Veeshan wrote: » The current system rewards those able to weave auto attacks inbetween skill where ur system is just foolproof for anyone which takes some skill out of combat to a degree atleast imo
Ghostgg wrote: » How does this improve skillful expression? This literally makes it so you just press your skills on cd without using your brain. I much prefer the combo system where you weave your spells/abilities at the right time.
Veeshan wrote: » I feel this actually would dumb down combat right now you choose wether or not a skill at this particular time is worth breaking your weapon combo or waiting for combo to finish before deploying the skill just my thought atleast. The current system rewards those able to weave auto attacks inbetween skill where ur system is just foolproof for anyone which takes some skill out of combat to a degree atleast imo
oneuproad wrote: » Ghostgg wrote: » How does this improve skillful expression? This literally makes it so you just press your skills on cd without using your brain. I much prefer the combo system where you weave your spells/abilities at the right time. Weaving by the very definition in gaming means throwing basic attacks in between abilities, not the other way around. Very easy example would be you using an ability just before your finisher to boost your stats, and then do the finishers, that may overlap into an another finisher combo or it just adds more damage to your sequence of weaving and ability rotation. The current system is whats braindead and promotes ability spam into basic attacks in the down time. That is unless you believe basic attacks do more than abilities, which they objectively do not.
Ghostgg wrote: » oneuproad wrote: » Ghostgg wrote: » How does this improve skillful expression? This literally makes it so you just press your skills on cd without using your brain. I much prefer the combo system where you weave your spells/abilities at the right time. Weaving by the very definition in gaming means throwing basic attacks in between abilities, not the other way around. Very easy example would be you using an ability just before your finisher to boost your stats, and then do the finishers, that may overlap into an another finisher combo or it just adds more damage to your sequence of weaving and ability rotation. The current system is whats braindead and promotes ability spam into basic attacks in the down time. That is unless you believe basic attacks do more than abilities, which they objectively do not. First, weaving does not suggest the rate of interweaving skills nor the priority. You want a system where you press your skill and you are not punished for poor timing. The current system means you get the finisher off, then do a quick burst of skills (for fighter which I play, overpower into trip into maim) then basic attack to reset my overpower before using another skill. It also means someone interrupting your attack combo gets comparatively more value. This is more punishing IMO because if I make a mistake and I use a skill that interrupts my combo then I have to redo the entire thing, adding a skill curve. In your example I would be punished less as it just means I'd have to do one extra attack. I hear what you're saying for being able to do attack > ability > finisher > ability > extended finisher proc > ability to setup another type of combo. That is certainly skill expression, but saying the current system is braindead is just wrong. I think the skill expression in the current system is larger because it is more punishing and allows more counter play.
oneuproad wrote: » Ghostgg wrote: » oneuproad wrote: » Ghostgg wrote: » How does this improve skillful expression? This literally makes it so you just press your skills on cd without using your brain. I much prefer the combo system where you weave your spells/abilities at the right time. Weaving by the very definition in gaming means throwing basic attacks in between abilities, not the other way around. Very easy example would be you using an ability just before your finisher to boost your stats, and then do the finishers, that may overlap into an another finisher combo or it just adds more damage to your sequence of weaving and ability rotation. The current system is whats braindead and promotes ability spam into basic attacks in the down time. That is unless you believe basic attacks do more than abilities, which they objectively do not. First, weaving does not suggest the rate of interweaving skills nor the priority. You want a system where you press your skill and you are not punished for poor timing. The current system means you get the finisher off, then do a quick burst of skills (for fighter which I play, overpower into trip into maim) then basic attack to reset my overpower before using another skill. It also means someone interrupting your attack combo gets comparatively more value. This is more punishing IMO because if I make a mistake and I use a skill that interrupts my combo then I have to redo the entire thing, adding a skill curve. In your example I would be punished less as it just means I'd have to do one extra attack. I hear what you're saying for being able to do attack > ability > finisher > ability > extended finisher proc > ability to setup another type of combo. That is certainly skill expression, but saying the current system is braindead is just wrong. I think the skill expression in the current system is larger because it is more punishing and allows more counter play. I have never once said that CC should not interrupt the weapon combo, I said your own abilities should not interrupt it. I am sorry, but a system where there are more possibilities there are naturally more counterplays, and naturally more ways to bait a dodge roll for example out of players. All I am saying is that your own abilities should not reset the weapon sequence, everything else like block, dodge roll, CC should. If we go down this path. If abilities do not interrupt weapon sequence, it also means you knowing when the finisher comes from someone else has a meaning. Now it is just holding down basic attack. Also, I do not even want to know what is your fighter's level. You are mentioning 3 abilities. My friend is level 17 fighter, and says it is literally useless to use basic attack outside of ability down time.
