NiKr wrote: » Btw, what yalls opinion would be on mobs having detargeting abilities? Especially boss fights, be it directly from the boss or maybe adds that you'd need to kill in order to stop them from detargeting your members. Ideally detargeting would mostly target high dps and healing players, so that there'd be a chance to stop one of their casts (well, I expect that detargeting would cancel casting, mb it won't).
NiKr wrote: » Azherae wrote: » "By making the Fighter's Dash so far, so fast, etc, it allows them to make this design type the top level of play, and anyone who cannot do it should theoretically lose the raid or at least have to reset everything else to revive whichever Fighter can't do it." There's a small chance that the dash was doubled in that showcase because it had its cd turned off. Just like the shadowey green dash from the weather showcase didn't have one. This would make your interaction way easier because the fighter would only need to react to the initial animation. Now they could obviously have another gapcloser, so there's that too. But as you said in the following post, this is not really complex but just a bit difficult. For me, that kind of interaction is close to my L2's mages combo of "remove the dagger's target, blink in while they're confused, use a stun blink (that warped you backwards) to try and stun them, all while they're still lost after the detargeting". I had to keep my distance cause having a rogue near you usually meant death, but outside of the stun blink I didn't have any hard CCs so I'd need to catch moments where I could try using it. Both blinks were action abilities and relied on where your character was facing (and as I said before, turn rate was somewhat slow). And depending on the situation I might've wanted to redirect myself to get to a more beneficial position. Here's at 0:58 and onwards you can see the player making these dashes to catch up to the enemy. And you could cut down on turn frames a bit (his are a bit sloppy), so you could just click the ground behind your char and almost immediately use the backwards blink. I'm sure I could've learned the frames of the turns and all that, but I mainly just did it by feel https://youtu.be/p58LvAERuEs?t=58 So if AoC's fighter dash was just a backdash, I'd imagine that the fighter would have to do the actions you described, but also add a 180 turn after the first dash away, so that he could go back to the boss. For me this would be a nice action to practice until I have it in my muscle memory and the only real reaction I'd need to do is to the boss' animation. And as for the "no attacks on the boss" part, I'd like to have proper visual and auditory feedback when someone gets hit, even if a small one (ideally with some size options), to make it obvious what I gotta do next. L2's soulshot sound and visual was amazing for this.
Azherae wrote: » "By making the Fighter's Dash so far, so fast, etc, it allows them to make this design type the top level of play, and anyone who cannot do it should theoretically lose the raid or at least have to reset everything else to revive whichever Fighter can't do it."
Azherae wrote: » I actually think it would NOT work well because of Hybrid, but on the other hand, you could make some really mobile and interesting bosses where this matters. They just wouldn't be good Raid bosses. If we aren't talking about Raid-size bosses, bring it on.
NiKr wrote: » Azherae wrote: » I actually think it would NOT work well because of Hybrid, but on the other hand, you could make some really mobile and interesting bosses where this matters. They just wouldn't be good Raid bosses. If we aren't talking about Raid-size bosses, bring it on. I'd see it as one of the main pushes towards the game truly being a hybrid. I'm sure that people will find a way to only use tab abilities. So I'd personally like the game to fuck them over by making them use at least a few action ones too, or always pay attention to what's happening. And with some tricky scripting and AI manipulation you could mess up a ton of players if you have some mass detargeting right after a huge semi-wipe ability or during a boss animation (detargeting done by adds). You wanna use a big heal after the wipe mechanic? Well, you better pay attention to what the boss or adds are doing. You wanna cast a defensive ability on the tank? Make sure that the detargeting mage add is dead. That's obviously a fairly simple mechanic, but I feel like if the game has detargeting in pvp - why not in pve too.
Azherae wrote: » But if we extend the scenario explained (I'm trusting that you read all of it because you always do), let's assume "Tank in front of Boss, Fighter at the side, Rogue at the back."
