition, and decisions. Because they don't have enough tools in their skill bar to do anything differently about different builds in the first place.
    Seems you could use your own advice here, because not a single aspect of difficulty found in tab systems can't be replicated in action combat.

    Are you really going to claim that's good design? Engaging at all? Immersive?

    PvE in MMOs is about class optimisation and planning, not playing monster hunter. Because that's what makes character optimisation meaningful. It's incredibly engaging and immersive when I play DarkSwords and I can kill mobs 20 times my level because my class build and party composition are better than anyone else's. The game wouldn't be nearly as satisfying, if everyone else could bunnyhop around mobs to whittle them down, in spite of their inferior build path and strategy.
    Caeryl wrote: »
    If you want to talk about rotations, tab is far worse for mindless rotation spam. You play your keyboard with no concern for aim or location (as long as you're not standing in stupid) because you don't need to be aiming, you don't even have to have your target on your screen and everything still auto locks on them.
    In a game where you have 40 skills, you don't spam mindless rotations, because you adjust your buffs and CC types and debuffs and damage sources and dispells to the actions and builds of your opponents. This applies more effectively in PVP, but in PvE you can still get a TON of variation out of mob strength and weaknesses (damage types, cast types, cc vulnerability or immunity), burst-versus-DPS, and mobility and range. These are all things that make battling different opponents on your way through the map very engaging to optimise. You can never get the same variety in a game where your actions are limited to 10 buttons.
    Caeryl wrote: »
    And I have unfortunately played a chunk of tab MMOs, all of which ended up the same way: the fights in PvE are generally decided after one rotation of spells; you'll know if you can kill this monster or if it will kill you unless you get very lucky on crits or evasion rolls. There is no amount of skill that can change this, because those systems focus so much on gear score over anything else.

    More than that, they'll rip out your immersion one menial ability a time until you have three bars of shit you'll cast once a minute if even that, to the point you're barely looking at what's going on in the game space.
    I can't overstate how obvious it is that you've never played good tab target combat.
    What you're describing is almost exclusive to games like WoW.
    Any half-decent Tab-Target MMO with 3+ bars of abilities will have you constantly choose from 10+ valid options to identify the optimal choice for your next cast. That was the baseline in pretty much every combat situation I was ever in, in 5 years of Regnum Online.

    Admittedly a PvP-centric game; you'll get slightly less constant challenge from tab-target PvE; but that's why Ashes is a PvX game, and it's an issue that's solved through challenging dungeon and boss design, not dodge-roll fighting game mechanics.

    Overland farming optimisation is all about resource management anyway. Strafing an arrow won't make that process feel more rewarding; that's just pointless busywork for your fingers without any actual thought behind it.
    The only one who can validate you for all the posts you didn't write is you.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited September 27
    Caeryl wrote: »
    Noaani wrote: »
    Caeryl wrote: »
    Noaani wrote: »
    Caeryl wrote: »
    They 'worked' when that was the only option, but it's an outdated system
    But it still works.

    Saying your game is a hybrid of tab and action, but limiting defense to action only - that doesn't work. I feel the need to remind you again here that if hybrid doesn't work, action is not the default - tab is, because it works.

    In what world is mitigation through armor not a defense in your mind? Or abilities that boost armor or spell resist? Have you told yourself that there can't be both built in mitigations and active defensive options for whatever reason?
    It still is - but it then leads to the opposite issue.

    With what you are saying, I can be using an action ability, put all my skill in to hitting you at long range, and then nope, your mitigation stat makes it a miss.

    That isn't good. If your game is asking players to aim at each other, a hit should be a hit.

    You've royally misunderstood what incorporating both would actually look like.

    Evasion as a stat should not exist. RNG should never be the determining factor for entirely avoiding damage from an attack.

    Mitigation is exactly that, mitigating damage from hits based on your resistances from armor, spells, or abilities to various damage types.
    This is back to an action only defense.

    Imagine, if you will, if that ability does more than just deal damage. Imagine it has a debuff or CC attached to it. If it hits, you suffer the debuff or CC. This makes action the only defense that matters.

    Even if you remove that debuff or CC from the picture, you are still saying tab target defense should protect you from some of the damage, but action combat defense should protect you from all of it.

    That isn't a hybrid combat system.

    Edit to add; to take this one step further, what about tab target abilities that literally can't miss, that you can't get out of the way of?

    If you are going to say that you should be able to use action combat to dodge them, then we are back to where we started at in that anyone that is constantly moving is effectively immune to ranged tab target attacks.

    Again, that isn't a hybrid combat system.
    I don't particularly care if abilities will generally hone onto a target, but Misses should only ever be determined by an action taken by the player that visibly moves them. Gear shouldn't even be a factor on if something hits or not, only how much damage it does.

    It should be extremely obvious when someone has dodged your skills, letting rng from gear do it doesn't give any information to players fighting each other. It's bad for clarity and bad for skill expression.

    It should indeed be extremely obvious when someone has dodged one of your attacks. This is usually accomplished by putting the word "dodged" or "blocked" or "parried" or "resisted" in the floating combat feedback in game, as well as in the combat log.

    It is blatantly obvious.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    Noaani wrote: »
    Caeryl wrote: »
    Seems you could use your own advice here, because not a single aspect of difficulty found in tab systems can't be replicated in action combat.
    I have had this discussion on these forums, it lasted well over a year.

    In theory this is true, in actual practice, it is not.

    With action combat, you are limited in how you can design encounters, assuming you want encounters that players can beat. These limits are essentially removed with tab target combat.

    That's because tab makes combat easier by leaps and bounds. The skill requirement is lowered and so only source of challenge that can be offered at that point is how tightly group have to stick to the fight formula.

    This has gone wildly off topic regardless though, and doesn't change the fact that active defenses absolutely can (and should) exist alongside gear-based mitigation if the design going forward is generally going to be homing projectiles.
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