Caeryl wrote: » Noaani wrote: » Syblitrh wrote: » Noaani wrote: » Syblitrh wrote: » I think this is a little silly for 2024 being forced to just embrace their incoming attack, no matter how good your hero movement is. Movement shouldn't be what you use to avoid an incoming attack - that is what abilities like the tanks "reflect" ability are for. i don't think you see my point, but ok Let's find out. Your point, as I see it, is that you think players should be able to use regular character movement to dodge attacks. My point is that this isn't what regular character movement is for. The game provides specific activated abilities to perform this specific function. 'You don't use movement to dodge' has to be one of the funnier things to come out of a person's keyboard
Noaani wrote: » Syblitrh wrote: » Noaani wrote: » Syblitrh wrote: » I think this is a little silly for 2024 being forced to just embrace their incoming attack, no matter how good your hero movement is. Movement shouldn't be what you use to avoid an incoming attack - that is what abilities like the tanks "reflect" ability are for. i don't think you see my point, but ok Let's find out. Your point, as I see it, is that you think players should be able to use regular character movement to dodge attacks. My point is that this isn't what regular character movement is for. The game provides specific activated abilities to perform this specific function.
Syblitrh wrote: » Noaani wrote: » Syblitrh wrote: » I think this is a little silly for 2024 being forced to just embrace their incoming attack, no matter how good your hero movement is. Movement shouldn't be what you use to avoid an incoming attack - that is what abilities like the tanks "reflect" ability are for. i don't think you see my point, but ok
Noaani wrote: » Syblitrh wrote: » I think this is a little silly for 2024 being forced to just embrace their incoming attack, no matter how good your hero movement is. Movement shouldn't be what you use to avoid an incoming attack - that is what abilities like the tanks "reflect" ability are for.
Syblitrh wrote: » I think this is a little silly for 2024 being forced to just embrace their incoming attack, no matter how good your hero movement is.
Noaani wrote: » Caeryl wrote: » Noaani wrote: » Syblitrh wrote: » Noaani wrote: » Syblitrh wrote: » I think this is a little silly for 2024 being forced to just embrace their incoming attack, no matter how good your hero movement is. Movement shouldn't be what you use to avoid an incoming attack - that is what abilities like the tanks "reflect" ability are for. i don't think you see my point, but ok Let's find out. Your point, as I see it, is that you think players should be able to use regular character movement to dodge attacks. My point is that this isn't what regular character movement is for. The game provides specific activated abilities to perform this specific function. 'You don't use movement to dodge' has to be one of the funnier things to come out of a person's keyboard Not only do you not use movement to dodge, you don't use dodge to move. Is the notion of a dodge ability that foreign to you? The notion that moving can cause an attack to miss in a game with tab target mechanics is absolutely off the charts in terms of naivety.
WarRath wrote: » Ashes is not an action based MMO; therefore, if you want to play an action MMO I may suggest NW
Apok wrote: » Noaani wrote: » Caeryl wrote: » Noaani wrote: » Syblitrh wrote: » Noaani wrote: » Syblitrh wrote: » I think this is a little silly for 2024 being forced to just embrace their incoming attack, no matter how good your hero movement is. Movement shouldn't be what you use to avoid an incoming attack - that is what abilities like the tanks "reflect" ability are for. i don't think you see my point, but ok Let's find out. Your point, as I see it, is that you think players should be able to use regular character movement to dodge attacks. My point is that this isn't what regular character movement is for. The game provides specific activated abilities to perform this specific function. 'You don't use movement to dodge' has to be one of the funnier things to come out of a person's keyboard Not only do you not use movement to dodge, you don't use dodge to move. Is the notion of a dodge ability that foreign to you? The notion that moving can cause an attack to miss in a game with tab target mechanics is absolutely off the charts in terms of naivety. that is determined by if the what you're dealing with is hitscan or projectile, older MMOs relied on hitscan but modern technology can use projectiles which changes things
Noaani wrote: » Apok wrote: » Noaani wrote: » Caeryl wrote: » Noaani wrote: » Syblitrh wrote: » Noaani wrote: » Syblitrh wrote: » I think this is a little silly for 2024 being forced to just embrace their incoming attack, no matter how good your hero movement is. Movement shouldn't be what you use to avoid an incoming attack - that is what abilities like the tanks "reflect" ability are for. i don't think you see my point, but ok Let's find out. Your point, as I see it, is that you think players should be able to use regular character movement to dodge attacks. My point is that this isn't what regular character movement is for. The game provides specific activated abilities to perform this specific function. 'You don't use movement to dodge' has to be one of the funnier things to come out of a person's keyboard Not only do you not use movement to dodge, you don't use dodge to move. Is the notion of a dodge ability that foreign to you? The notion that moving can cause an attack to miss in a game with tab target mechanics is absolutely off the charts in terms of naivety. that is determined by if the what you're dealing with is hitscan or projectile, older MMOs relied on hitscan but modern technology can use projectiles which changes things I wasn't talking about from a technological perspective. I'm talking about a gameplay perspective. Tab target systems don't give me the ability to predict your movement or anything. I can cast a spell or fire an arrow "at you", and that is it. If you can just move to get out of it's way, it makes you invulnerable to single point ranged attacks in a tab target system as long as you are moving.
