Originally posted by Nanfoodle Depends on how deep the skills are. If you get shallow skills like one that debuffs a NPC damage by 10% and that is all it does. I would like 20-30 hotbar slots. If skills have depth like a skill debuffs 10% dps, does 150 damage with a dot of 200 over 1 min and heals 5% of the damage back to you. Then 8 will do.
Exactly, 8 skills is more than enough so long as each one offers some sort of unique utility or purpose. I know it's not the best example, but look at League or DOTA2, each character only has four skills, but each skill has it's own use and you have to use each one carefully for specific situations. Honestly, I prefer this over having 20 skills when a bunch of them are just single target nukes with different animations/graphics.
I would argue that if you had 8 skills with short cooldowns and a short (or non-existant) global cooldown, then chances are you won't need more than 8 skills to succeed in a fight anyways. Why pollute the game with redundant or useless abilities?
Enter a whole new realm of challenge and adventure.
While they didn't mention spellweaving during the reveal, it could be a crazy combo system. They did say combos would be part of combat during the class panel or one of the dev interviews.
Could be hit multiple skills in a row for different effects or tap same skill multiple times for different effects, who knows, but there will be something to add more excitement to just 12 abilities on screen at one time.
it really should be 16. 16 works perfectly with a controller (least on my concerns, but just sayin) .. and allows for way more than 8. 8 is just sounds like watching paint dry. 10 is already boring.
LFD tools are great for cramming people into content, but quality > quantity. I am, usually on the sandbox .. more "hardcore" side of things, but I also do just want to have fun. So lighten up already
it really should be 16. 16 works perfectly with a controller (least on my concerns, but just sayin) .. and allows for way more than 8. 8 is just sounds like watching paint dry. 10 is already boring.
Controller for an MMO? Why don't we just bury it already if we're going for a console/controller approach?
Originally posted by Master.Ryu Limit the amount of hotkeys = More reliance on skill.
what genre are you playing? the last thing mmo devs care about is skill. skill != accessibility. controllers == accessibility. I hate the idea of controller based mmos .. but it's pretty obvious that this is a reason for the direction.
LFD tools are great for cramming people into content, but quality > quantity. I am, usually on the sandbox .. more "hardcore" side of things, but I also do just want to have fun. So lighten up already
Originally posted by Master.Ryu Limit the amount of hotkeys = More reliance on skill.
what genre are you playing? the last thing mmo devs care about is skill. skill != accessibility. controllers == accessibility. I hate the idea of controller based mmos .. but it's pretty obvious that this is a reason for the direction.
When games feature things such as dodges and you're not just looking at your hotkey bar waiting for the next cooldown, it comes down to skill.
Originally posted by Master.RyuLimit the amount of hotkeys = More reliance on skill.
what genre are you playing? the last thing mmo devs care about is skill. skill != accessibility. controllers == accessibility. I hate the idea of controller based mmos .. but it's pretty obvious that this is a reason for the direction.
When games feature things such as dodges and you're not just looking at your hotkey bar waiting for the next cooldown, it comes down to skill.
yea .. a button that gives you full immunity every 6 seconds or w/e it is (something a lot of console games have, ironically) == skill. /srsnod
LFD tools are great for cramming people into content, but quality > quantity. I am, usually on the sandbox .. more "hardcore" side of things, but I also do just want to have fun. So lighten up already
it really should be 16. 16 works perfectly with a controller (least on my concerns, but just sayin) .. and allows for way more than 8. 8 is just sounds like watching paint dry. 10 is already boring.
You're dead right. There is no reason for 8, it's just some stupid design boner someone got at SOE. They are dooming this thing by making the character part a simple game. NWO tried this and it made for an extremely limited character interface that was boring fast.
If you post on the forums over at the site and you don't like the Fisher Price approach to the abilities, jump off their topic and post about this. They only have their topics up atm but you can get a side discussion going.
Comments
Exactly, 8 skills is more than enough so long as each one offers some sort of unique utility or purpose. I know it's not the best example, but look at League or DOTA2, each character only has four skills, but each skill has it's own use and you have to use each one carefully for specific situations. Honestly, I prefer this over having 20 skills when a bunch of them are just single target nukes with different animations/graphics.
I would argue that if you had 8 skills with short cooldowns and a short (or non-existant) global cooldown, then chances are you won't need more than 8 skills to succeed in a fight anyways. Why pollute the game with redundant or useless abilities?
Enter a whole new realm of challenge and adventure.
While they didn't mention spellweaving during the reveal, it could be a crazy combo system. They did say combos would be part of combat during the class panel or one of the dev interviews.
Could be hit multiple skills in a row for different effects or tap same skill multiple times for different effects, who knows, but there will be something to add more excitement to just 12 abilities on screen at one time.
it really should be 16. 16 works perfectly with a controller (least on my concerns, but just sayin) .. and allows for way more than 8. 8 is just sounds like watching paint dry. 10 is already boring.
LFD tools are great for cramming people into content, but quality > quantity.
I am, usually on the sandbox .. more "hardcore" side of things, but I also do just want to have fun. So lighten up already
Controller for an MMO? Why don't we just bury it already if we're going for a console/controller approach?
what genre are you playing? the last thing mmo devs care about is skill. skill != accessibility. controllers == accessibility. I hate the idea of controller based mmos .. but it's pretty obvious that this is a reason for the direction.
LFD tools are great for cramming people into content, but quality > quantity.
I am, usually on the sandbox .. more "hardcore" side of things, but I also do just want to have fun. So lighten up already
When games feature things such as dodges and you're not just looking at your hotkey bar waiting for the next cooldown, it comes down to skill.
yea .. a button that gives you full immunity every 6 seconds or w/e it is (something a lot of console games have, ironically) == skill. /srsnod
LFD tools are great for cramming people into content, but quality > quantity.
I am, usually on the sandbox .. more "hardcore" side of things, but I also do just want to have fun. So lighten up already
You're dead right. There is no reason for 8, it's just some stupid design boner someone got at SOE. They are dooming this thing by making the character part a simple game. NWO tried this and it made for an extremely limited character interface that was boring fast.
If you post on the forums over at the site and you don't like the Fisher Price approach to the abilities, jump off their topic and post about this. They only have their topics up atm but you can get a side discussion going.
Survivor of the great MMORPG Famine of 2011