Ghostgg wrote: » How does this improve skillful expression? This literally makes it so you just press your skills on cd without using your brain. I much prefer the combo system where you weave your spells/abilities at the right time. The current system means you get the finisher off, then do a quick burst of skills (for fighter which I play, overpower into trip into maim) then basic attack to reset my overpower before using another skill. It also means someone interrupting your attack combo gets comparatively more value.
Ghostgg wrote: » First, weaving does not suggest the rate of interweaving skills nor the priority. You want a system where you press your skill and you are not punished for poor timing. I hear what you're saying for being able to do attack > ability > finisher > ability > extended finisher proc > ability to setup another type of combo. That is certainly skill expression, but saying the current system is braindead is just wrong. I think the skill expression in the current system is larger because it is more punishing and allows more counter play.
oneuproad wrote: » Sorry I just read this again after sleeping. It was you who called brain dead my suggestion, but then also aggreing it has skill expression. Literally just type "brain" into CTRL+F search. Ghostgg wrote: » How does this improve skillful expression? This literally makes it so you just press your skills on cd without using your brain. I much prefer the combo system where you weave your spells/abilities at the right time. The current system means you get the finisher off, then do a quick burst of skills (for fighter which I play, overpower into trip into maim) then basic attack to reset my overpower before using another skill. It also means someone interrupting your attack combo gets comparatively more value. I am fine with disagreeing respectfully. First of all, you wrote almost the same combo as me, but you probably had a "You vs mob" scenario lol. In what world do you believe, you are going to be able to walk up to a player do a weapon combo rotation then do your abilities then continue to weapon attack, very unlikely especially as a melee. This does not have high punishment, this is unrealistic. THIS IS THE EXACT SCENARIO WHERE YOU JUST ABILITY SPAM WITHOUT USING YOUR BRAIN, what I have in quote above. While my thinking was you setup your finisher, so you gap close into CC into double basic attack into CC again into buff into finisher (further buffing) into ability burst. Now this is a rather brainstorm as of now, as I do not know if there is going to be a.) an universal CC break ability, b.) if block is going to avoid CC, c.) how long they last and how many CCs fighter would have later on, d.) how much attack speed rating can we buckle together as the game progresses, e.) can I pre-buff my attack speed after 1st CC?, f.) can I debuff the enemies evasion/pdef before I get to my finisher burst? I do not know fighter's skill kit, maybe they already have some of these examples? This is the exact OPPOSITE of what I have in quote above. If you think this is a system with no brain to use and a downgrade compared to what we have now in terms of skill expression. Then a.) you need a mental check, b.) you have never played a MMORPG with a weaving system in it, and I mean a proper one where you need to press your basic attack, not just wait for auto-attack due to global cooldown or some shiet. (Aion, ESO for example) Ghostgg wrote: » First, weaving does not suggest the rate of interweaving skills nor the priority. You want a system where you press your skill and you are not punished for poor timing. I hear what you're saying for being able to do attack > ability > finisher > ability > extended finisher proc > ability to setup another type of combo. That is certainly skill expression, but saying the current system is braindead is just wrong. I think the skill expression in the current system is larger because it is more punishing and allows more counter play. Not even going to.