Vzael wrote: » It was stated during the livestream that no Cleric would have every single ability that was showcased. I assume that many of them are gained via spending skill points.
nanfoodle wrote: » Vzael wrote: » It was stated during the livestream that no Cleric would have every single ability that was showcased. I assume that many of them are gained via spending skill points. I will admit I did not watch the 1hr 40min just the ingame 51 min video.
nanfoodle wrote: » I think it's overly complicated. To me any heals that function is so many similar ways that don't really define each heal spell in a way that IMO dose not justify at least 1/2 of the heal skills. I don't even get some of the combos. Like a skill that makes you run to point black range of a friendly target. And another skill that heals a point blank friendly target. Why are these two skills instead of just one? IMO there is just too many healing skills and options. It seems cluttered. IMO these skills for healing needs to be slim lined. I have played a healer in many MMOs for many years. I think having one skill having options is great but you need only a few skills. Splash heal, HoT, Large Volume heal and a group heal. Some utilities, like sheilds and the like.. I do like the cone heal and adding that flavor to more heals would be great. Heal and damage. Or heal and buff/debuffs. Making the Cleric more of a battle healers would be great. As is. I don't get this class so far. It does not have a theme or a direction of the type of healer or what the twist that makes this class stand out. Just seems to be a bunch of random good ideas that don't meld together.
George_Black wrote: » I think they want to make healing more hard in AoC, so that people have a playstyle more "active" than being a healbot that switches tabs and refills the HP bar of other players. I welcome the intentional fabricated difficulty. Was the first skill called mend? The one with 0 MP, bad targering and low impact? That's your off-combat heal during the moments that the group is catching their breath. It's a cleaver design. It's useless during combat, making the clerics decision-making shine, but it doesnt cost mp during off-combat, meaning you dont have to slow down, due to wasted resources. Here is my off-topic suggestion, based on fabricated difficulty to improve the overall gameplay: Make gap closers and gap openers work without acquaring a target. Make them cause the user to lose the target tab. Make them purely pissitioning moves. Not something that people spam to win, like in ESO.
nanfoodle wrote: » I don't even get some of the combos. Like a skill that makes you run to point black range of a friendly target. And another skill that heals a point blank friendly target. Why are these two skills instead of just one?
Depraved wrote: » nanfoodle wrote: » I think it's overly complicated. To me any heals that function is so many similar ways that don't really define each heal spell in a way that IMO dose not justify at least 1/2 of the heal skills. I don't even get some of the combos. Like a skill that makes you run to point black range of a friendly target. And another skill that heals a point blank friendly target. Why are these two skills instead of just one? IMO there is just too many healing skills and options. It seems cluttered. IMO these skills for healing needs to be slim lined. I have played a healer in many MMOs for many years. I think having one skill having options is great but you need only a few skills. Splash heal, HoT, Large Volume heal and a group heal. Some utilities, like sheilds and the like.. I do like the cone heal and adding that flavor to more heals would be great. Heal and damage. Or heal and buff/debuffs. Making the Cleric more of a battle healers would be great. As is. I don't get this class so far. It does not have a theme or a direction of the type of healer or what the twist that makes this class stand out. Just seems to be a bunch of random good ideas that don't meld together. yeah lets do the same every other healer has in every other game also, take into consideration that these skills will have effects depending on the level of the skill and the augment from the secondary archetype, probably allowing you to have many many different combinations that suit different strategies and playstyles
nanfoodle wrote: » Depraved wrote: » nanfoodle wrote: » I think it's overly complicated. To me any heals that function is so many similar ways that don't really define each heal spell in a way that IMO dose not justify at least 1/2 of the heal skills. I don't even get some of the combos. Like a skill that makes you run to point black range of a friendly target. And another skill that heals a point blank friendly target. Why are these two skills instead of just one? IMO there is just too many healing skills and options. It seems cluttered. IMO these skills for healing needs to be slim lined. I have played a healer in many MMOs for many years. I think having one skill having options is great but you need only a few skills. Splash heal, HoT, Large Volume heal and a group heal. Some utilities, like sheilds and the like.. I do like the cone heal and adding that flavor to more heals would be great. Heal and damage. Or heal and buff/debuffs. Making the Cleric more of a battle healers would be great. As is. I don't get this class so far. It does not have a theme or a direction of the type of healer or what the twist that makes this class stand out. Just seems to be a bunch of random good ideas that don't meld together. yeah lets do the same every other healer has in every other game also, take into consideration that these skills will have effects depending on the level of the skill and the augment from the secondary archetype, probably allowing you to have many many different combinations that suit different strategies and playstyles Was not my point. I want a flavor of what Ashes is trying to make and this was a cluster of skills. I get now that these are not skills every Cleric will have. If I could amend my OP. I would like Ashes team give us one of the attended skil sets a Cleric would have. Let us see a vision over a large scope of what could be. People need to see how IS wants these classes to look and play. This demo did not help. Gaming forums elsewhere are saying things like "I don't get it" "this looks like a jumble of skills" "are we to have that many healing skills on my skill bar?"
nanfoodle wrote: » ... I don't even get some of the combos. Like a skill that makes you run to point black range of a friendly target. And another skill that heals a point blank friendly target. Why are these two skills instead of just one? IMO there is just too many healing skills and options. It seems cluttered ... .
