Leiloni wrote: » Also it just trivializes so many decisions and strategies when you can just cast and run all the time.
CaptnChuck wrote: » How come when I made a post about this I got trashed on lol? Guess I was being overly critical. But still, the super long animations on the mage's fireball ability and the warriors weave ability really bother me. I do hope that they don't use long animations as the primary way to balance high dmg abilities. If you wanna read it in more detail, here you go:https://forums.ashesofcreation.com/discussion/45454/combat-skill-animations-july-dev-update
CaptnChuck wrote: » How come when I made a post about this I got trashed on lol? Guess I was being overly critical.
Magic Man wrote: » CaptnChuck wrote: » But still, the super long animations on the mage's fireball ability and the warriors weave ability really bother me. I do hope that they don't use long animations as the primary way to balance high dmg abilities. hm I can agree about the fireball ability shown in the livestream...It is..not good. Long casting animation and weird ballerina moves so I kinda get you. Other than that, what others say is correct. Gotta wait till they tune the combat.
CaptnChuck wrote: » But still, the super long animations on the mage's fireball ability and the warriors weave ability really bother me. I do hope that they don't use long animations as the primary way to balance high dmg abilities.
Triple wrote: » In large scale combat, for example with Node siege that has the potential to be 250 vs 250, if you want to be successful and not totally reliant on a pocket healer then you should want mobility.
Leiloni wrote: » Triple wrote: » In large scale combat, for example with Node siege that has the potential to be 250 vs 250, if you want to be successful and not totally reliant on a pocket healer then you should want mobility. Combat is balanced around groups and roles, as is the TTK. You're going to have to rely on tanks, healers, and bards in PvP. It's not intended for you to be able to run around successfully in group PvP scenarios without having to rely on those roles. You can run around with a bunch of DPS friends, but know you'll be at a disadvantage.
Triple wrote: » I think that that generally we want to tend to be more mobile in our classes. I think that it's a fundamentally old-school philosophy to have a lot of stuck in place type skills. That isn't to say we won't have skills that have mobility restriction on them- that require you to channel or require a casting time where you can't move; but I think it's a blend between the two. It's neither extreme.[124] – Steven Sharif
Triple wrote: » Leiloni wrote: » Triple wrote: » In large scale combat, for example with Node siege that has the potential to be 250 vs 250, if you want to be successful and not totally reliant on a pocket healer then you should want mobility. Combat is balanced around groups and roles, as is the TTK. You're going to have to rely on tanks, healers, and bards in PvP. It's not intended for you to be able to run around successfully in group PvP scenarios without having to rely on those roles. You can run around with a bunch of DPS friends, but know you'll be at a disadvantage. Got this from https://ashesofcreation.wiki/Skills Below is a quote from the big guy himself. I think that that generally we want to tend to be more mobile in our classes. I think that it's a fundamentally old-school philosophy to have a lot of stuck in place type skills. That isn't to say we won't have skills that have mobility restriction on them- that require you to channel or require a casting time where you can't move; but I think it's a blend between the two. It's neither extreme.[124] – Steven Sharif
Dreoh wrote: » Edit: After reading some more of the quotes and just refreshing myself with general information on the wiki skills, I'm wondering if Action-combat skills will default to aim at your tab-target if you're in tab-target camera view the same way GW2 does, or if you NEED to be in reticle/third-person camera view to even use Action-combat skills?
