I agree there are minor similarities. He was speaking of combat system , not class mechanics. From what I have played, Rogue from WoW and Assassin in Aion have MAJOR differences. Assassin seems to be a bit more difficult, but that's another thing all together. To begin with, Stealth, is in both games, that's the minor similarity. The major difference is the way it operates. Stealth in WoW continues to remain on the character until cancelled or you enter physical combat, you can also be seen by other players if you are not careful. Stealth in Aion seems to have a one minute cool down with with same break effects as WoWs, but it has a time limit so you can't remain in it for long periods of time, you are also undetecticable (as far as I noticed). The abilities even operate completly differently, there is no combo points in Aion either. The only things I noticed to be compariable were a few CC and stealth. Other then that, it's a whole new play style.
I can't really comment on others, only played assassin.
That changes later on when assassins get a stigma that allows them to stay in stealth indefinitely (5 minute duration, 3 minute cooldown on ability) as long as it doesn't break, so the restealth aspect obviously isn't there, but the opener is still nearly guaranteed, which is critical in the game, since ganking is a big part of gaining the necessary PvP ranking in Aion.
Actually there are combo points in Aion: They are called signet patterns and they can be used to stun/damage depending on which sigmas you get. You get the ability to "engrave" signets on enemies at level 13. The biggest different between combo points and signet patterns is that abilities that apply signet patterns are much more random in their application.
This is a sequence of characters intended to produce some profound mental effect, but it has failed.
That changes later on when assassins get a stigma that allows them to stay in stealth indefinitely (5 minute duration, 3 minute cooldown on ability) as long as it doesn't break, so the restealth aspect obviously isn't there, but the opener is still nearly guaranteed, which is critical in the game, since ganking is a big part of gaining the necessary PvP ranking in Aion. Actually there are combo points in Aion: They are called signet patterns and they can be used to stun/damage depending on which sigmas you get. You get the ability to "engrave" signets on enemies at level 13. The biggest different between combo points and signet patterns is that abilities that apply signet patterns are much more random in their application.
After looking up signet patterns it seems more like it's part of a chain, then combo points, If I'm understanding it properly. Where combo points are only for spending certain abilities and require nothing more then, combo points. Looking at powerwiki.na.aiononline.com/aion/Signet+Assault+III it requires Soul slash to pull of this Signet Strike. Is that right? If it is, isn't that just chaining and not spending combo points like WoW?
And for the stealth change, that kinda sucks. Still different though. But I don't like the change, I liked having to use stealth at important moments, makes it fill more skill required then Rogue class in WoW, well, the stealth side of it anyways.
After looking up signet patterns it seems more like it's part of a chain, then combo points, If I'm understanding it properly. Where combo points are only for spending certain abilities and require nothing more then, combo points. Looking at powerwiki.na.aiononline.com/aion/Signet+Assault+III it requires Soul slash to pull of this Signet Strike. Is that right? If it is, isn't that just chaining and not spending combo points like WoW?
And for the stealth change, that kinda sucks. Still different though. But I don't like the change, I liked having to use stealth at important moments, makes it fill more skill required then Rogue class in WoW, well, the stealth side of it anyways.
Yes, eventually some of the abilities that chain engrave signets on the target, however, the use of the signets is not a required part of a chain: The signets, once "accumulated" (the way it works is that it doesn't show an actual number, but instead a symbol that changes in hue and shape), remain on the target for a duration (unlike the way combo points function in WoW now) and you can use them for different abilities that act as finishers (they don't chain).
There are even abilities that don't chain and merely engrave that you can obtain with stigmas.
This is a sequence of characters intended to produce some profound mental effect, but it has failed.
Play priest, then cleric. Play warlock, then spiritmaster. Play rogue, then assassin....
Absolutely NO similarities there, I swear. Indeed.
Hey...hey...those are classess...not combat systems. I believe he said "The combat system is nothing like WoW." not "The classess are nothing like WoW..."
MMO's are the ark of the gaming world. Let it take us in new directions.
After looking up signet patterns it seems more like it's part of a chain, then combo points, If I'm understanding it properly. Where combo points are only for spending certain abilities and require nothing more then, combo points. Looking at powerwiki.na.aiononline.com/aion/Signet+Assault+III it requires Soul slash to pull of this Signet Strike. Is that right? If it is, isn't that just chaining and not spending combo points like WoW?
And for the stealth change, that kinda sucks. Still different though. But I don't like the change, I liked having to use stealth at important moments, makes it fill more skill required then Rogue class in WoW, well, the stealth side of it anyways.
Yes, eventually some of the abilities that chain engrave signets on the target, however, the use of the signets is not a required part of a chain: The signets, once "accumulated" (the way it works is that it doesn't show an actual number, but instead a symbol that changes in hue and shape), remain on the target for a duration (unlike the way combo points function in WoW now) and you can use them for different abilities that act as finishers (they don't chain).
There are even abilities that don't chain and merely engrave that you can obtain with stigmas.
Ah ok, well it has a combo-like system. Still, it seemed far different then rogue. For me atleast.
Play priest, then cleric. Play warlock, then spiritmaster. Play rogue, then assassin....
Absolutely NO similarities there, I swear. Indeed.
Hey...hey...those are classess...not combat systems. I believe he said "The combat system is nothing like WoW." not "The classess are nothing like WoW..."
The thing is that combat in an MMORPG is dependent on what class you choose: If you select any of the aforementioned, then it will be similar to that of WoW's.
Gladiator/Templar/Chanter have no real good counterparts in WoW.
