Hey everyone, I don't post much, but I think I've compiled my thoughts well enough to post. I had previously posted a combat discussion but looking back at it, that was a complete mess of thoughts and way too vague for actual criticism. So here are my thoughts on combat design regarding incoming and current standing class archetypes and hopefully some interesting ideas that Intrepid would like to use. Of course, I am not demanding that this is the way or that I am infallible, but it is in general I think what gamers would like.
General Combat Ability Design:
I think from my experience in other games is that time to kill should be long enough to at least able to react, try to have some sort of outplay potential, and then have a winner. Regardless if that is PvE or PvP. Getting one shot is not fun and constant healing and fighting for minutes on end is not fun. It gets aggravating. Playing around resources for health/mana is strategical and tactical, but having a ton of resources to extend fights is not inherently fun. Therefore, healing should have ways to be mitigated--if for nothing else for PvP. I think heals in PvE can be essential with mana management, but shielding offers more skill expression than healing does.
One other thing about PvP design, is to keep in mind that CC is king. Being able to chain CC and lock someone down long enough to kill them to gain a number advantage is usually how encounters go for PvP, whether it be hard CC or soft CC. Having classes that are supposed to deal damage having a large amount of CC in their kits, is also bad game design. I'm looking mostly at Rogues, Fighters, and Rangers here. Having one or two abilities (Rogue slows/weapon poisons, hunter traps, or fighter concussive blows) is fine, as long as the CC duration is not a very long duration. Having Bards, Clerics, or Fighters able to cleanse (or in the fighter's case burst out through power of will or simply rage) these can help group play and promote skill expression as well.
UNPOPULAR OPINION WARNING: Over-leveling and Over-gearing encounters in the world is bad gameplay design.
- Getting better gear and progressing through levels is natural way of linear scaling in games, but having it be the end-all reason why you win fights makes it more of a grind than it is an interesting game. I have been playing World of Warcraft Wrath of the Lich King Classic lately and have realized that there are times when I am under-leveled and under-geared, and I am still able to outplay my opponent in PvP. I'm unsure of why this occurs, but it makes the game really fun being able to have some skill expression. Conversely, when I am over-leveled and outplay my opponent but they kill me simply because they have better gear than me also feels bad. Considering leveling in Ashes is not intended to be easy, I think this is something Intrepid should think about through the leveling process.
Every class should have these things for PvX gameplay:
- A gap closer/catch-up mechanic
- An escape ability
- An AoE for trash mob clearing or sticky situations in 1vX scenarios.
- A spammable ability to weave in basic attacks while waiting for cooldowns on bigger abilities.
- A specialized ability relevant to their archetype to really shine. A good example of this, I thought, was the cleric ally dash granting them a heal/shield.
I think these should be an option for every archetype. However; this means we will have to remove some buttons from the ability bar if we don't want archetypes to be "the king of everything." Which I will get to in the next section, but first I'd like to explain the reasoning for this:
- In PvP it feels terrible to not be able to have counterplay. Having general combat abilities that everyone has access to (that makes sense for PvP) to put on their bar makes the game fun. This also means that if you are a PvE player, you can have something that allows you to outplay people who gank you while you're farming mobs or gathering materials or simply just having a way out when you pull one too many mobs in the area.
- I do not think that this will take away from archetype class fantasy design either. It is possible to design each archetype to have a reason for having each of these abilities.
- It keeps a semblance of balance for all classes. For those who think it's too much to give every archetype, it is imperative you read the next section:
There needs to be a limited hotbar.
I believe that in order to prioritize for dungeons, raids, PvP, etc. that there will be some builds that are just better for certain scenarios, or just to have a desired playstyle. For example, if a rogue would like to be extremely mobile, they could have 3 abilities on their bar that are movement speed/dash reliant, but in doing so, they will lose out on a lot of damage or other options. If a tank wants to be extra tanky, maybe they give up on the option to have an escape ability for that extra CC or damage mitigation. I just think it is paramount that each archetype is at least granted the option of the General Combat Ability Design section.
I think the sweet spot is somewhere between 8-10 keys, but 15 is probably the upper limit if you want to add some really niche abilities.
Tanking and Active Blocking:
Tanking, specifically around PvP, should be able to affect players with AoE taunts and "thorn" or "healing reduction" abilities. Coming from a rogue/ranger/mage player, I think tanks should be able to do their job in a PvP scenario. This means I think Tanks should be able to have an AoE taunt that reduces damage on allies within a radius that makes opponents make the decision to either attack the tank for full damage, or attack the healer for reduced damage. As long as there is visual clarity it should be fine. They should also have a "thorns" ability where if the attacker hits the tank, they take damage and gain reduced healing. This way, if the tank procs "thorns" and the AoE taunt, it protects them, their allies, and makes the enemy vulnerable while having to make strategic choices in battle. However, when those abilities are down, then it leaves an opening for attackers to exploit. Once again, there needs to be visual clarity assigned with these abilities.
Last but not least, I think Active Blocking should have three things:
- A perfect block timing
- A reduced damage for imperfect blocks
- A shield break bar separate from a stamina system
The block timing should be balanced around average player reaction time and relative to latency around a certain server location. If someone consistently has 60 ping, they should be able to time blocks perfectly. If they cannot block perfectly, then they can still be rewarded with reduced damage for imperfect blocks. However, to combat people just pressing the block button forever, they should have a shield break bar that is only visible to the tank. This would allow them to spec into shield specialization that allows them take take more hits with blocking. It should be separate from a stamina system simply because running out of stamina due to blocking just feels bad not being able to attack or to be knocked back simply because you ran out.
Aaaaand welcome to my TED talk.