Apok wrote: » they could just make side stepping and dodging take up stamina also the person would have to be quick enough.
Noaani wrote: » Caeryl wrote: » Noaani wrote: » Syblitrh wrote: » Noaani wrote: » Syblitrh wrote: » I think this is a little silly for 2024 being forced to just embrace their incoming attack, no matter how good your hero movement is. Movement shouldn't be what you use to avoid an incoming attack - that is what abilities like the tanks "reflect" ability are for. i don't think you see my point, but ok Let's find out. Your point, as I see it, is that you think players should be able to use regular character movement to dodge attacks. My point is that this isn't what regular character movement is for. The game provides specific activated abilities to perform this specific function. 'You don't use movement to dodge' has to be one of the funnier things to come out of a person's keyboard Not only do you not use movement to dodge, you don't use dodge to move.
KingDDD wrote: » Basic attacks on mobs guaranteeing damage is fine. As long as mobs have some variety in abilities with player interrupts, cc, burst damage, etc allow for some varied gameplay and uniqueness to different mobs. Actively dodging every single skill in the game is pretty meh. Games like GW2 feel extremely spammy due to the active dodge, ridiculous overall movement, and class design.
Caeryl wrote: » Noaani wrote: » Caeryl wrote: » Noaani wrote: » Syblitrh wrote: » Noaani wrote: » Syblitrh wrote: » I think this is a little silly for 2024 being forced to just embrace their incoming attack, no matter how good your hero movement is. Movement shouldn't be what you use to avoid an incoming attack - that is what abilities like the tanks "reflect" ability are for. i don't think you see my point, but ok Let's find out. Your point, as I see it, is that you think players should be able to use regular character movement to dodge attacks. My point is that this isn't what regular character movement is for. The game provides specific activated abilities to perform this specific function. 'You don't use movement to dodge' has to be one of the funnier things to come out of a person's keyboard Not only do you not use movement to dodge, you don't use dodge to move. I stand corrected. This is the funniest thing to come out of someone's keyboard.
Noaani wrote: » Apok wrote: » they could just make side stepping and dodging take up stamina also the person would have to be quick enough. And you now have - functionally, at least - a dodge ability. The concept of neeing to take off tab target in order to hit a moving target is a non-starter. Edit to add; I'm fairly sure it was very early 2019 when I first mentioned that defense is the single biggest issue in trying to combine tab and action combat. You can't have a system where someone using a tab target ability is able to have that shot not hit due to an action combat defense, but you also can't have a situation where an action combat attack hits the target, but due to the target having a high dodge or block stat, isn't registered as a hit. The two don't work together, and I don't have an solution for it.
Apok wrote: » Noaani wrote: » Apok wrote: » they could just make side stepping and dodging take up stamina also the person would have to be quick enough. And you now have - functionally, at least - a dodge ability. The concept of neeing to take off tab target in order to hit a moving target is a non-starter. Edit to add; I'm fairly sure it was very early 2019 when I first mentioned that defense is the single biggest issue in trying to combine tab and action combat. You can't have a system where someone using a tab target ability is able to have that shot not hit due to an action combat defense, but you also can't have a situation where an action combat attack hits the target, but due to the target having a high dodge or block stat, isn't registered as a hit. The two don't work together, and I don't have an solution for it. 100% agree with you there. I don't see how a game could do block/dodge stats in combination with active blocking and dodging. What do you think about an overhaul of how these stats are used. Maybe a higher dodge rating equals less stamina used while dodging and a larger iframe window where your block stat will reduce the amount of stamina damage done while active blocking?
Syblitrh wrote: » How do you guys feel about the current fight mechanic which the current ranged attack mobs have it implemented?. Currently any mob in the world which is using a ranged attack: spell, throwing spears, arrows, etc, will auto lock on you , no matter if you strafe or try to avoid their direction of attack by moving fast around. I think this is a little silly for 2024 being forced to just embrace their incoming attack, no matter how good your hero movement is. Is this how you guys want?, to be just statues in front of mobs and let the stats dictate our fate?. For pvp it might be a different story, but for pve mobs, this makes no sense. Is like going back to the old click to move, let the mob hit you, and just click skills on the skillbar...
Dygz wrote: » Syblitrh wrote: » How do you guys feel about the current fight mechanic which the current ranged attack mobs have it implemented?. Currently any mob in the world which is using a ranged attack: spell, throwing spears, arrows, etc, will auto lock on you , no matter if you strafe or try to avoid their direction of attack by moving fast around. I think this is a little silly for 2024 being forced to just embrace their incoming attack, no matter how good your hero movement is. Is this how you guys want?, to be just statues in front of mobs and let the stats dictate our fate?. For pvp it might be a different story, but for pve mobs, this makes no sense. Is like going back to the old click to move, let the mob hit you, and just click skills on the skillbar... Ashes is an RPG. If I didn't want my character to be hit by ranged mobs, I would adjust my character's Passive Skills to mitigate Ranged Damage.
Syblitrh wrote: » As someone mentioned " both players and mobs are in-game entities with the same rules", which is not exactly the same, as some of your character skills are not all homing projectiles.