It looks like you're new here. If you want to get involved, click one of these buttons!
Ninja Gaiden series, DMC series, Soul Caliber, Street Fighter, you name it...
Practically every triple A action title out since the dawn of man uses this system. Why? Because it takes SKILL.
Why does your average Gee Whiz Fanboy hate it? Because it is too hard for them.
Comments
I'm probably an average player at best, but I get along with the system just fine. I think anybody can learn this combat system with a little patience/trial and error.
Just to clarify a bit, a few things I've noticed regarding animations:
It is possible to sometimes cancel a skill (interrupt animation) and skills from attackers can sometimes do the same thing.
Some skills can be cast while "on the run".
Not everything is a static animation, some can be "charged up" for example.
You can speed up animations using items, glyphs, etc.
"Pushback" or interrupts seem "silent". Reffering to skills taking longer to cast or being interrupted by an opposing player or npc. I really have not gotten the hang of this yet or understand completely how it works.
Yeah I think they did a good job of creating a variety of skills that have unique attributes (cast on run, animation locked, multitarget, cancellable, etc) which is just like a good action title would have.
I am just sick and tired of reading on all the Tera forums people complaining about animation lock as if it is some kind of terrible game design. It is only "terrible" to people who have never played a good action title before. My opinion, of course.
The game is an Oxy Moron... know what that is? This is Tera, "Its a true action mmorpg but with animation locks." LOL... all I can say...
P.S If you consider button smashing a form of art or elitism or better yet... consider it a skill only a few have... I can tell you I am handicapped (I am being serious) you need to get your priorities in life straight regardless of your age.
Here is what I think is the problem that many people see with the animation locks. In all the games you mention, there is no aiming. You just attack whats in front of you or have a target locked on. When aiming is involed it brings that fps feel to it, and when have you seen an fps that locks you when you shoot besides the horrific RE5??
If combat was not aim based then I see your point but its aim based and especially for ranged classes getting locked in animation just does not feel great. Albeit I really like the combat but it feels less action oriented because its more akin to RE5 than those games you mentioned.
Do I have to really repeat myself?
Ninja Gaiden series, DMC series, STREET FIGHTER, SOUL CALIBER...
Triple A ACTION titles ALL are animation LOCKED.
Why? Because it adds a level of SKILL to the playing.
So, if you think Tera is NOT an "action" mmo because it has "ACTION" combat mechanics (as I've stated above), then I can't help you.
Average action-MMO player here, and I haven't had any issues adjusting to it.
The "aiming" is just the same as me pointing my left joystick towards the enemy in Ninja Gaiden 2.
If you can turn a mouse as well as you can point a joystick (I think most people can do this) then there is no issue.
Without Action Lock, you would see people running in circles all day jumping up and down like retarded rabbits.
I would rather have to choose when I use action lock attacks, and if I make the incorrect choice I pay for it. Much more skill involved than kiting / running around in circles.
Well just look at the complaints about GW2 right now.
Apparently, Melee is horribly underpowered because the Ranged can... wait for it... kite without consequences.
Basically everyone on GW2 forums are complaining how Melee are very underpowered in PVE especially because they are eating all the massive boss attacks while Ranged just does the YMCA in the back.
I don't know if I explained myself very well. In Tera, specifically with ranged classes, you are essentially shooting like an fps. In those action games you mention you rarely use ranged weapons or attacks and when you do you are locked into a target, there is no aiming. So Tera's ranged classes give you the exact same feel as shooting in an fps and the animation lock just bogs down the whole thing. Exactly like RE5...
They are just looking for something to complain about. If it wasn't that it would be something else, believe me.
Bingo, I don't see how that is a hard concept for some to grasp.
No signature, I don't have a pen
+1
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Actually it's because of the aiming that animation lock makes the MOST sense. This is a game where bosses normally reserved for dungeons roam around the open world freely. This is a game where aim matters in both PvE and PvP. What the animation lock does is provide consequences to every action and strategy to every decision you make regarding your skill use. In the starter area and first zone, this can be a bit jarring and unsettling because the mobs are ridiculously easy. But once you start taking on BAMS, or other players in PvP, your decisions in a fight need to matter, and there needs to be a tradeoff.