HumblePuffin wrote: » nanfoodle wrote: » Depraved wrote: » nanfoodle wrote: » I think it's overly complicated. To me any heals that function is so many similar ways that don't really define each heal spell in a way that IMO dose not justify at least 1/2 of the heal skills. I don't even get some of the combos. Like a skill that makes you run to point black range of a friendly target. And another skill that heals a point blank friendly target. Why are these two skills instead of just one? IMO there is just too many healing skills and options. It seems cluttered. IMO these skills for healing needs to be slim lined. I have played a healer in many MMOs for many years. I think having one skill having options is great but you need only a few skills. Splash heal, HoT, Large Volume heal and a group heal. Some utilities, like sheilds and the like.. I do like the cone heal and adding that flavor to more heals would be great. Heal and damage. Or heal and buff/debuffs. Making the Cleric more of a battle healers would be great. As is. I don't get this class so far. It does not have a theme or a direction of the type of healer or what the twist that makes this class stand out. Just seems to be a bunch of random good ideas that don't meld together. yeah lets do the same every other healer has in every other game also, take into consideration that these skills will have effects depending on the level of the skill and the augment from the secondary archetype, probably allowing you to have many many different combinations that suit different strategies and playstyles Was not my point. I want a flavor of what Ashes is trying to make and this was a cluster of skills. I get now that these are not skills every Cleric will have. If I could amend my OP. I would like Ashes team give us one of the attended skil sets a Cleric would have. Let us see a vision over a large scope of what could be. People need to see how IS wants these classes to look and play. This demo did not help. Gaming forums elsewhere are saying things like "I don't get it" "this looks like a jumble of skills" "are we to have that many healing skills on my skill bar?" Yeah but you’re kinda missing the point of having all the options and the ability to pick and choose and upgrade what you want. IS gives you all of the tools and then you get to figure out how you want it to play. Possibly even adjusting your skill points just based on the content you’re going to do. Group content maybe you want to skill into more heals, solo you may want more damage abilities. Don’t forget there’s also weapon skills we haven’t seen. 15-20 spells on a bar. 35-40 primary class skills. Plus however many weapon skills are available per weapon. I don’t think we are going to really see “builds” take shape until A2. For we just get to see some of the tools we will have to make alllllllllll the different potential builds.
HumblePuffin wrote: » nanfoodle wrote: » Depraved wrote: » nanfoodle wrote: » I think it's overly complicated. To me any heals that function is so many similar ways that don't really define each heal spell in a way that IMO dose not justify at least 1/2 of the heal skills. I don't even get some of the combos. Like a skill that makes you run to point black range of a friendly target. And another skill that heals a point blank friendly target. Why are these two skills instead of just one? IMO there is just too many healing skills and options. It seems cluttered. IMO these skills for healing needs to be slim lined. I have played a healer in many MMOs for many years. I think having one skill having options is great but you need only a few skills. Splash heal, HoT, Large Volume heal and a group heal. Some utilities, like sheilds and the like.. I do like the cone heal and adding that flavor to more heals would be great. Heal and damage. Or heal and buff/debuffs. Making the Cleric more of a battle healers would be great. As is. I don't get this class so far. It does not have a theme or a direction of the type of healer or what the twist that makes this class stand out. Just seems to be a bunch of random good ideas that don't meld together. yeah lets do the same every other healer has in every other game also, take into consideration that these skills will have effects depending on the level of the skill and the augment from the secondary archetype, probably allowing you to have many many different combinations that suit different strategies and playstyles Was not my point. I want a flavor of what Ashes is trying to make and this was a cluster of skills. I get now that these are not skills every Cleric will have. If I could amend my OP. I would like Ashes team give us one of the attended skil sets a Cleric would have. Let us see a vision over a large scope of what could be. People need to see how IS wants these classes to look and play. This demo did not help. Gaming forums elsewhere are saying things like "I don't get it" "this looks like a jumble of skills" "are we to have that many healing skills on my skill bar?" Yeah but you’re kinda missing the point of having all the options and the ability to pick and choose and upgrade what you want. IS gives you all of the tools and then you get to figure out how you want it to play. Possibly even adjusting your skill points just based on the content you’re going to do. Group content maybe you want to skill into more heals, solo you may want more damage abilities. 15-20 spells on a bar. 35-40 primary class skills. Plus however many weapon skills are available per weapon sucking up skill points they may result in less active spells. I don’t think we are going to really see “builds” take shape until A2. For we just get to see some of the tools we will have to make alllllllllll the different potential builds.