Damokles wrote: » In WoW you can cancel your cast by moving around if you mess up, which takes away a ton of responsibility because players will just try to cast it through and if it wont work then they can just cancle it.
CaptnChuck wrote: » I don't want to play a mage and just stand still because all my abilities root me in place. I don't know about you, but I'm pretty sure that most people would prefer more active/fluid combat, as opposed to something that constantly roots you in place.
CaptnChuck wrote: » @Vio@apmax@nidriks I don't want to play a mage and just stand still because all my abilities root me in place. I don't know about you, but I'm pretty sure that most people would prefer more active/fluid combat, as opposed to something that constantly roots you in place.
Adaon wrote: » Just to weigh in - I'd rather see very few if any instant cast spells, and have mostly animation lock/stationary casts/skill use. The way WoW moved where you had classes that could either heal efficiently or kill people without ever sitting still for even a moment - didn't make for a better game. There should be consequences for misplaying, and animation cancel - ok, have animation cancel, but give it a cooldown, if you're consistently making mistakes - you should be penalized. This isn't some "Grand new evolution of gameplay" where players just have unlimited mobility, get to do whatever they want all the time, and never have to make tough decisions, yes games have that model - but that doesn't make them better Not if you want any kind of meaningful choice in combat. I'd argue WoW pvp got worse and worse over the years precisely because they wanted people to have unlimited mobility, and then you get classes like Demon Hunters coming out, and their mobility is also tied into essentially immunity frames, lol.
CaptnChuck wrote: » The way they balance abilities with high dmg by locking you in animation for 2s,
Ravudha wrote: » CaptnChuck wrote: » The way they balance abilities with high dmg by locking you in animation for 2s, Except that the abilities haven't been balanced yet. They haven't even all been implemented yet, so there's no way to tell how one ability is balanced in the context of all others.
CaptnChuck wrote: » Ravudha wrote: » CaptnChuck wrote: » The way they balance abilities with high dmg by locking you in animation for 2s, Except that the abilities haven't been balanced yet. They haven't even all been implemented yet, so there's no way to tell how one ability is balanced in the context of all others. Listen to how Jeff explains the cosmic beam ability
Ravudha wrote: » CaptnChuck wrote: » Ravudha wrote: » CaptnChuck wrote: » The way they balance abilities with high dmg by locking you in animation for 2s, Except that the abilities haven't been balanced yet. They haven't even all been implemented yet, so there's no way to tell how one ability is balanced in the context of all others. Listen to how Jeff explains the cosmic beam ability Yeah I've seen it. If you don't like those rooted-in-place abilities, that's totally fine; use other abilities. But that's just an example of your preference, not an example of imbalance.
CaptnChuck wrote: » @Vio Are you serious? You're telling me that you don't want PvE to be challenging? That's right, screw the PvE players if they want to experience difficulty, let them go to PvP. Whilst it shouldn't be on the same level as PvP, PvE encounters need sufficient PvP-esque mechanics to make it interesting, especially for dungeon, raid and world bosses.
CaptnChuck wrote: » Ravudha wrote: » CaptnChuck wrote: » Ravudha wrote: » CaptnChuck wrote: » The way they balance abilities with high dmg by locking you in animation for 2s, Except that the abilities haven't been balanced yet. They haven't even all been implemented yet, so there's no way to tell how one ability is balanced in the context of all others. Listen to how Jeff explains the cosmic beam ability Yeah I've seen it. If you don't like those rooted-in-place abilities, that's totally fine; use other abilities. But that's just an example of your preference, not an example of imbalance. Look at the gameplay. They're constantly casting fireballs and using other abilities that lock them in place. I'm not in the minority when it comes to wanting fluid combat that doesn't constantly root you in place. Look at WoW, sure some classes have some skills that root them in place, but almost none of them lock you in animation for 2s where you can do absolutely nothing for that duration. Another example would be GW2. FF14 is a great example for the opposite reason as well. PvP doesn't exist in FF14 simply because the combat is so static. Even if there were PvP game modes, not many would play it.
