Originally posted by ShakyMo You're playing it wrong, if you're using a "rotation" you will die a lot.
not really with only 7 actives you always more or less get set in a "rotation" the fun is knowing what rotation works best for the situation and putting together those rotations. Best part is unlike most other MMOs you aren't stuck in a small pool of skills which is what bored me to death in TERA. With such a vast amount to choose from i can make tons of decks but still each deck more or less has a "rotation"
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
Originally posted by Aerowyn Originally posted by ShakyMoYou're playing it wrong, if you're using a "rotation" you will die a lot.
not really with only 8 actives you always more or less get set in a "rotation" the fun is knowing what rotation works best for the situation and putting together those rotations. Best part is unlike most other MMOs you aren't stuck in a small pool of skills which is what bored me to death in TERA. With such a vast amount to choose from i can make tons of decks but still each deck more or less has a "rotation"
Pretty much this. A solid deck has 2 or 3 rotations. Its easy to learn, difficult to master. The fun part is going to be finding those counter decks that ruin fotm decks. The best will be pvp groups that run a very specific set of decks that will be really tough to take down as a group. Figuring out their counters and making your own pvp strike team for that group.
I sit on a man's back, choking him and making him carry me, and yet assure myself and others that I am very sorry for him and wish to ease his lot by all possible means - except by getting off his back.
Originally posted by ShakyMo You're playing it wrong, if you're using a "rotation" you will die a lot.
not really with only 8 actives you always more or less get set in a "rotation" the fun is knowing what rotation works best for the situation and putting together those rotations. Best part is unlike most other MMOs you aren't stuck in a small pool of skills which is what bored me to death in TERA. With such a vast amount to choose from i can make tons of decks but still each deck more or less has a "rotation"
7 isn't it?
At any rate, I found myself using 2 different builders (one applies a dot), 1 "medium" attack that required combo points, 1 aoe for situational use, 1 "finsisher" that I used every cooldown, 1 elite for rooting/kiting (I like kneecapper), and 1 attack to apply vulnerability (though this could be a dodge).
Granted, I don't consider myself a master of all the trees, but for DPS isn't this kind of a generic loadout? Even when I swapped some higher tiered talents in as I unlocked them, I still found myself using the same general build-build-build to use either an AOE or a stronger attack as appropriate to the situation (single target vs multiple mobs), slows when appropriate and off cooldown, and finishers every cooldown. I think this is kind of the issue I have with resourced-based attack. But that may be my boredom with this kind of system rather than an issue with the system itself.
As for PvE, I wonder if someone will create an "elitist jerks" website much like they did with WoW where folks will figure out "best builds" and if people will adopt these. I also had to buy a ton of talents that I didn't want and weren't an upgrade to get to the things that I did want. I think you CAN build some interesting synergies in a team for a 5 man, in fact you probably have to for the nightmare mode. And I do think in general that the passive selection was more interesting than the actives.
"Loading screens" are not "instances". Your personal efforts to troll any game will not, in fact, impact the success or failure of said game.
Well the complexity isnt really in your rotation..and ill admit i did enjoy watching the screen rather than a bunch of hotbars clogged with skills.
Typically i like having 3 bottom bars and 2 left and right bars full with skills, i like a lot of skills and most games at least fill you out with a ton of skills, at least enough to fill 3 bottom and a few side bars.
So having restricted skills for a rotation was something that did concern me a bit, and somewhat does still.
I went in looking at the skill system as removing the complexity from hotbar managment and instead transfering that complexity into build deck managment.
They keep telling us over and over that theres going to be mobs and bosses that require diffrent skillsets...and i think as people get past kingsmouth and start playing with dungeons they might find themselfs making more builds for specific situations mobs and bosses...which i think is the point.
It is going to be nice not having to micro manage skills however...this is someone who played darkfall for years and had every button on his naga mouse and every key on his keyboard (well very close) bound to one skill or another...or action..
Actually i think its going to somewhat compare to ther games that limit skills used per encouter...only this game isnt going to restrict what skills any one character has access to.
Also i think the betas have lacked any elite finisher and elite passive skills...those will be interesting to mess with as im sure they will define builds.
Like the lead developer stated...the basic skills are all suppose to be "same-y" (i think this is his exact phrase" as to not gimp new players..and i did get that feeling with my selection revolving around aoe/single target and various builders and weak finishers...didnt matter the weapon all did the same (somewhat)..aside from me ignoring damage types and special effect like piercing crit and all that jazz.
I think that if you dislike resource building/spending and finisher type combat and its a gamebreaker...avoid the game. Its not my preferd type of combat but ill work with it for all the other reasons im interested in the game. Might surprise me later on and i might end up liking it...but typically its why i avoid wow-park warriors...well i guess except the SWTOR marauder, that i liked.
