blat wrote: » A few people have pointed out how well paced Classic Wow was; a party (of 5) could easily nuke a single target within a few seconds. Again though the 6 sec TTK when soloing mobs does seem a bit quick.
Dygz wrote: » Exactly! Ideally, most combat will not be about "solo" rotations. We should have time to assess what our groupmates are doing during the battle and determine how we can best synergize our abilities. Our Mage just hit a Chilled target with Frostbolt - which means my Ranger can try to stack that CC with a Nature-based Root - which gives the Spellsword time to position for an Ice-Augmented Leap Strike. Rather than just having the Mage mash their "rotations" as quickly as the Cooldowns will allow.
Tragnar wrote: » one way is to grant temporal immunities or large defensives to allow the fighter to soak the damage and survive it healthy
Evre1lovechat wrote: » Diamaht wrote: » Tragnar wrote: » one way is to grant temporal immunities or large defensives to allow the fighter to soak the damage and survive it healthy And let tanks force you to target them, thereby extending the life of the glass cannons. Let mages and rangers disengage and make it the job of the aggressors to tackle them. In other words give the classes survival tools and make it their responsibility to use them. And yes you will die quickly sometimes, and yes opponents will quickly get the upper hand on you at times. Who cares? You guys imagine these epic tactical engagements with 40 second ttks when what really pans out an overwhelming majority of the time is a long drawn out snooze fest. On some joke ting
Diamaht wrote: » Tragnar wrote: » one way is to grant temporal immunities or large defensives to allow the fighter to soak the damage and survive it healthy And let tanks force you to target them, thereby extending the life of the glass cannons. Let mages and rangers disengage and make it the job of the aggressors to tackle them. In other words give the classes survival tools and make it their responsibility to use them. And yes you will die quickly sometimes, and yes opponents will quickly get the upper hand on you at times. Who cares? You guys imagine these epic tactical engagements with 40 second ttks when what really pans out an overwhelming majority of the time is a long drawn out snooze fest.
Githal wrote: » dont you think what you described here needs bigger TTK to happen? Coz you talk about small ttk, but then you will just see - Mage chilled target and used 1 lighting skill, then ranger used 1 skill and the target is dead. Idk why you are so hung on cooldowns and rotations,
tautau wrote: » The healer is often the first one targeted. If healers will always die first, in 10 seconds, lots of folks might decide not to play healer after all. Healers are quite necessary for raids and strong PVE groups to be successful. If very few people decide to play healers, then the 10 sec TTK has the potential to make things...difficult.
Diamaht wrote: » Evre1lovechat wrote: » Diamaht wrote: » Tragnar wrote: » one way is to grant temporal immunities or large defensives to allow the fighter to soak the damage and survive it healthy And let tanks force you to target them, thereby extending the life of the glass cannons. Let mages and rangers disengage and make it the job of the aggressors to tackle them. In other words give the classes survival tools and make it their responsibility to use them. And yes you will die quickly sometimes, and yes opponents will quickly get the upper hand on you at times. Who cares? You guys imagine these epic tactical engagements with 40 second ttks when what really pans out an overwhelming majority of the time is a long drawn out snooze fest. On some joke ting Not sure what that means
Githal wrote: » Dygz wrote: » Exactly! Ideally, most combat will not be about "solo" rotations. We should have time to assess what our groupmates are doing during the battle and determine how we can best synergize our abilities. Our Mage just hit a Chilled target with Frostbolt - which means my Ranger can try to stack that CC with a Nature-based Root - which gives the Spellsword time to position for an Ice-Augmented Leap Strike. Rather than just having the Mage mash their "rotations" as quickly as the Cooldowns will allow. dont you think what you described here needs bigger TTK to happen? Coz you talk about small ttk, but then you will just see - Mage chilled target and used 1 lighting skill, then ranger used 1 skill and the target is dead. Idk why you are so hung on cooldowns and rotations, Group oriented combat means the 1v1 ttk has to be bigger, so you dont get oneshoted in group fights. Imagine being fighter and has to lead a charge to the enemy healer - you use charge and die mid air while flying from dmg. Fun right? Or maybe your idea of the fighter gameplay is - to stay behind your ranged party members afk for 80% of the fight, and then take the right moment to engage on someone?