If you're talking combat system as a whole, then it is still only slightly different with a few chains (set of abilities you have to press in a sequence) and animations replacing the "global cooldown". With the right itemization you can actually reduce the length of the animations, which you can't do in WoW (although some classes have the ability to reduce their global cooldowns through talents/stances)
This is a sequence of characters intended to produce some profound mental effect, but it has failed.
Comments
I agree there are minor similarities. He was speaking of combat system , not class mechanics. From what I have played, Rogue from WoW and Assassin in Aion have MAJOR differences. Assassin seems to be a bit more difficult, but that's another thing all together. To begin with, Stealth, is in both games, that's the minor similarity. The major difference is the way it operates. Stealth in WoW continues to remain on the character until cancelled or you enter physical combat, you can also be seen by other players if you are not careful. Stealth in Aion seems to have a one minute cool down with with same break effects as WoWs, but it has a time limit so you can't remain in it for long periods of time, you are also undetecticable (as far as I noticed). The abilities even operate completly differently, there is no combo points in Aion either. The only things I noticed to be compariable were a few CC and stealth. Other then that, it's a whole new play style.
I can't really comment on others, only played assassin.
That changes later on when assassins get a stigma that allows them to stay in stealth indefinitely (5 minute duration, 3 minute cooldown on ability) as long as it doesn't break, so the restealth aspect obviously isn't there, but the opener is still nearly guaranteed, which is critical in the game, since ganking is a big part of gaining the necessary PvP ranking in Aion.
Actually there are combo points in Aion: They are called signet patterns and they can be used to stun/damage depending on which sigmas you get. You get the ability to "engrave" signets on enemies at level 13. The biggest different between combo points and signet patterns is that abilities that apply signet patterns are much more random in their application.
This is a sequence of characters intended to produce some profound mental effect, but it has failed.
After looking up signet patterns it seems more like it's part of a chain, then combo points, If I'm understanding it properly. Where combo points are only for spending certain abilities and require nothing more then, combo points. Looking at powerwiki.na.aiononline.com/aion/Signet+Assault+III it requires Soul slash to pull of this Signet Strike. Is that right? If it is, isn't that just chaining and not spending combo points like WoW?
And for the stealth change, that kinda sucks. Still different though. But I don't like the change, I liked having to use stealth at important moments, makes it fill more skill required then Rogue class in WoW, well, the stealth side of it anyways.
After looking up signet patterns it seems more like it's part of a chain, then combo points, If I'm understanding it properly. Where combo points are only for spending certain abilities and require nothing more then, combo points. Looking at powerwiki.na.aiononline.com/aion/Signet+Assault+III it requires Soul slash to pull of this Signet Strike. Is that right? If it is, isn't that just chaining and not spending combo points like WoW?
And for the stealth change, that kinda sucks. Still different though. But I don't like the change, I liked having to use stealth at important moments, makes it fill more skill required then Rogue class in WoW, well, the stealth side of it anyways.
Yes, eventually some of the abilities that chain engrave signets on the target, however, the use of the signets is not a required part of a chain: The signets, once "accumulated" (the way it works is that it doesn't show an actual number, but instead a symbol that changes in hue and shape), remain on the target for a duration (unlike the way combo points function in WoW now) and you can use them for different abilities that act as finishers (they don't chain).
There are even abilities that don't chain and merely engrave that you can obtain with stigmas.
This is a sequence of characters intended to produce some profound mental effect, but it has failed.
Uh huh...
Right.
Play priest, then cleric. Play warlock, then spiritmaster. Play rogue, then assassin....
Absolutely NO similarities there, I swear. Indeed.
Hey...hey...those are classess...not combat systems. I believe he said "The combat system is nothing like WoW." not "The classess are nothing like WoW..."
MMO's are the ark of the gaming world. Let it take us in new directions.
After looking up signet patterns it seems more like it's part of a chain, then combo points, If I'm understanding it properly. Where combo points are only for spending certain abilities and require nothing more then, combo points. Looking at powerwiki.na.aiononline.com/aion/Signet+Assault+III it requires Soul slash to pull of this Signet Strike. Is that right? If it is, isn't that just chaining and not spending combo points like WoW?
And for the stealth change, that kinda sucks. Still different though. But I don't like the change, I liked having to use stealth at important moments, makes it fill more skill required then Rogue class in WoW, well, the stealth side of it anyways.
Yes, eventually some of the abilities that chain engrave signets on the target, however, the use of the signets is not a required part of a chain: The signets, once "accumulated" (the way it works is that it doesn't show an actual number, but instead a symbol that changes in hue and shape), remain on the target for a duration (unlike the way combo points function in WoW now) and you can use them for different abilities that act as finishers (they don't chain).
There are even abilities that don't chain and merely engrave that you can obtain with stigmas.
Ah ok, well it has a combo-like system. Still, it seemed far different then rogue. For me atleast.
Uh huh...
Right.
Play priest, then cleric. Play warlock, then spiritmaster. Play rogue, then assassin....
Absolutely NO similarities there, I swear. Indeed.
Hey...hey...those are classess...not combat systems. I believe he said "The combat system is nothing like WoW." not "The classess are nothing like WoW..."
The thing is that combat in an MMORPG is dependent on what class you choose: If you select any of the aforementioned, then it will be similar to that of WoW's.
Gladiator/Templar/Chanter have no real good counterparts in WoW.
If you're talking combat system as a whole, then it is still only slightly different with a few chains (set of abilities you have to press in a sequence) and animations replacing the "global cooldown". With the right itemization you can actually reduce the length of the animations, which you can't do in WoW (although some classes have the ability to reduce their global cooldowns through talents/stances)
This is a sequence of characters intended to produce some profound mental effect, but it has failed.