I was hoping for EQ-style, somewhat slow paced, tab target combat in this game. The description here, however says "the player can actively dodge, block, or deflect attacks." It also says there will be no fixed rotations. Does this mean that there is going to be some form of "action combat" to Pantheon? God, I hate that combat style in MMO's, especially when you're in a group and everyone is just running around in a huge clusterfuck. Maybe I'm reading too much into it.
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Can you go into more detail regarding the action aspect of combat?
The player will have enough time to react to what the NPC is doing (counterspell, deflect, move out of the way, etc.). Combat is more involved and the player will need to pay attention, but it is not ‘twitch’ in the way a first person shooter is.
Sounds like they want action combat without it being twitchy, however that will work out. Probably the typical, modern MMO where no one has time to talk because they are too busy moving out of the red.
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Seriously, it would be good to have some variation away from the recent raft of twitch roller/dodgers.
/sigh back to p99 again I guess =/
granted it was a pre-alpha version of the game. i dont want 'actiony' at all. and i agree i have some misgivings about this whole mana climate thing they keep pushing, a bit gimmicky.
I dont want to Shift Left tap S before pressing G and the left mouse button followed by the combination of rt mouse click, double S, F for the follow up more.
Gandalf never dodged and rolled to the right, neither will I.
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Think EQ/Vanguard with new stuff. There will also be downtime, so no need to worry about non-stop combat where there is no time to chat or discuss strategy and so forth.
Forced tab targeting is the primary reason I can't get into a lot of MMO's. I should be able to stand in front of bad guys and push my ability buttons and it should hurt the bad guy. I hate having to go through the spin cycle of targets if I accidentally double tap tab and now I'm targeting some guy in another mob on the other side of the damn map.
Though, they could easily add an option that automatically targets nearest mob when you use an ability.
The difference is, not every ability you use will be an area of effect. If you swing your sword or cast a bolt, it only hits the mob you were aiming at. The idea that every attack has an area of effect is pretty silly, imo.
I sure hope so.
And downtime is key. When I went back to the progression server on EQ, I realized how much I missed it and the conversations it results in. It was like the old days, people actually talked while in a group. Unfortunately, I don't have the time to keep up on that game when they're releasing expansions every three months.
That said, pantheon is definitely more tab-target
All that rollign is just the game developers. Doesn't have to be that way. I'm for "action combat" and though I have no problems playing Pantheon if it's TAB targeting I would love it to be more action oriented.
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And honestly does it suck as badly if none action forces you to click multiple buttons for everything you do as well as action combat, it is more poorly coded UI then anything else.
Personally, I don't really care if a game is action combat or not, the important thing is the flow of the combat.
A good MMO combat system is easy to learn but hard to master, just like chess. To use the right attack at the right moment for maximum effect. Anything that let you skill rotate or spam the same attack over and over is just bad no matter what type of combat they use.
@Mightyunclean
As others have stated, Pantheon won't have today's version of MMO action combat.
The quote you pulled from the FAQ in reference to counterspells, dodges, etc I'd imagine would be more akin to Vanguard's activated skill chains or counterspells, where you have X number of seconds to press the button.
There's been a lot of discussion on the importance of downtime on the official forums, and, while I don't think it will take as long as it did in EQ at launch (5+ minutes to med to full), I'd imagine we'll see something in between EQ and VG. The importance of resource management for strategy within combat has been discussed as well as the detriment of ultra fast out of combat regen. So, rest easy - socialization will be able to occur.
Also, there has been discussion that melees will have a finite resource to manage also such as stamina/endurance and not just spell casters - although autoattack will still exist.
@Tatercake
As DMKano stated - you just have a different preference. However, stating that having tab targeting, or slower paced strategic combat that requires preparation pre-combat is old and action combat is evolved is a farce. Action combat in MMOs may be newer, but action combat in different genres has existed longer than MMOs have been around.
They are two separate styles and to use your words - I hope Pantheon's strategic combat evolves from EQ and includes resource management for warriors, rogues, etc. as well with skill sets similar to VG. I don't want to just click A for auto attack, 1 for slam, and 2 for taunt as a warrior.
My guess is Pantheon will have class skill lists similar to VG with EQ's resource management requirements that will cause a player to have to manage their skill/spell usage versus button mashing and also Pantheon's unique elements such as the multi-colored mana/relics/climate system etc. You would have a lot of strategy, "evolved" tab based targeting system, and a nice slow pace that allowed for socialization while still having plenty of challenge.