Depraved wrote: » Liniker wrote: » I can't imagine casting skills on a tank or fighter besides skills that you can charge bruh come on. elemental heal, entangle, hex, shillen knight skills, soul hound skills, self buffs...etc etc etc... KingDDD wrote: » Cast times on melee makes melee unplayable in pvp unless there's enough cc to actually land those abilities. No one wants that amount of cc. well, attack speed is basically cast time for melees (and btw you can have magic melees who use casting speed and magic attacks .-.). maybe you ust have played games where physical type characters only get gear and buffs to increase attack speed and not casting speed, and magic type characters only get casting pseed gear and buffs...but not all games are like that... i think people have played only the same 3-5 mmorpg so they think anything that wasnt done there is a bad mechanic or something T_T
Liniker wrote: » I can't imagine casting skills on a tank or fighter besides skills that you can charge
KingDDD wrote: » Cast times on melee makes melee unplayable in pvp unless there's enough cc to actually land those abilities. No one wants that amount of cc.
KingDDD wrote: » Diamaht wrote: » KingDDD wrote: » Cast times on melee makes melee unplayable in pvp unless there's enough cc to actually land those abilities. No one wants that amount of cc. "No one" Disagree completely. PvP in most games is boring because there are no options or group interplay. The abilities have no versatility and your group-mates have no effect on what you do. Everyone is basically single player. You just watch your parse and yell at people who don't keep up with a set rotation. That's boring, and that's not an mmo. This game is supposed to be about group play. Let your group mates set you up for a big strike. Require it, by creating a Meta around it, and you wind up with dynamic pvp. You think you're advocating for skill, but in reality you are making range king. Melee requiring specific comps to even be viable makes melee unviable.
Diamaht wrote: » KingDDD wrote: » Cast times on melee makes melee unplayable in pvp unless there's enough cc to actually land those abilities. No one wants that amount of cc. "No one" Disagree completely. PvP in most games is boring because there are no options or group interplay. The abilities have no versatility and your group-mates have no effect on what you do. Everyone is basically single player. You just watch your parse and yell at people who don't keep up with a set rotation. That's boring, and that's not an mmo. This game is supposed to be about group play. Let your group mates set you up for a big strike. Require it, by creating a Meta around it, and you wind up with dynamic pvp.
KingDDD wrote: » Depraved wrote: » Liniker wrote: » I can't imagine casting skills on a tank or fighter besides skills that you can charge bruh come on. elemental heal, entangle, hex, shillen knight skills, soul hound skills, self buffs...etc etc etc... KingDDD wrote: » Cast times on melee makes melee unplayable in pvp unless there's enough cc to actually land those abilities. No one wants that amount of cc. well, attack speed is basically cast time for melees (and btw you can have magic melees who use casting speed and magic attacks .-.). maybe you ust have played games where physical type characters only get gear and buffs to increase attack speed and not casting speed, and magic type characters only get casting pseed gear and buffs...but not all games are like that... i think people have played only the same 3-5 mmorpg so they think anything that wasnt done there is a bad mechanic or something T_T Attack speed is not synonymous with all animation speed. Attack speed could mean anything from all abilities, weapon chain auto attacks, cool down reduction etc.
Diamaht wrote: » KingDDD wrote: » Diamaht wrote: » KingDDD wrote: » Cast times on melee makes melee unplayable in pvp unless there's enough cc to actually land those abilities. No one wants that amount of cc. "No one" Disagree completely. PvP in most games is boring because there are no options or group interplay. The abilities have no versatility and your group-mates have no effect on what you do. Everyone is basically single player. You just watch your parse and yell at people who don't keep up with a set rotation. That's boring, and that's not an mmo. This game is supposed to be about group play. Let your group mates set you up for a big strike. Require it, by creating a Meta around it, and you wind up with dynamic pvp. You think you're advocating for skill, but in reality you are making range king. Melee requiring specific comps to even be viable makes melee unviable. I'm not sure what you are visualizing. If you mean all melee abilities need long cast times, that's not what we are saying. You would still have a normal style rotation just like always. What I hope to see is some ( or even most) abilities having the versatility to adjust cast time to tailor the effects/effectivness and the group dynamics bulit into the game to enable that.
KingDDD wrote: » Diamaht wrote: » KingDDD wrote: » Diamaht wrote: » KingDDD wrote: » Cast times on melee makes melee unplayable in pvp unless there's enough cc to actually land those abilities. No one wants that amount of cc. "No one" Disagree completely. PvP in most games is boring because there are no options or group interplay. The abilities have no versatility and your group-mates have no effect on what you do. Everyone is basically single player. You just watch your parse and yell at people who don't keep up with a set rotation. That's boring, and that's not an mmo. This game is supposed to be about group play. Let your group mates set you up for a big strike. Require it, by creating a Meta around it, and you wind up with dynamic pvp. You think you're advocating for skill, but in reality you are making range king. Melee requiring specific comps to even be viable makes melee unviable. I'm not sure what you are visualizing. If you mean all melee abilities need long cast times, that's not what we are saying. You would still have a normal style rotation just like always. What I hope to see is some ( or even most) abilities having the versatility to adjust cast time to tailor the effects/effectivness and the group dynamics bulit into the game to enable that. Variable damage profiles, enabled by group comp, make for a situation where any semblance of balance cant be achieved. The mathematical damage output is created with specific thresholds in mind. If a charge ability is in that profile its either a) so insanely good it must be used/played around by both the player and competitors or b) so dog shit it's a waste of animators time to make it.
Solvryn wrote: » Diamaht wrote: » Watching the cleric showcase and using cast time as a way to interact with an encounter is perfect. I think this concept should be applied to all classes. Usually cast time is just to balance out more powerful abilities, the way the cleric was demonstrated it was used as a way to customize existing abilities on the fly. The toolkit gets exponentially larger with this in place, definitely keep it. I'd be hard pressed to see cast time work well on a melee character.
Diamaht wrote: » Watching the cleric showcase and using cast time as a way to interact with an encounter is perfect. I think this concept should be applied to all classes. Usually cast time is just to balance out more powerful abilities, the way the cleric was demonstrated it was used as a way to customize existing abilities on the fly. The toolkit gets exponentially larger with this in place, definitely keep it.