veyrah wrote: » Tragnar wrote: » and I definitely do not think that glass cannon pve dps gear is great for pvp (since you gear enough defensive stats only to survive unavoidable damage spikes) - so automatically you have pvp focused gear with more defensives on it To push for gear that is good for everything is the antithesis of what ashes wants to achieve with its horizontal progression I just dislike that theres 1 most important stats in pvp. Like in ESO you gotta get impen gear to prevent basically everybody critting you all the time, not an issue in PVE. It feels bad to have such a variety of stats to pick from for your gear and instead you have to pick x on every class in pvp or get reckt. No cc reduction stat on gear pls. Just balance the skills and counter skills/cleanses.
Tragnar wrote: » and I definitely do not think that glass cannon pve dps gear is great for pvp (since you gear enough defensive stats only to survive unavoidable damage spikes) - so automatically you have pvp focused gear with more defensives on it To push for gear that is good for everything is the antithesis of what ashes wants to achieve with its horizontal progression
Ashes 101 | Combat System Overview > Crowd Control wrote: One major factor in all combat games is the effectiveness of Crowd Control, specifically the mechanic of CC Lockdown where one player can initiate a fight and through the careful rotation of CCs drain the victim from 100% life down to 0% without the victim ever being able to counterattack. In order to prevent this from happening, Intrepid is doing everything they can to prevent CC lockdown chains including having diminishing returns on stuns, sleeps, and slows. They are also going to tie hard CCs to action skills and soft CCs to tab skills. Now, the question is: How does Intrepid classify hard and soft CC? Intrepid considers Stuns, Knock Downs, Sleeps and Paralysis as Hard CCs. Basically anything that takes 100% of a player's control away (movement and the ability to act). This means skills that proc these effects will be restricted to Action Abilities. Anything that takes away only one side of control (movement or ability to act), is considered a soft CC. However, when it comes to roots and silences Steven has Stated that some roots and silences are considered hard CCs. If this is an indication of a tiered system of CC or if it just means soft CC will be available to action and tab, while hard is restricted to only action we do not know. I will be flushing out this section a bit more when we get more details, as well as breaking it down in the appropriate skill sections.
Dygz wrote: » The goal of Ashes is for the gear provided by devs to be PvX: No difference between PvE gear and PvP gear.
mr n0body wrote: » The problem with stuns is that they are lazy development and should be replaces by real animations/mechanics. Instead of stunning...: - ...a frost mage should freeze enemies' - ...a warrior should throw the enemy on the floor; - ...a druid's "root" spell should not simply 'hold' peoplo, but instead bind them to nearby trees or whatever nature stuff; - ...a rogue should not stun, but instead, throw something like bolas to bind the enemy's feet together, causing them to fall; The classic "stun" mechanics are simply placeholders for things that the developers were too lazy to implement correctly IMO.
mr n0body wrote: » Instead of stunning...: - ...a frost mage should freeze enemies' - ...a warrior should throw the enemy on the floor; - ...a druid's "root" spell should not simply 'hold' peoplo, but instead bind them to nearby trees or whatever nature stuff; - ...a rogue should not stun, but instead, throw something like bolas to bind the enemy's feet together, causing them to fall;
Tragnar wrote: » from this post i have the impression that stacking 1 pvp stat is boring, but i never talked about stuns being boring
Tragnar wrote: » like i dont what is hard for you to understand on the fact that some stats are clearly better in pvp than in pve? so hence if you focus on stats that are better in pvp then that gear set is your pvp gear and the same applies for pve - especially since the allocation of stats on crafted gear is in some way controlled by the crafter himself so you don't get to situations where for example raiding gear that is optimized for pve stats is so busted that it is also the best pvp gear.
Tragnar wrote: » open world nature of a game gives 3 different interactions for players and they can optimize their gear toward those different interactions.
Tragnar wrote: » Like I can definitely see a scenario when a raid is gearing absurdly high amount of defensives so they can survive another raid ambushing them when trying to kill a world boss, but at the same time i can see a situation where they gear pure glass cannon so they can oneshot the world boss in 30 seconds and get out
Tragnar wrote: » What I found out from gaming for a lot of years is that when developers "try" to encourage certain stats to be used in a certain way then the players just ignore them if it doesn't line up with what works for them and for their strategies
CROW3 wrote: » Ashes 101 | Combat System Overview > Crowd Control wrote: One major factor in all combat games is the effectiveness of Crowd Control, specifically the mechanic of CC Lockdown where one player can initiate a fight and through the careful rotation of CCs drain the victim from 100% life down to 0% without the victim ever being able to counterattack. In order to prevent this from happening, Intrepid is doing everything they can to prevent CC lockdown chains including having diminishing returns on stuns, sleeps, and slows. They are also going to tie hard CCs to action skills and soft CCs to tab skills. Now, the question is: How does Intrepid classify hard and soft CC? Intrepid considers Stuns, Knock Downs, Sleeps and Paralysis as Hard CCs. Basically anything that takes 100% of a player's control away (movement and the ability to act). This means skills that proc these effects will be restricted to Action Abilities. Anything that takes away only one side of control (movement or ability to act), is considered a soft CC. However, when it comes to roots and silences Steven has Stated that some roots and silences are considered hard CCs. If this is an indication of a tiered system of CC or if it just means soft CC will be available to action and tab, while hard is restricted to only action we do not know. I will be flushing out this section a bit more when we get more details, as well as breaking it down in the appropriate skill sections. Thought this would be relevant for our continuing discussion. Here's the link if you want to review.
The Erudite Trader wrote: » Does this opinion also consider the duration of stun? Casting two skills just to emulate the effects of stun is a purely waste of time in pvp where every millisecond counts especially for meelees fighting range.
Azherae wrote: » Now, everything I say is biased by my fighting game/TCG playing and seeing human game psychology through that lens
Noaani wrote: » In an MMO like Ashes, PvP combat is actually only a small percentage of the game.
Vhaeyne wrote: » Noaani wrote: » In an MMO like Ashes, PvP combat is actually only a small percentage of the game. Depending on the game and player population, this statement ranges from true to false. I think for Ashes that percentage is not small and greater than medium at least.
Noaani wrote: » I'm talking the game over all, not one individual players perception of the game. I would assume that the total time all online players will spend actively in combat with another player would amount to less than 5% of the total online time of all characters. Even in a siege, there are things other than direct PvP against other players that you should be able to do - things that need to be done. Even someone that is all about that PvP life is likely not going to be engaged in direct combat with other players for more than 10% of their total online time, even if the rest of their time online is spent improving their ability to fight in PvP.
Vhaeyne wrote: » You could say that MOBA only have a small percentage of their time spent on actual PvP. Due to the time spent in the lobby, farming lanes, "jungling", attacking towers, and just moving around the map to get to the next fight.
Noaani wrote: » Vhaeyne wrote: » You could say that MOBA only have a small percentage of their time spent on actual PvP. Due to the time spent in the lobby, farming lanes, "jungling", attacking towers, and just moving around the map to get to the next fight. You could, but I wouldn't. Reason being, MOBA's dont offer anything else to do, just as fighting games dont offer anything else to do. I dont know anyone that plays MOBA's for the PvE, or for the crafting.
Vhaeyne wrote: » To simplify my point. If I rush to cap in two to three weeks. Then spend the next six months doing nothing but caravans and sieges. A huge portion of my gameplay experience is going to be PvP. I don't think this play style is out of the question for many people. In fact, I think many people are going to play like this.