How all these new mmorpgs have like a bazillion attacks. Sure I'm greatful that they spiced up melee classes and made them more fun to play then, say in Everquest., but Jesus Christ man. Most times, in like EQ2 for example i have like 2 bars clicking the hell out of like 8-12 attacks every few seconds, it's just annouying. Can't they make somthing in between like more skills to use then EQ but less then all these new games. This also is the same for new age mage classes, that in a way make them sort of unbalanced in PvP. In Everquest you were limited to have many spells you could use at one time so you had to think of what spells you need, or in Ultima Online where the mages need regents for all their spells. I don't know maybe it's just me, but I would like to know other people opinions on this matter.
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Say you take out half the attack skills, and beef up the existing ones, and make them maybe longer to cast or swing a sword? I suppose its possible but todays MMO makers are targeting kids with ADD it seems like. Thousands of skills to click click click so you never get bored guess which one will light up at the right moment. Levels that go to sky so you always have something to grind to get to the top click click click.
I was happy in UO (old school) when all I had to do was click on a person and attack, no skill buttons, just straight skill, and making sure your in range. Mages were the real thing in UO, they actually required skill to play because of regeants, and thats why they were as powerful as they were.
I hear your plight, but do any of the future game devs?
Ill have to agree with you there personally. Loved the way original EQ did skills, especially for tanks/melee characters.
Was just auto attack, kick, taunt, bash, etc and you worked at making those skills better with the trainers or just going out and practicing the skills yourself.
Sadly its very doubtful that we will see another mmo like that..=(
What WoW and EQ2 did was give every class an array of abilities that gave each character some flavour. Instead of simplying hitting two buttons the character must use abilities that fit the occasion. Rogues in EQ don't use ambush on PvE targets that can transfer agro easily. In EQ monks basically walked up behind targets and spammed whatever one attack they could use at the time.
In my opinion they need to work on making the abilities seem more in touch with the classes. Many skills don't make sense. In EQ2 monks get a frost punch (...ok cold punch wtf). I don't understand this ability, and no amount of lore explaining is going to make me understand it. I would rather see some more understandable (fighting stances and punches that do mana damage like a neck snap) than some random ice cube punch.
Doktar - 70 Troll Priest - Perenolde