Vhaeyne wrote: » At the high end their should be no mistakes.
Noaani wrote: » Vhaeyne wrote: » At the high end their should be no mistakes. If there are no mistakes, you have high end players on mid range content. High end content should not be possible to do without mistakes. If perfection is possible, the difficulty is simply not high enough.
Vhaeyne wrote: » It is hard to even talk to you about raiding because your prospective is so limited. You often mock WOW/FFXIV while it sounds like you have not spent any time in heroic/mythic/savage/ultimate raids.
Noaani wrote: » Vhaeyne wrote: » It is hard to even talk to you about raiding because your prospective is so limited. You often mock WOW/FFXIV while it sounds like you have not spent any time in heroic/mythic/savage/ultimate raids. I think you are misunderstanding me. I am not mocking them as individual encounters. I have done a LOT of WoW encounters, almost all of them at mythic level (my brothers guild - I've raided with a number of them in other games, they often "find" a spot for me if I am visiting my brother). Some of them have been enjoyable. What I am mocking, if anything, is the notion that there is only one way to do it - or the notion that any one mechanic should be present in every encounter in a games raid progression. Even WoW doesn't use enrage timers on every encounter. Variety is the key to anything.
maouw wrote: » I'd like to play with the idea of necromancers having a different flavour resurrection. Clerics resurrect you back to normal, but necromancy brings back your friends semi-alive with all their gear. Like they can quick cast your ashes and you return as either a decaying revenant (immune to non-holy magic, weak to physical damage) or an ethereal wraith (weak to magic, immune to physical damage) as long as they have the mana to sustain your form. Then you pair them with a class that keeps everyone's mana topped up, and the necromancer basically sustains your whole party in undead form.
Vhaeyne wrote: » Noaani wrote: » Vhaeyne wrote: » It is hard to even talk to you about raiding because your prospective is so limited. You often mock WOW/FFXIV while it sounds like you have not spent any time in heroic/mythic/savage/ultimate raids. I think you are misunderstanding me. I am not mocking them as individual encounters. I have done a LOT of WoW encounters, almost all of them at mythic level (my brothers guild - I've raided with a number of them in other games, they often "find" a spot for me if I am visiting my brother). Some of them have been enjoyable. What I am mocking, if anything, is the notion that there is only one way to do it - or the notion that any one mechanic should be present in every encounter in a games raid progression. Even WoW doesn't use enrage timers on every encounter. Variety is the key to anything. That is a relief to hear then. You do come off as someone who has only played EQ2 and AA. Which to me would be a very limited prospective.
I don't want it to be cheesed with people res spamming, and turtling with all defensive/resistance gear.
To me there just has to be some sort of soft or hard enrage built into every encounter.
daveywavey wrote: » maouw wrote: » I'd like to play with the idea of necromancers having a different flavour resurrection. Clerics resurrect you back to normal, but necromancy brings back your friends semi-alive with all their gear. Like they can quick cast your ashes and you return as either a decaying revenant (immune to non-holy magic, weak to physical damage) or an ethereal wraith (weak to magic, immune to physical damage) as long as they have the mana to sustain your form. Then you pair them with a class that keeps everyone's mana topped up, and the necromancer basically sustains your whole party in undead form. And if the necromancer dies, so too do their resurrected allies! Let's also not forget the awesomeness that is Bard. Bard appears to be a support class, and so should probably have a resurrect skill, albeit weaker than the Cleric's.
daveywavey wrote: » And if the necromancer dies, so too do their resurrected allies!
Vhaeyne wrote: » I would instead like to see it be considered as a 2 person ritual in combat. Like you start casting it and a second player needs to help you channel it in order to coordinate a res in combat. Kind of like the summoning stones in WOW. Out of combat could just be a normal spell.
Sathrago wrote: » I don't think there should be any form of combat rez and here's why. In a game that is designing for massive sieges and combat between hundreds of players there is no need for in combat rezzing because.... You can just assign a squad of supports/healers that specifically run around out of combat rezzing people. This is a strategy that was used in wow to some success and I feel is more meaningful for skilled game-play than just being able to do it in combat. I think it would be really cool to have a specialized healer squad that roam and do such a thing, and the back and forth strategies between both sides on how to most effectively use such a group or hinder them would add another layer of gameplay to large battles. This is essentially the equivalent of players creating their own rudamentary spawning point on the battle field that requires a bit of skill on the part of the healing squad and their party members to keep them out of combat so that they can do their job and keep the "zombified" corpses of their allies respawning to uphold a push on a strategic point.
Noaani wrote: » Sathrago wrote: » I don't think there should be any form of combat rez and here's why. In a game that is designing for massive sieges and combat between hundreds of players there is no need for in combat rezzing because.... You can just assign a squad of supports/healers that specifically run around out of combat rezzing people. This is a strategy that was used in wow to some success and I feel is more meaningful for skilled game-play than just being able to do it in combat. I think it would be really cool to have a specialized healer squad that roam and do such a thing, and the back and forth strategies between both sides on how to most effectively use such a group or hinder them would add another layer of gameplay to large battles. This is essentially the equivalent of players creating their own rudamentary spawning point on the battle field that requires a bit of skill on the part of the healing squad and their party members to keep them out of combat so that they can do their job and keep the "zombified" corpses of their allies respawning to uphold a push on a strategic point. That sounds to me like it is creating a single point of victory for large scale PvP. Take out the other teams rez squad and you've basically won. I could agree with this as a reason to limit in combat res, but not to remove it.
Nagash wrote: » I mean thats the whole job of necromancers
Sathrago wrote: » I would disagree, it just creates another strategy to win by. Just like if you sneak a group of players around and flank the enemy casters you can win a fight. It's basically another element of proper positioning on the battleground.