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Few skills vs lots of skills

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  • SetzerSetzer Member UncommonPosts: 261
    Originally posted by Sevenstar61

    I like variety. And I don't like to be limited. I liked the way EQ2 made it and I like SWTOR's skills.

     

    ^This!

    I've played GW2 and ESO and while both those games are solid MMO's, I found combat getting repetitive and boring the longer I played it.  Having only a handful of action abilities and limited utility skills to choose from just isn't enough, at least for me. I like MMO's that give you a good mix of action abilities, situational abilities, and utility skills. I think this not only helps define the class you're playing but also what separates it from the other classes. Sure, there are many different ways you can DPS but I want to play a class that brings something to the group, something that separates it from the other classes. I feel that way when I play a class in SWTOR, Lotro or EQ2.  I did not feel that way when I played GW2 or ESO. 

    Part of the fun for me when running dungeons is the strategy involved in the trash pulls and the bosses.  It's not just a mindless dps race.  I like running dungeons where you have to talk with your group about which target you want to kill first or which target you want to keep CC'd. Running through and just dps'ing everything is not fun for me.

  • BeelzebobbieBeelzebobbie Member UncommonPosts: 430

    I like the GW2 setup with lots of skills but you can only use a few at the time depending on your weapon. When I played wow I had a trillion of skills to choose from but you still only used 10 of them so really it doesn't matter , in wow I played dischealing priest and I had a ton of heals to choose from but you never use all of them simply cause a few of them aren't that good .

    In the end it's just a matter of taste . 

  • SovrathSovrath Member LegendaryPosts: 32,976

    few skills/action combat.

     

    I love Tera's combat for instance.

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  • quixadhalquixadhal Member UncommonPosts: 215

    I also prefer fewer skills.

     

    Additionally, I'd prefer those skills be smart, so they auto-chain where it makes sense.  For example, you know you have an opener skill to start combat, and a variety of other stkills to use while in combat.  If I were playing a thief, I'd expect to use one opener for cases where I'm stealthed, and another when I'm not.  So, why use up two hotbar entries?  If I stealth, switch them.   In almost every MMO I've ever played, it's pretty clear which skills you're SUPPOSED to use for various situations, so make that part more sensible.

     

    That's not to say I want one button.  Maybe when in stealth and behind my target, I can choose to open with a high damage attack, or with a stun.  But odds are, you will always have such abilities available and they'll have different versions which work better under different conditions.

     

    Even with point-building attacks, the UI could be much simpler.  If I'm doing an attack that builds up 1 to 5 points and then has a finisher that uses those points, clearly when I hit 5 I always want to use the finisher.  Clearly when I have no points, I want to use the builder.  In the in-between stages, it's a decision.  I suspect it would be pretty clean if you made it so that an instant tap would use the point builder, and a hold would use the finisher.  I've seen some console games (controller based) use that idea quite successfully.

     

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