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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Should AoC have many skills on their skill bar(s) or should they be limited?
I'm wondering how the skill system in AoC will be developed. Since i've heared their will be tab targeting in this game, will that mean we get alot of skills to put on the skill bar or?
What I mean with ''many'' is that it will be similiar to World of Warcraft as in there will be multiple skill bars, with many skills to choose from. WoW works with tab targeting, but another example like Guild Wars 2 will not work with the tab targeting system. Basicaly how that system works is that if you choose between multiple weapons your skill set will chance for a total of 5 skills or so per weapon.
Personaly I preffer the way WoW has been doing this in their games. I like to have a lot of skills to choose from, it also brings alot more mechanics in the game and makes the combat system more fun by giving the player more skills to choose from. It also makes the game more competetive, because the skills will include more stuns or other little mechanics which the other player has to anticipate to.
What do you preffer as far as the sheer amount of skills go and how would you like this system to work? comment below!
What I mean with ''many'' is that it will be similiar to World of Warcraft as in there will be multiple skill bars, with many skills to choose from. WoW works with tab targeting, but another example like Guild Wars 2 will not work with the tab targeting system. Basicaly how that system works is that if you choose between multiple weapons your skill set will chance for a total of 5 skills or so per weapon.
Personaly I preffer the way WoW has been doing this in their games. I like to have a lot of skills to choose from, it also brings alot more mechanics in the game and makes the combat system more fun by giving the player more skills to choose from. It also makes the game more competetive, because the skills will include more stuns or other little mechanics which the other player has to anticipate to.
What do you preffer as far as the sheer amount of skills go and how would you like this system to work? comment below!
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But the augmentation of the skills with your second class will alter your skills, so you are given the choice as to what skill you would like to have based from the base skills of the primary class.
For me, I found WoW had too many abilities, as I played mage and used only 4 or 5 abilities and then maybe some cooldowns if raiding. So for me I'm looking at maybe 7/8 abilities to put on bars with option for more. That's only a rough guess.
Depending of your roles in game, you will likely get some specific skills. Tanks for instance, needs at least:
*at least an aggro building skill example: Taunt.
*at least a defensive cooldown skill example: Bloodlust
*at least a gap closer or a crowd control skill example: Rush
*at least 3 combat skills (Bread and Butter, one offensive, one defensive) Example: DragSlash, Bash, Riposte
*at least an aggro dumping skill example: Shout
*and your Ultimate Skill. example: Way of the warrior
What do you guys think?
Maybe 18 is pushing it a little bit, but the biggest thing for me is just making sure rotations aren't mindless.
An example would be that Buff, Control and Utility skills should only go to support character to give them weight. I like the idea of a buffing exclusive bard that you take with you because it's a polyvalent class that adds another layer of strategies.
Another example for the CC-Breaks that comes to mind comes from playing a lot of MOBA's and MMO's and through each metas, Crowdcontrols (either soft or hard) was always a mandatory mechanic to use to win and is not always engaging. CC-Break is a valid answer though, but what if Crowd control and Crowd control breakers were mutually exclusives for certain class. (ie. Fighters have Knockdown, Rangers Rooting trap, Rogues Strip, Mages Freezing movement, Summoners Confusion, Clerics Silences and Bard have Charm.)
To go back onto the topic, I think it is safe to say that we are all curious about the skillbar because we will have a glance of the balance between auto attacks and rotation.
To go back onto the topic, I think it is safe to say that we are all curious about the skillbar because we will have a glance of the balance between auto attacks and rotation.
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They said there won't be auto attacks and the combat is based on rotations and skill chains.
I feel that is the perfect balance. 8 skill bar slots is all you need.
To my mind, even if we have "no Auto Attacks" (Star Wars: The Old Republic didn't have it also) we will still have attack skills that are used as fillers. (Think weapon skill of Guild Wars 2, At-Will skills of NeverWinter). Having a small number of skill slots will usually means that the attack skill may be a tad repetitive. But if we can strings skills together to create combos, then this means that we can add another layer of depth and create this "Select what you want to run with" skillsets that was so good on Guild Wars 1. In anycase, sorry for my rumbling and thank you for answering this! =D
[quote quote=8383]I would like to see an extended and limited action skillset. I feel like having 8 skills on your bar is the sweetspots.
Depending of your roles in game, you will likely get some specific skills. Tanks for instance, needs at least:
*at least an aggro building skill example: Taunt.
*at least a defensive cooldown skill example: Bloodlust
*at least a gap closer or a crowd control skill example: Rush
*at least 3 combat skills (Bread and Butter, one offensive, one defensive) Example: DragSlash, Bash, Riposte
*at least an aggro dumping skill example: Shout
*and your Ultimate Skill. example: Way of the warrior
What do you guys think?
[/quote]
I feel like if you get 8 skills on your bar that you might feel limited. It would be nice if you could customize and build a skill set you feel comfortable with playing. But your suggestion seems great aswell, it might just feel limited thats all.
What I hate to have is bunch of skills with so similar effects there's hardly any variation and they're basically there just to make longer combos without having to wait for cooldown.
Not all of us have 10 fingers or fingers that can bend to do mandatory combos.
<img src="http://imgur.com/a/D4oB8" alt="" />
[img]https://preview.ibb.co/nm0Z5k/aocSkill.jpg[/img]
I believe one of the reasons why Mobas are so popular is that they are, at the surface simple and easily accessible, they have very high skill caps. This means that while a new player can pick the game up and have fun, in time and with practice they can take their game play up to another level which gives them room to grow, something to reach for and a sense of achievement when they get there.
Steve Jobs believed that Apple products needed to be simple and an extension of the user for expressing their ideas and creativity, not a road block or wall to them. I feel the same way about game play. Keeping it simple yet giving the advanced user room to grow is the way to go.
The downside to that kind of system is that inevitably a lot of skills were very situation and barely used, and cookie-cutter builds were considered the law, to the point where people expected you to have the "perfect" skills set-up for each mission and if you were missing a vital skill, they won't accept you.
I detest the 3 year olds whack-a-mole timer systems personally.
So 100s of skills and skill bars littered all over the screen, is not a game I'd ever be playing.
A limited, essential and unique skill sets out of an eventual choice of 100s as you progress would be perfect.
Progress is good. Choice is good. It forces variety.
Access to 100s of skills at the same time, is neither choice nor variety.
Anyway, I am also hoping for race specific (biome) as well as class specific (tactical) skills.
I want to counter opponents....not spam rotations and win.
I feel that limiting your spell choice takes away from the fantasy if you have 12 spells and you're only allowed to use 8 of them.
Typically, I've always like the option to create sets of commands that I can toggle through as desired depending on the gameplay at that moment (gathering, exploring, raiding, etc).
Same idea when given the option to toggle through weapons as well (melee, ranged, mixed, etc), which I LOVE to have!
The downside to that kind of system is that inevitably a lot of skills were very situation and barely used, and cookie-cutter builds were considered the law, to the point where people expected you to have the “perfect” skills set-up for each mission and if you were missing a vital skill, they won’t accept you.
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This,
the player has access to multiple skills, secondary classes can augment skills and not every skill is allowed to be hotkeyed or toggled.
WoW pvp and pve isnt good because of the number of skills at your disposal... having different tiers of the same heal but with different numbers doesnt make for enganging pve or pvp.
BDOs system was laughably simplistic. CC is a copmplete RNG nightmare and one CC leads to death. Pve in that game is completely boring to even begin with and PVP is just as laughably bad. Add in the fun of desync that is exacerbated by their action combat and that game is just a time sink.
GW1 has always had both an enjoyable pve scene and pvp, multiple builds that can succeed in several avenues and the ability to make unique character creations that were not thought possible. Making builds in that game was always fun.
Toolbars enforce choice....and through choice... variety.
The last thing I want to see in an MMO is 1000s of clones.
Thats also why I am not too happy about the 64 class limitation.