Leiloni wrote: » Triple wrote: » Leiloni wrote: » Triple wrote: » In large scale combat, for example with Node siege that has the potential to be 250 vs 250, if you want to be successful and not totally reliant on a pocket healer then you should want mobility. Combat is balanced around groups and roles, as is the TTK. You're going to have to rely on tanks, healers, and bards in PvP. It's not intended for you to be able to run around successfully in group PvP scenarios without having to rely on those roles. You can run around with a bunch of DPS friends, but know you'll be at a disadvantage. Got this from https://ashesofcreation.wiki/Skills Below is a quote from the big guy himself. I think that that generally we want to tend to be more mobile in our classes. I think that it's a fundamentally old-school philosophy to have a lot of stuck in place type skills. That isn't to say we won't have skills that have mobility restriction on them- that require you to channel or require a casting time where you can't move; but I think it's a blend between the two. It's neither extreme.[124] – Steven Sharif Yes I suggest you read the second quote right under that and watch the associated video clip. What they say is what we've seen so far - and what most games do - and that's a mix of both stationary/animation locked skills and mobile skills. The more powerful skills will be more stationary or animation locked and others will be more mobile in order to keep a balance. Jeffrey makes a comment about offering risk vs reward here, like they do in most other aspects of the game. The good thing is you can spec however you want, but you won't be able to run and gun your most powerful skills. There would be a tradeoff if you want to go fully mobile for example.https://www.youtube.com/watch?v=UPqLl_e3nxw&feature=youtu.be&t=1h17m13s Dreoh wrote: » Edit: After reading some more of the quotes and just refreshing myself with general information on the wiki skills, I'm wondering if Action-combat skills will default to aim at your tab-target if you're in tab-target camera view the same way GW2 does, or if you NEED to be in reticle/third-person camera view to even use Action-combat skills? From what has been said, tab target skills are ones that require a skill in order to activate and action combat skills do not. Action skills are things like GtAoE, PbAoE, frontal cones, maybe a skill that places a damage area 10m or 20m in front of your character, so fixed location AoEs (I imagine the TERA Priest Restorative Burst skill when I hear this), etc. So action skills I don't think would automatically aim at anything - they are skills that require placement via a reticule as with a GtAoE, or via the player placing themselves in the right spot, as with the other 3. Although these could also easily be played in tab target mode as well (and indeed some tab target games have skills like this). The question for me would be how do tab target skills work in action camera mode, or do they not work? My assumption is that they might auto target whoever your reticule is aiming at, but that might be a disadvantage compared to people in tab mode who can more precisely target who they want. I guess we'll see on that one.
Dreoh wrote: » Triple wrote: » Edit: After reading some more of the quotes and just refreshing myself with general information on the wiki skills, I'm wondering if Action-combat skills will default to aim at your tab-target if you're in tab-target camera view the same way GW2 does, or if you NEED to be in reticle/third-person camera view to even use Action-combat skills? Action combat was used in the testing mode, Ashes of Creation Apocalypse. We were in third person. I can't remember if we could zoom into first person. Action combat skills and tab target skills will be separate skills, they cannot be both. Therefore action combat skills cannot aim themselves at your tab target. Dreoh wrote: » From what has been said, tab target skills are ones that require a skill in order to activate and action combat skills do not. Action skills are things like GtAoE, PbAoE, frontal cones, maybe a skill that places a damage area 10m or 20m in front of your character, so fixed location AoEs (I imagine the TERA Priest Restorative Burst skill when I hear this), etc. So action skills I don't think would automatically aim at anything - they are skills that require placement via a reticule as with a GtAoE, or via the player placing themselves in the right spot, as with the other 3. Although these could also easily be played in tab target mode as well (and indeed some tab target games have skills like this). The question for me would be how do tab target skills work in action camera mode, or do they not work? My assumption is that they might auto target whoever your reticule is aiming at, but that might be a disadvantage compared to people in tab mode who can more precisely target who they want. I guess we'll see on that one. The action combat system requires aiming at a target. This includes a reticle for shooting and even for swinging melee weapons. This also includes aiming by pointing in a direction for PBAOE or aiming the reticle at the ground for ground targeted AOEs. The tab target system is the traditional MMO system of press tab to select a target and your character will automatically aim at that target when using abilities. The tab target system has not been tested publicly (or demonstrated) yet. The reason given is that tab target is easy, action combat is the hard part so they working on action combat. Random video of game play from Apocalypse: https://youtube.com/watch?v=SFrV6GPy6Cg At about 10 minutes in, he gets into some fights so you can watch the action combat.