Azherae wrote: » This doesn't work because of the F1-F8 (probably) method of targeting party members, for Healing, and because Tab Target games also often come with Targeting Macros that are like /assist Player, so while you'd definitely still be relying on that player getting THEIR targeting done, I just don't feel like it would affect Tab Target players much in PvE without the mobility to back it up.
NiKr wrote: » Azherae wrote: » This doesn't work because of the F1-F8 (probably) method of targeting party members, for Healing, and because Tab Target games also often come with Targeting Macros that are like /assist Player, so while you'd definitely still be relying on that player getting THEIR targeting done, I just don't feel like it would affect Tab Target players much in PvE without the mobility to back it up. But it would just be an additional thing to track. Yes, you can just click a button to return to your target, but your cast might've been broken and you're now on some big cd w/o the effect or you might've been paying close attention to another thing and missed a few frames of action which led to an imbalance of the encounter. It'd just be another tool for boss encounter design, which might trip up low-mid skill players while also requiring more from the top lvl ones.
Mag7spy wrote: » Azherae wrote: » Mag7spy wrote: » It is pretty amazing that @Azherae here is trying to say im trying to add more action elements to the game and ragging on tab target? Actually makes no sense it is the other way around with me saying action can work fine and they are trying to saying no developer will have more action elements in the game since it won't work or suddenly become too hard that makes no sense gameplay wise. I've said this before u realize AoC will let you go 75% action right, which is in contrast to what you are saying about developers won't do it? If you have changed your stance from what you have said in the past, then I apologize. I don't want to have the discussion about the whole 'don't add more Action because it lowers tactics' thing. As long as we can all agree that it's a SLIDER for skill and which type of skill, then I have no argument. Noaani wishes 'less action so that there can be more thinking skills'. I will repeat that I don't agree with Noaani on this entirely because I also like the physical skills and IF they make PvE enemies with the correct types of physical skill challenges, I will consider it to be just as fun and tactical as a fully Tab Target encounter.I am not arguing with you if you are not saying that Tab requires less skill OR if you are saying 'Skill in Tab could be replaced by adding a skill type that I like better'. I also believe that some 'skill in Tab can be replaced by adding a skill type that I like better'. It's called ArcheAge. My whole stance is against him sayings devs WILL NOT ADD action elements with tab complexity and that it is impossible for people to handle it. I believe devs can add it and it is not impossible for players to handle that kind of content...
Azherae wrote: » Mag7spy wrote: » It is pretty amazing that @Azherae here is trying to say im trying to add more action elements to the game and ragging on tab target? Actually makes no sense it is the other way around with me saying action can work fine and they are trying to saying no developer will have more action elements in the game since it won't work or suddenly become too hard that makes no sense gameplay wise. I've said this before u realize AoC will let you go 75% action right, which is in contrast to what you are saying about developers won't do it? If you have changed your stance from what you have said in the past, then I apologize. I don't want to have the discussion about the whole 'don't add more Action because it lowers tactics' thing. As long as we can all agree that it's a SLIDER for skill and which type of skill, then I have no argument. Noaani wishes 'less action so that there can be more thinking skills'. I will repeat that I don't agree with Noaani on this entirely because I also like the physical skills and IF they make PvE enemies with the correct types of physical skill challenges, I will consider it to be just as fun and tactical as a fully Tab Target encounter.I am not arguing with you if you are not saying that Tab requires less skill OR if you are saying 'Skill in Tab could be replaced by adding a skill type that I like better'. I also believe that some 'skill in Tab can be replaced by adding a skill type that I like better'. It's called ArcheAge.
Mag7spy wrote: » It is pretty amazing that @Azherae here is trying to say im trying to add more action elements to the game and ragging on tab target? Actually makes no sense it is the other way around with me saying action can work fine and they are trying to saying no developer will have more action elements in the game since it won't work or suddenly become too hard that makes no sense gameplay wise. I've said this before u realize AoC will let you go 75% action right, which is in contrast to what you are saying about developers won't do it?