Without the animation lock, you could just circle strafe a BAM at will, firing off instant abilties left and right until he's dead, since survival in this game is entirely about skill and not RNG. Without the lock you could kite a mob around with no fear of ever being touched. You could spam heal yourself as needed if you are a healer, without having to worry about the BAM closing in on you. Now, to get a self-heal off as a priest, you need to first use a Fiery Escape, to disengage from the target, and also slow it by 70%. Then, with some distance, a quick self heal and you are back to kiting again, but at the expense of mana and dps, and with a little less distance between you and the mob.
In PvP, without that lock, ranged classes could just spam instant-abilities over and over again at melee while kiting them around until they are dead. Melee would never be able to touch them. Now, if you want to see what happens to balance in a combat system similar to this with no actual animation lock in place, check out GW2. Right now, melee classes/roles are completely gimped because of it, to the point of barely being able to survive solo. And forget about PvP, they have no chance there. That's what we call imbalance, and that's why the animation lock is in place.
Again, this is the type of thing that isn't immediately obvious due to the lack of difficulty in killing mobs in the early levels. It just seems unnecessary at that point. But trust me, once you get into your 20's and on into the 30's, that animation lock truly brings strategy into your fights.
I play a sorc, and I currently only use one skill that actually "locks" onto a target...and it can to multiple targets...and I can move while the animation goes off...and still aim toward other things. Other than that, all my skills are aimed...all of them. What should happen when i press fireball for example? Should it jsut shoot out of my butt magically? I prefer that it look as if my character is doing something
Exactly what i expected after the first GW2 video i saw lol
Also MONSTER HUNTER..... the freaken game that saved the psp along with some JRPGS..... I consider monster hunter one of the highest skill required action combat games and Tera is almost right down identical to it.
wow, huge generalization there. I played in the beta and that is not even close to my experience. There are some people that don't like it and tbh its not that many. Melee in GW2 can easily close gaps and use other means agaisnt ranged classes especially as you get more practice.
As far as the bosses all classes can do ranged and no its not like a warriors range is limited, it can do just fine until the opportunity to close the gap. I think there is a still a couple of balance issues with some classes though, like thiefs can close space way to well. But at this point its all balance not mechanics.
I have played Archer,Mystic and Sorcerer up to 20+ and never once felt bogged down as a ranged player. The animation lock combined with escape abiilities makes me have to be smart and strategic with when and where I use a skill. That's the point and beauty of the combat mechanics.
No signature, I don't have a pen
I can see this as a valid complaint. Perhaps if they let the MP builder attack at least be able to be shot on the run (because it does little damage) it might work out.
10 posts in the recent DAY bashing Tera. I guess Action Games are just not your type, its understandable, some games are just too hard for some people.
Guardian has a shield that lasts o say 10's that reflects back all damage, including cc and roots... Assasins can dissapear and crit heavily while mesmers can mitigate damage. You have to be really horrible at pvp not to be able to take down a range... wow... the pvp is quite balanced give or take a few bugs...
Possibly but I wish the animation lock didn't feel like I was giving up control of my toon everytime I pressed it. The system just doesn't flow well to me and feels clunky compared to those games the OP referenced. That and having a animation lock tied to the command pet to attack ability just seems stupid.
Vindictis combat feels much more action orinented than Tera IMO. Not saying Vindictus is a better game as it has other issues just the combat flows better.
You are right in the pve part. In essence because the mobs were built around the animation lock and not the other way around. If they take the animation lock out the mob AI and attacks would need to compensate for that. But this can be done, its just they went for the animation lock route. So, yes with the current mobs it doesn't work. They would have to redo the whole game. The point here is that the animation lock is what drives the mobs AI and attacks, so a combat with no animation lock can be done.
I did check out GW2 And you are completely wrong unfortunately. In GW2 melee classes can 1. do range and 2. close space fairly easy. I played an ele for most of the beta and did ALOT of pvp. I agree that some folk did not know how to manage the range beign melee, but I also so many that did. And everytime I saw a thief or warrior 1v1 believe me I know I had to be at the top of my game to beat em.
Actually, I think you're creeping everyone else out with your unusually biased opinions. Just my 2c