Triple wrote: » Edit: After reading some more of the quotes and just refreshing myself with general information on the wiki skills, I'm wondering if Action-combat skills will default to aim at your tab-target if you're in tab-target camera view the same way GW2 does, or if you NEED to be in reticle/third-person camera view to even use Action-combat skills?
Dreoh wrote: » From what has been said, tab target skills are ones that require a skill in order to activate and action combat skills do not. Action skills are things like GtAoE, PbAoE, frontal cones, maybe a skill that places a damage area 10m or 20m in front of your character, so fixed location AoEs (I imagine the TERA Priest Restorative Burst skill when I hear this), etc. So action skills I don't think would automatically aim at anything - they are skills that require placement via a reticule as with a GtAoE, or via the player placing themselves in the right spot, as with the other 3. Although these could also easily be played in tab target mode as well (and indeed some tab target games have skills like this). The question for me would be how do tab target skills work in action camera mode, or do they not work? My assumption is that they might auto target whoever your reticule is aiming at, but that might be a disadvantage compared to people in tab mode who can more precisely target who they want. I guess we'll see on that one.
FuryBladeborne wrote: » Dreoh wrote: » Triple wrote: » Edit: After reading some more of the quotes and just refreshing myself with general information on the wiki skills, I'm wondering if Action-combat skills will default to aim at your tab-target if you're in tab-target camera view the same way GW2 does, or if you NEED to be in reticle/third-person camera view to even use Action-combat skills? Action combat was used in the testing mode, Ashes of Creation Apocalypse. We were in third person. I can't remember if we could zoom into first person. Action combat skills and tab target skills will be separate skills, they cannot be both. Therefore action combat skills cannot aim themselves at your tab target. Dreoh wrote: » From what has been said, tab target skills are ones that require a skill in order to activate and action combat skills do not. Action skills are things like GtAoE, PbAoE, frontal cones, maybe a skill that places a damage area 10m or 20m in front of your character, so fixed location AoEs (I imagine the TERA Priest Restorative Burst skill when I hear this), etc. So action skills I don't think would automatically aim at anything - they are skills that require placement via a reticule as with a GtAoE, or via the player placing themselves in the right spot, as with the other 3. Although these could also easily be played in tab target mode as well (and indeed some tab target games have skills like this). The question for me would be how do tab target skills work in action camera mode, or do they not work? My assumption is that they might auto target whoever your reticule is aiming at, but that might be a disadvantage compared to people in tab mode who can more precisely target who they want. I guess we'll see on that one. The action combat system requires aiming at a target. This includes a reticle for shooting and even for swinging melee weapons. This also includes aiming by pointing in a direction for PBAOE or aiming the reticle at the ground for ground targeted AOEs. The tab target system is the traditional MMO system of press tab to select a target and your character will automatically aim at that target when using abilities. The tab target system has not been tested publicly (or demonstrated) yet. The reason given is that tab target is easy, action combat is the hard part so they working on action combat. Random video of game play from Apocalypse: https://youtube.com/watch?v=SFrV6GPy6Cg At about 10 minutes in, he gets into some fights so you can watch the action combat.
Dreoh wrote: » What scares me about the info we have so far is that it sounds like Action-combat skills will REQUIRE you to be in action-cam mode. I don't think It hasn't been mentioned if you can tab-target while in action-cam mode (which you can do in both ESO and GW2), but I'm assuming you will be able to. What scares me about this is that if we're in the middle of combat, and I've been using my tab-target abilities, but suddenly I need to use one of my Action-combat reticle-based skills, I'll have to switch camera modes to Action-cam to use those abilities. This means that my camera would be constantly switching back and forth while I'm playing which can be disorienting in the least. To top that off, it is said that you are required to have at least 25% of either tab-target or action-combat skills on your bar, meaning if the scenario I mentioned just above is the case, everyone will deal with that disorientation. Edit: Not to say I don't believe Intrepid isn't going to create a fun fluid combat, I'm just basing all of my opinions on what information we have so far.