Originally posted by ShakyMo You're playing it wrong, if you're using a "rotation" you will die a lot.
not really with only 8 actives you always more or less get set in a "rotation" the fun is knowing what rotation works best for the situation and putting together those rotations. Best part is unlike most other MMOs you aren't stuck in a small pool of skills which is what bored me to death in TERA. With such a vast amount to choose from i can make tons of decks but still each deck more or less has a "rotation"
7 isn't it?
At any rate, I found myself using 2 different builders (one applies a dot), 1 "medium" attack that required combo points, 1 aoe for situational use, 1 "finsisher" that I used every cooldown, 1 elite for rooting/kiting (I like kneecapper), and 1 attack to apply vulnerability (though this could be a dodge).
Granted, I don't consider myself a master of all the trees, but for DPS isn't this kind of a generic loadout?
This would be a starter build. Not a bad build, but not good either. You will want to add a couple more state creating abilities. These state creating abilities lead into you passives. Depending on your build you may want these state creators to weaken, afflict, impair, or stun. Once you find and create your desired state, other passives may increase crit or hit or defense, w/e, even do damage. For example "when ever you hit a weakened target you gain a stack of crit rating" or cause a percent of healing reductions.
Originally posted by ShakyMo You're playing it wrong, if you're using a "rotation" you will die a lot.
not really with only 8 actives you always more or less get set in a "rotation" the fun is knowing what rotation works best for the situation and putting together those rotations. Best part is unlike most other MMOs you aren't stuck in a small pool of skills which is what bored me to death in TERA. With such a vast amount to choose from i can make tons of decks but still each deck more or less has a "rotation"
7 isn't it?
At any rate, I found myself using 2 different builders (one applies a dot), 1 "medium" attack that required combo points, 1 aoe for situational use, 1 "finsisher" that I used every cooldown, 1 elite for rooting/kiting (I like kneecapper), and 1 attack to apply vulnerability (though this could be a dodge).
Granted, I don't consider myself a master of all the trees, but for DPS isn't this kind of a generic loadout?
This would be a starter build. Not a bad build, but not good either. You will want to add a couple more state creating abilities. These state creating abilities lead into you passives. Depending on your build you may want these state creators to weaken, afflict, impair, or stun. Once you find and create your desired state, other passives may increase crit or hit or defense, w/e, even do damage. For example "when ever you hit a weakened target you gain a stack of crit rating" or cause a percent of healing reductions.
I think the state-creating abilities, and the abilities that capitalize on different states, is where the depth of combat really shines in this game - not just on an individual level, but on the synergies possible within a group as well. There are a lot of different active and passive skills to pick from, and the way their secondary effects can be intertwined on a solo and group level is going to provide enough depth to keep it interesting for a while.
If your going to use a gold standard for combat, use Tera. GW2 combat is mediocre at best.
You must be kidding. GW2's combat is much better, if only for being more dynamic thanks to being able to move during attacks instead of being rooted in place by TERA's purpotedly "action combat".
I play Tera currently and have tried GW2, I cannot disagree with you more. The root animation for Tera works very well with its gameplay and makes sense. GW2 combat is a good attempt but ultimately falls short in comparison (based on BWEs only). Just to update you, you can move during certain spells in Tera, in fact some spells and skills move your character like the warrior in different directions while doing damage. The root mechanic is in place for certain skills and effects but not all.
On a side note, running in circles spamming 1 on my keyboard does not constitute a good time, I mean it doesnt happen all the time but sometimes I forget I am playing GW2 and think I am playing Fury i think it was called instead.
TLDR: Tera root animation works for the game, GW2 combat system is ok but needs tweaking. Fury was once a great game.
If your going to use a gold standard for combat, use Tera. GW2 combat is mediocre at best.
You must be kidding. GW2's combat is much better, if only for being more dynamic thanks to being able to move during attacks instead of being rooted in place by TERA's purpotedly "action combat".
I play Tera currently and have tried GW2, I cannot disagree with you more. The root animation for Tera works very well with its gameplay and makes sense. GW2 combat is a good attempt but ultimately falls short in comparison (based on BWEs only). Just to update you, you can move during certain spells in Tera, in fact some spells and skills move your character like the warrior in different directions while doing damage. The root mechanic is in place for certain skills and effects but not all.
On a side note, running in circles spamming 1 on my keyboard does not constitute a good time, I mean it doesnt happen all the time but sometimes I forget I am playing GW2 and think I am playing Fury i think it was called instead.
TLDR: Tera root animation works for the game, GW2 combat system is ok but needs tweaking. Fury was once a great game.
