LordBlank wrote: » Yes, but it will still have to be effective at evading attacks. Otherwise, there will be no point in investing the skill point when you can just spec into defense and roll for the movement.
Halae wrote: » LordBlank wrote: » Yes, but it will still have to be effective at evading attacks. Otherwise, there will be no point in investing the skill point when you can just spec into defense and roll for the movement. Yeah. Monster Hunter and similar games show us that a short range, stamina-limited evasion ability, even without iframes, is still valuable for getting your character the hell out of the way of AoEs. For a more MMO based example, a lot of classes in Final Fantasy XIV have short range dashes that don't grant invulns (the one that immediately comes to mind is Dancer) but are still useful to players trying to reposition. As long as there's incoming AoEs, abilities that go "I don't want to be here anymore" will always be valuable, iframes or no. Skill points adding to range, and then adding in iframes, sounds viable. Make it an investment. EDIT: Slight clarity. I'm agreeing, not arguing.
LordBlank wrote: » 100%. Since abilities soft lock on you, it does become an investment one has to make. Which should drastically change up playstyle depending on which way plays spec their skill points.
Mag7spy wrote: » Soft lock should work the same as tab target as far as hitting what you hit. Soft lock just means you have to have some effort and to be facing your target and aiming for the shot to go off, rather than not needing to look at all and hit with tab target.
Azherae wrote: » Mag7spy wrote: » Soft lock should work the same as tab target as far as hitting what you hit. Soft lock just means you have to have some effort and to be facing your target and aiming for the shot to go off, rather than not needing to look at all and hit with tab target. So you want soft-lock to also require iFrames to avoid?
CROW3 wrote: » LordBlank wrote: » 100%. Since abilities soft lock on you, it does become an investment one has to make. Which should drastically change up playstyle depending on which way plays spec their skill points. I think you mean hard lock in this case. A 'soft lock' just means I'm in your target reticle. A roll mechanic is fundamentally meant to avoid soft lock attacks. A 'hard lock' attack means I'm your target (as in the tab target sense of target) and if I roll away we're talking about homing and 'to hit' statistics. Just want to make sure we're all using the same language.
LordBlank wrote: » Ok, this is interesting. Because as someone who will be playing on the action side of the combat I don't want to get 360 no scope by someone using tab. In terms of at least requiring a tab user to face their character toward the target. A target within a 180-degree view of you can be targeted but not targets behind you unless you turn your character. I think that would be fair given someone in action can't target and sometimes even see what's going on behind them.
NiKr wrote: » LordBlank wrote: » Ok, this is interesting. Because as someone who will be playing on the action side of the combat I don't want to get 360 no scope by someone using tab. In terms of at least requiring a tab user to face their character toward the target. A target within a 180-degree view of you can be targeted but not targets behind you unless you turn your character. I think that would be fair given someone in action can't target and sometimes even see what's going on behind them. What would be your opinion on hard lock tab abilities that would automatically turn the character to face their target? For or against?