Leiloni wrote: » Dreoh wrote: » What scares me about the info we have so far is that it sounds like Action-combat skills will REQUIRE you to be in action-cam mode. I don't think It hasn't been mentioned if you can tab-target while in action-cam mode (which you can do in both ESO and GW2), but I'm assuming you will be able to. What scares me about this is that if we're in the middle of combat, and I've been using my tab-target abilities, but suddenly I need to use one of my Action-combat reticle-based skills, I'll have to switch camera modes to Action-cam to use those abilities. This means that my camera would be constantly switching back and forth while I'm playing which can be disorienting in the least. To top that off, it is said that you are required to have at least 25% of either tab-target or action-combat skills on your bar, meaning if the scenario I mentioned just above is the case, everyone will deal with that disorientation. Edit: Not to say I don't believe Intrepid isn't going to create a fun fluid combat, I'm just basing all of my opinions on what information we have so far. Why wouldn't you be able to use your action combat skills in tab mode? None of the things I've read require a reticle. You can very easily aim those skills either with the mouse for GtAoE, or by positioning your character in the appropriate way for most other types of action skills. I think the opposite is more the concern. I'm ok in tab mode for everything, but for people who want to play in action mode, I think they'd be at a disadvantage for any targeted skills. It's not as easy to switch targets, even more so in a crowd, or to accurately choose individual targets, with action reticule mode vs tab mode. Sure there are things they can do to help with that, but tab will always be faster and more precise with individual targeting. Nothing they can do about that. So I feel like if you go 75% action skills with the intent to play in action mode, you'll have to relegate your 25% tab skills to easy things like a self buff or things that don't require precise or fast targeting.
Dreoh wrote: » If you skim through this combat page on the wiki https://ashesofcreation.wiki/Combat you can see that they've said to be using a system where abilities can be either tab-target or action depending on what you decide for them, meaning they're either going to be targetted or reticle-based, not both in the way I described in my previous comment. Everything in that page implies that action-combat skills are ONLY reticle-based, because they are balancing tab-target skills completely differently from reticle-based skills.
Leiloni wrote: » Dreoh wrote: » If you skim through this combat page on the wiki https://ashesofcreation.wiki/Combat you can see that they've said to be using a system where abilities can be either tab-target or action depending on what you decide for them, meaning they're either going to be targetted or reticle-based, not both in the way I described in my previous comment. Everything in that page implies that action-combat skills are ONLY reticle-based, because they are balancing tab-target skills completely differently from reticle-based skills. We've seen them use GtAoEs, PbAoEs, etc. - various "action" skills - in videos/livestreams in tab target view and they've said before as well that using tab or action camera is your own preference. But you can choose which to use on your bar and indeed, all players will be forced to use some mix of both on their bar. The camera choice is more aesthetic but won't change how the skills work or whether you can even use them. It's just a change in the controls you use, but the skills on your bar will still be action or tab no matter what, and you will be able to use them no matter what control scheme you choose.
Dreoh wrote: » Leiloni wrote: » Dreoh wrote: » If you skim through this combat page on the wiki https://ashesofcreation.wiki/Combat you can see that they've said to be using a system where abilities can be either tab-target or action depending on what you decide for them, meaning they're either going to be targetted or reticle-based, not both in the way I described in my previous comment. Everything in that page implies that action-combat skills are ONLY reticle-based, because they are balancing tab-target skills completely differently from reticle-based skills. We've seen them use GtAoEs, PbAoEs, etc. - various "action" skills - in videos/livestreams in tab target view and they've said before as well that using tab or action camera is your own preference. But you can choose which to use on your bar and indeed, all players will be forced to use some mix of both on their bar. The camera choice is more aesthetic but won't change how the skills work or whether you can even use them. It's just a change in the controls you use, but the skills on your bar will still be action or tab no matter what, and you will be able to use them no matter what control scheme you choose. How will skills that normally track tab-targets work in this case when you spec them for action combat? Lets say for example the twirling fireball spell that you see in most of the current footage, or an attack from a bow. What are the differences in these abilities from tab-target combat vs. action-combat? Why even have separate balancing for these abilities if they can function the same in either camera view? Why tell us skills can be modified to be either action or tab-target, and that they'll balance them differently, if you can use either one in either mode? If they can be used in either mode like GW2 then there was no reason to separate tab-target and action-combat skills to begin with. If they ARE going to be different, then why allow them the freedom to be used in either scenario? The only reason to make a clear separation is because the controls are going to be different, which means the camera toggling is going to matter, which was my point. If there's no clear separation then the whole current system is meaningless. Edit: I'll amend with a quick comment that I don't think Intrepid will have a bad design when we see the finalize combat, all of my opinions on this are based on the information we do have now. I'm also only expressing all my opinions in this thread to maybe give the team more perspectives and more to think about in the hopes that they'll create as perfected of a system as they can. As long as the combat is actually enjoyable to participate in I don't care how it ends up being structured.