Couldnt agree more greek. Tera had mobil combat, it was focused around it, people seemed to focus on the "nukes" that every class have and the fact they you really are tied up during the animation. Reality is those skills are used for certain scenarios not spamming, and when you hit another player it nearly one shots them (tanks aside). Most classes have forms of mobil combat, its just they are eaither hard to hit with or weak. This system also allows for some form of strategy since its not about staying mobil 100% of the time, and makes CC all the more valuable, to give you time to get a big skill off.
When i played GW2 it was nice looking, and i could see myself getting into it perhaps when int he mood for warhammer 2.0, and i do plan to play eventually...but the combat was boring, i would even go as far as worse than TSW under its beta system...simply because there wasnt much hope of mixing and matching 525+ skills and passives. It was a lot of dry DPS skill and a dodge skill that worked better as an escape rather than dodging an actual skill.
Im not saying TSW's combat is the bees knees, i cant imagine the combat in the final build being night and day, despite some CBT describe it as such...its just that theres more to this game than just the combat. Thats something both GW2 and Tera dont seem to excel in...the non combat aspects. In fact without the beautiful graphics Tera would just be combat inside a mediocre game...and GW2 looked and felt like the same old with a more pvp focus like warhammer was...and that game is going to be 100% dependant on a good endgame to not lose half their subs...something that im not conviced will be so awesome.
If your going to use a gold standard for combat, use Tera. GW2 combat is mediocre at best.
You must be kidding. GW2's combat is much better, if only for being more dynamic thanks to being able to move during attacks instead of being rooted in place by TERA's purpotedly "action combat".
I play Tera currently and have tried GW2, I cannot disagree with you more. The root animation for Tera works very well with its gameplay and makes sense. GW2 combat is a good attempt but ultimately falls short in comparison (based on BWEs only). Just to update you, you can move during certain spells in Tera, in fact some spells and skills move your character like the warrior in different directions while doing damage. The root mechanic is in place for certain skills and effects but not all.
On a side note, running in circles spamming 1 on my keyboard does not constitute a good time, I mean it doesnt happen all the time but sometimes I forget I am playing GW2 and think I am playing Fury i think it was called instead.
TLDR: Tera root animation works for the game, GW2 combat system is ok but needs tweaking. Fury was once a great game.
Iv'e played both for a very good amount of time and coudn't disagree more I found TERA combat to be pretty average and the complete lack of overall skills or way to really customize your character a complete let down.. I just can't see myself ever again playing a game that locks you so tightly into a single role like TERA does. Thankfully TSW doesn't lock you so tightly into one role oh also GW2 is just a better game to TERA in every conceivable way... just my honest opinion though...
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
Comments
not really with only 7 actives you always more or less get set in a "rotation" the fun is knowing what rotation works best for the situation and putting together those rotations. Best part is unlike most other MMOs you aren't stuck in a small pool of skills which is what bored me to death in TERA. With such a vast amount to choose from i can make tons of decks but still each deck more or less has a "rotation"
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
Pretty much this. A solid deck has 2 or 3 rotations. Its easy to learn, difficult to master. The fun part is going to be finding those counter decks that ruin fotm decks. The best will be pvp groups that run a very specific set of decks that will be really tough to take down as a group. Figuring out their counters and making your own pvp strike team for that group.
I sit on a man's back, choking him and making him carry me, and yet assure myself and others that I am very sorry for him and wish to ease his lot by all possible means - except by getting off his back.
7 isn't it?
At any rate, I found myself using 2 different builders (one applies a dot), 1 "medium" attack that required combo points, 1 aoe for situational use, 1 "finsisher" that I used every cooldown, 1 elite for rooting/kiting (I like kneecapper), and 1 attack to apply vulnerability (though this could be a dodge).
Granted, I don't consider myself a master of all the trees, but for DPS isn't this kind of a generic loadout? Even when I swapped some higher tiered talents in as I unlocked them, I still found myself using the same general build-build-build to use either an AOE or a stronger attack as appropriate to the situation (single target vs multiple mobs), slows when appropriate and off cooldown, and finishers every cooldown. I think this is kind of the issue I have with resourced-based attack. But that may be my boredom with this kind of system rather than an issue with the system itself.
As for PvE, I wonder if someone will create an "elitist jerks" website much like they did with WoW where folks will figure out "best builds" and if people will adopt these. I also had to buy a ton of talents that I didn't want and weren't an upgrade to get to the things that I did want. I think you CAN build some interesting synergies in a team for a 5 man, in fact you probably have to for the nightmare mode. And I do think in general that the passive selection was more interesting than the actives.
"Loading screens" are not "instances".
Your personal efforts to troll any game will not, in fact, impact the success or failure of said game.
Well the complexity isnt really in your rotation..and ill admit i did enjoy watching the screen rather than a bunch of hotbars clogged with skills.