CaptnChuck wrote: » @Cold 0ne FTB@Neurath@Aeri@Vio@Dummo@grisu@nidriks@Beekeeper@Drokk@debase@Warth@BaSkA13@Adaon@Atama@Aardvark@Yuyukoyay@apmax@Attar The main reason I made this post is because of this:https://forums.ashesofcreation.com/discussion/45454/combat-skill-animations-july-dev-update The way they balance abilities with high dmg by locking you in animation for 2s, shows that they don't yet know how to balance abilities effectively. Only select few abilities should root/slow you. You shouldn't use animation lock as the primary way to balance a high dmg ability. You could reduce the hitbox of the ability, give it a high mana cost, give it a high cd or even make it a chargeable ability instead. There are so many ways to do it, yet they opt to use animation lock as the primary balance tool. This shows that they still need to gain a ton of feedback on the combat system, and will most likely need to reiterate on the majority of these abilities, based on the footage that they've shown us so far. Imagine how long it would take to reiterate abilities for 64 classes as opposed to doing it for 36.
Adaon wrote: » CaptnChuck wrote: » Ravudha wrote: » CaptnChuck wrote: » Ravudha wrote: » CaptnChuck wrote: » The way they balance abilities with high dmg by locking you in animation for 2s, Except that the abilities haven't been balanced yet. They haven't even all been implemented yet, so there's no way to tell how one ability is balanced in the context of all others. Listen to how Jeff explains the cosmic beam ability Yeah I've seen it. If you don't like those rooted-in-place abilities, that's totally fine; use other abilities. But that's just an example of your preference, not an example of imbalance. Look at the gameplay. They're constantly casting fireballs and using other abilities that lock them in place. I'm not in the minority when it comes to wanting fluid combat that doesn't constantly root you in place. Look at WoW, sure some classes have some skills that root them in place, but almost none of them lock you in animation for 2s where you can do absolutely nothing for that duration. Another example would be GW2. FF14 is a great example for the opposite reason as well. PvP doesn't exist in FF14 simply because the combat is so static. Even if there were PvP game modes, not many would play it. You could actually argue that you are in "a" minority, in the sense that - WoW's player base is nowhere near what it once was, and the game it used to be actually had less emphasis on instant casts, and insane mobility. At the end of the day, just an opinion. :P If the "majority" wants WoW, I don't want a game suited to the majority, if I did, I'd just go play WoW. I preferred UO, and Everquest personally, and I'd rather see a throwback to that with updated graphics. Hell all spells in UO had cast times, and if you got hit during it - it could fizzle lol, and that had some of the most intense PVP I've had in any game, although your gear was on the line too, so that added to it.
CaptnChuck wrote: » Adaon wrote: » CaptnChuck wrote: » Ravudha wrote: » CaptnChuck wrote: » Ravudha wrote: » CaptnChuck wrote: » The way they balance abilities with high dmg by locking you in animation for 2s, Except that the abilities haven't been balanced yet. They haven't even all been implemented yet, so there's no way to tell how one ability is balanced in the context of all others. Listen to how Jeff explains the cosmic beam ability Yeah I've seen it. If you don't like those rooted-in-place abilities, that's totally fine; use other abilities. But that's just an example of your preference, not an example of imbalance. Look at the gameplay. They're constantly casting fireballs and using other abilities that lock them in place. I'm not in the minority when it comes to wanting fluid combat that doesn't constantly root you in place. Look at WoW, sure some classes have some skills that root them in place, but almost none of them lock you in animation for 2s where you can do absolutely nothing for that duration. Another example would be GW2. FF14 is a great example for the opposite reason as well. PvP doesn't exist in FF14 simply because the combat is so static. Even if there were PvP game modes, not many would play it. You could actually argue that you are in "a" minority, in the sense that - WoW's player base is nowhere near what it once was, and the game it used to be actually had less emphasis on instant casts, and insane mobility. At the end of the day, just an opinion. :P If the "majority" wants WoW, I don't want a game suited to the majority, if I did, I'd just go play WoW. I preferred UO, and Everquest personally, and I'd rather see a throwback to that with updated graphics. Hell all spells in UO had cast times, and if you got hit during it - it could fizzle lol, and that had some of the most intense PVP I've had in any game, although your gear was on the line too, so that added to it. Even if WoW's playerbase has reduced over time, it still is the MOST popular MMO right now. You don't have to make WoW. Steven is copying the best systems from other games. So why not look at the best features of WoW and GW2 as well? For WoW, that would be its fluidity and for GW2 it would be the overall combat system.