Leiloni wrote: » Dreoh wrote: » Leiloni wrote: » Dreoh wrote: » If you skim through this combat page on the wiki https://ashesofcreation.wiki/Combat you can see that they've said to be using a system where abilities can be either tab-target or action depending on what you decide for them, meaning they're either going to be targetted or reticle-based, not both in the way I described in my previous comment. Everything in that page implies that action-combat skills are ONLY reticle-based, because they are balancing tab-target skills completely differently from reticle-based skills. We've seen them use GtAoEs, PbAoEs, etc. - various "action" skills - in videos/livestreams in tab target view and they've said before as well that using tab or action camera is your own preference. But you can choose which to use on your bar and indeed, all players will be forced to use some mix of both on their bar. The camera choice is more aesthetic but won't change how the skills work or whether you can even use them. It's just a change in the controls you use, but the skills on your bar will still be action or tab no matter what, and you will be able to use them no matter what control scheme you choose. How will skills that normally track tab-targets work in this case when you spec them for action combat? Lets say for example the twirling fireball spell that you see in most of the current footage, or an attack from a bow. What are the differences in these abilities from tab-target combat vs. action-combat? Why even have separate balancing for these abilities if they can function the same in either camera view? Why tell us skills can be modified to be either action or tab-target, and that they'll balance them differently, if you can use either one in either mode? If they can be used in either mode like GW2 then there was no reason to separate tab-target and action-combat skills to begin with. If they ARE going to be different, then why allow them the freedom to be used in either scenario? The only reason to make a clear separation is because the controls are going to be different, which means the camera toggling is going to matter, which was my point. If there's no clear separation then the whole current system is meaningless. Edit: I'll amend with a quick comment that I don't think Intrepid will have a bad design when we see the finalize combat, all of my opinions on this are based on the information we do have now. I'm also only expressing all my opinions in this thread to maybe give the team more perspectives and more to think about in the hopes that they'll create as perfected of a system as they can. As long as the combat is actually enjoyable to participate in I don't care how it ends up being structured. Well they didn't say skills will be "modified", they said there will be different types of skills. So you will have a bunch of skills to choose from to put on your bar, and some will be action combat no matter what, some will be tab target no matter what. I think this just refers to the base design - so they've said if it requires a target, it's tab target. If it's like a frontal cone AoE, it's an action skill by their definition. I think they're just offering different control schemes as a player choice sort of thing, but the skills will function the same regardless. The only other thing worth mentioning is based on some of the skills we've seen so far, it looks like you can spec into some of them in tiers 2 and 3 to make them from tab to action skills. So the tank skill Shield Might starts out as a single target KD/Stun skill, and at Tier 2 becomes a frontal cone attack.
Dreoh wrote: » From the wiki, which I had already linked as a source in my previous comment and which you disregarded. "Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen" and also the conversation within the next 3 minutes and more of this interview with Steven himself, also found on the combat pagehttps://youtube.com/watch?v=IXIpLC__7fA&feature=youtu.be&t=1h07m59s "As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage" - Steven Edit: To be honest from all the information available so far, AoC's combat sounds less like a true hybrid combat system like ESO/GW2 and more like a seperate Tab-target system + Action combat system. And that sounds like it could very possibly end up jarring if not done correctly. It's a difference between making cheesecake, and making cheese and placing it on top of a cake.