Typically i like having 3 bottom bars and 2 left and right bars full with skills, i like a lot of skills and most games at least fill you out with a ton of skills, at least enough to fill 3 bottom and a few side bars.
So having restricted skills for a rotation was something that did concern me a bit, and somewhat does still.
I went in looking at the skill system as removing the complexity from hotbar managment and instead transfering that complexity into build deck managment.
They keep telling us over and over that theres going to be mobs and bosses that require diffrent skillsets...and i think as people get past kingsmouth and start playing with dungeons they might find themselfs making more builds for specific situations mobs and bosses...which i think is the point.
It is going to be nice not having to micro manage skills however...this is someone who played darkfall for years and had every button on his naga mouse and every key on his keyboard (well very close) bound to one skill or another...or action..
Actually i think its going to somewhat compare to ther games that limit skills used per encouter...only this game isnt going to restrict what skills any one character has access to.
Also i think the betas have lacked any elite finisher and elite passive skills...those will be interesting to mess with as im sure they will define builds.
Like the lead developer stated...the basic skills are all suppose to be "same-y" (i think this is his exact phrase" as to not gimp new players..and i did get that feeling with my selection revolving around aoe/single target and various builders and weak finishers...didnt matter the weapon all did the same (somewhat)..aside from me ignoring damage types and special effect like piercing crit and all that jazz.
I think that if you dislike resource building/spending and finisher type combat and its a gamebreaker...avoid the game. Its not my preferd type of combat but ill work with it for all the other reasons im interested in the game. Might surprise me later on and i might end up liking it...but typically its why i avoid wow-park warriors...well i guess except the SWTOR marauder, that i liked.
This would be a starter build. Not a bad build, but not good either. You will want to add a couple more state creating abilities. These state creating abilities lead into you passives. Depending on your build you may want these state creators to weaken, afflict, impair, or stun. Once you find and create your desired state, other passives may increase crit or hit or defense, w/e, even do damage. For example "when ever you hit a weakened target you gain a stack of crit rating" or cause a percent of healing reductions.
I think the state-creating abilities, and the abilities that capitalize on different states, is where the depth of combat really shines in this game - not just on an individual level, but on the synergies possible within a group as well. There are a lot of different active and passive skills to pick from, and the way their secondary effects can be intertwined on a solo and group level is going to provide enough depth to keep it interesting for a while.
Hell hath no fury like an MMORPG player scorned.
I play Tera currently and have tried GW2, I cannot disagree with you more. The root animation for Tera works very well with its gameplay and makes sense. GW2 combat is a good attempt but ultimately falls short in comparison (based on BWEs only). Just to update you, you can move during certain spells in Tera, in fact some spells and skills move your character like the warrior in different directions while doing damage. The root mechanic is in place for certain skills and effects but not all.
On a side note, running in circles spamming 1 on my keyboard does not constitute a good time, I mean it doesnt happen all the time but sometimes I forget I am playing GW2 and think I am playing Fury i think it was called instead.
TLDR: Tera root animation works for the game, GW2 combat system is ok but needs tweaking. Fury was once a great game.
Couldnt agree more greek. Tera had mobil combat, it was focused around it, people seemed to focus on the "nukes" that every class have and the fact they you really are tied up during the animation. Reality is those skills are used for certain scenarios not spamming, and when you hit another player it nearly one shots them (tanks aside). Most classes have forms of mobil combat, its just they are eaither hard to hit with or weak. This system also allows for some form of strategy since its not about staying mobil 100% of the time, and makes CC all the more valuable, to give you time to get a big skill off.
When i played GW2 it was nice looking, and i could see myself getting into it perhaps when int he mood for warhammer 2.0, and i do plan to play eventually...but the combat was boring, i would even go as far as worse than TSW under its beta system...simply because there wasnt much hope of mixing and matching 525+ skills and passives. It was a lot of dry DPS skill and a dodge skill that worked better as an escape rather than dodging an actual skill.
Im not saying TSW's combat is the bees knees, i cant imagine the combat in the final build being night and day, despite some CBT describe it as such...its just that theres more to this game than just the combat. Thats something both GW2 and Tera dont seem to excel in...the non combat aspects. In fact without the beautiful graphics Tera would just be combat inside a mediocre game...and GW2 looked and felt like the same old with a more pvp focus like warhammer was...and that game is going to be 100% dependant on a good endgame to not lose half their subs...something that im not conviced will be so awesome.
Iv'e played both for a very good amount of time and coudn't disagree more I found TERA combat to be pretty average and the complete lack of overall skills or way to really customize your character a complete let down.. I just can't see myself ever again playing a game that locks you so tightly into a single role like TERA does. Thankfully TSW doesn't lock you so tightly into one role oh also GW2 is just a better game to TERA in every conceivable way... just my honest opinion though...
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg