noaani wrote: » Wandering Mist wrote: » The main concern I have is actually with the 8-man groups. This is actually quite fair. 8 man groups will either be the best thing about Ashes, or the worst. Thing is, this is mostly up to us players to make work, imo.
Wandering Mist wrote: » The main concern I have is actually with the 8-man groups.
Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » The main concern I have is actually with the 8-man groups. This is actually quite fair. 8 man groups will either be the best thing about Ashes, or the worst. Thing is, this is mostly up to us players to make work, imo. It's not just about the players. Balancing dungeons around 8 man groups is a lot harder to do than 4-5 man groups. Will dungeons be designed for 1 tank, 1 healer and 6 dps? Or 2 tanks, 2 healers 4 dps? Either setup has problems associated with it.
noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » The main concern I have is actually with the 8-man groups. This is actually quite fair. 8 man groups will either be the best thing about Ashes, or the worst. Thing is, this is mostly up to us players to make work, imo. It's not just about the players. Balancing dungeons around 8 man groups is a lot harder to do than 4-5 man groups. Will dungeons be designed for 1 tank, 1 healer and 6 dps? Or 2 tanks, 2 healers 4 dps? Either setup has problems associated with it. In terms of balance in relation to classes, I see the additional 2/3 players as giving the developers a little more flexibility. A raid of 20 could have 1 tank or two tanks, it could have anywhere from 3 to 6 healers, and anywhere from no support to 4 support - and the rest made up of DPS. All of these possible mixes of groups have the same likelihood of over all success on almost any piece of raid content - and this chance only goes up if the developers don't develop content with an enrage type mechanic (which most games don't do). I don't see why the same won't be true with 8 man group content. The optimal would almost definitely be a tank, a healer, a support and 5 DPS - but I would expect to be able to do all group content without the support, or with an additional tank or healer. To me, the additional characters should add more possibilities of what a viable group could look like, rather than more restrictions. Where I can see it failing is if people don't realize this. If people start to assume there is a specific group build that you need to take along with you, then I can see the group size in Ashes being a real issue.
Wandering Mist wrote: » I disagree. When a developer designs a boss fight they will always have an idea of group composition, and the larger the group size the harder it is to properly tune the fight.
Wandering Mist wrote: » If you go in with 1 tank, 1 healer and 6 dps, that is a huge mis-match in terms of damage output. Mobs will die insanely quickly which will be a very unsatisfying experience for everyone involved. A way to combat this would be to increase the number of mobs, but then you have to make threat a complete non-issue otherwise the tank will get overwhelmed. On top of that increasing the number of mobs will increase the damage the tank is taking, so you will either need to decrease the incoming damage or increase the tank's survivability, or increase the healing output available.
armando wrote: » I'm worried the game won't come out and quite frankly I had forgotten about it until I saw Asmongold talking about it in a new WoW livestream highlight video of his, so I came back to see if I still had my account.
Azryil wrote: » armando wrote: » I'm worried the game won't come out and quite frankly I had forgotten about it until I saw Asmongold talking about it in a new WoW livestream highlight video of his, so I came back to see if I still had my account. I really hope that guy doesn't decide to play and bring his rabid cult of 12 year olds with him....
insomnia wrote: » 1. To "hardcore". I'm a casual gamer. That the game will just be frustrating due to it. 2. All the cool (coolest) cosmetics are in the cashshop (i'm quite certain they will be).
tugowar wrote: » Zerg guilds being inevitable
johnnysd wrote: » I am worried that like most MMOs PVP will be catered to and ruin the game as it has many other MMOs. There needs to be full time PVP, opt-in PVP and PVE only servers. The very vast amount of players will be almost entirely interested in PVE content Guild influence on each node needs to be limited.
insomnia wrote: » I'm a Pve player, but i'm not so certain about the pvp statement. There is a reason where there are pvp servers for some mmo's. It just sucks for those of us that don't care for open world pvp. Hopefully the corruption system will do something towards this. Plus i highly doubt they will make both types of servers, due to the corruption system. Plus Steven has said several times 'risk vs reward'. I also fear the open world dungeons. I think it will be a shitfest. People running in dungeons, killing people why they are fighting a boss, just to be a-holes. You just know some will do it. Those losers that can only get their kick, when they ruin it for others
Staic wrote: » Non Instanced Dungeons, you mean like how L2's entire world except 4 sepulchers and festival of darkness was open world - open pvp. And that game was bloody fantastic until various reasons killed it (bots for one). Get your group set, run down to DVC, wipe the group that is already there and take their spot. Get your grind on and wait for them to come back. People are cuddled in too much tissue paper these days. Grow some balls and fight for what you are doing.