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I've tried changing things around a bit, but I hate the skilldeck and the horribly stupid revolving slots.
I hate it with a passion.
If I have to aim I want aiming to be the most important part, I want the rest of the UI to be "easy". I don't want to think about the UI and aiming. One or the other.
Comments
It is easy, it just takes more getting used to than most MMO's.
I love the skill deck. Adds an entire other layer of strategy to the game.
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"We'll be saying a big hello to all intelligent lifeforms everywhere... and to everyone else out there, the secret is to bang the rocks together, guys!"
Umm sorry for me the skill deck was easy to use and figure out. Not all games can be exactly the same, change is a good thing.....
BTW I just finished to level 8 and now I'm locked, but the game was really fun... Love the PEP levels made it to PEP level 3 before I finished.
I think its quite interesting. It got me to think about how I play and what order I will need my abilities. Do I organize by melee, AOE, and ranged damage, or do I put them in the order that I open with? I have to pay attention to cooldowns while I am making the deck so that I don't hamstring myself while fighting.
When some people try to grasp more than one or two variables in their head at the same time, they seize up and their head explodes. This will not be a good feature for people like that.
God forbid a game that makes you think about something!
i love the skilldeck
its a blast each level to reorganise it and sometimes i even optimize it in the midst of a lvl
what i would like to have tough would be an option to save different decks so i dont have to rebuild stuff depending on whom i grp with
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Does anyone else just hate suggestive question? Yes, they're lame.
i'm just confused by the long term strategic benefits. it seems like just codified WoW UI mod cooldown sync. i might be wrong, because i haven't unlocked all 5 bars/slots, but what's the point of forcing people to switch bars to use a cooldown? are there abilities for combat that snoop certain bars, then lock them or something? this might be better if the combat was a little faster, used more strict collision detection, and used some kind of fatigue. it would also be pretty godly if this were a game where WSAD movement wasn't prioritized as much, with a constrained, but highly different set of skills (like GiuldWars). using this shit on monsters is tedious as hell, and even though i see the reason, it's hard to land attacks when the mobs behave like standard MMO mobs (autofacing and all that).
the only "strategy" in melee vs. melee is to dodge in and out of collision, or joust, or bunny hop. one of the only worth parts of first person button mash MMOs like EQ1 was that some classes with facing abilities, like rogue, had to actually use mechanical skill akin to an FPS to land backstabs. i used to use the cursor keys and keep my BS mapped to num 0, draw someone in, then pivot and stab when they ran by me. as much as i hate to admit it, WoW expanded this for rogues, because of distract. in a game like this, that's going to be hampered, because you have to wait for the bar to rotate and use the adjacent combo, while moving and still trying not to get hit by someone who's best strategy is to bunny hop, or to put ranged/magic on every bar and spam it every time you get close enough. granted, some pretty impressive combos are possible; this is a game that really at it's best has that Street Fighter feel of "pull of that 40hit and they are fucked,"- even getting some combos going on monsters drops them down to zilch- but i haven't seen this in action enough to know how well it can work against other thinking players
I'm just happy I won't need to have 20+ hotkeys.
The skilldeck is a great idea. I think the WoW-kiddies are going to be the ones who dislike it. Which I hope is the case so they will stay out of Spellborn.
The skilldeck is very limiting. Doesn't make sense that you have knowledge of 30+ skills but can only choose 1 of 5 at any time and those have to be preprogrammed in a skilldeck or you can't use them at all. It's a dummy down feature because apparantly the developers feel players are not able to cope with selecting from 30+ skills.
Its probably more accurate to say that the people who don't like it are the ones who can't cope with 30+ skills. When you are building the deck you do need to deal with all 30+ skills. How do they compliment each other? How well do their cooldowns mix? When one attack chain is complete where will you be starting on your other attack rotations?
If you think its limiting you then you haven't mastered deck building yet or you made poor skill selections. After you 'get it' its really not limiting at all. It took me three runs through the trial before things really fell into place. It was a ton of fun to tweak it just right and experiment with different types of grouping.
I played during the closed beta and I have to admit that i had problems to get use to it, I thought it was very strange, but it was because I was a new player, with time I got use to it. However, I don't like this system and is not nice to get use to it, because in the end I use because I have no option...
Its probably more accurate to say that the people who don't like it are the ones who can't cope with 30+ skills. When you are building the deck you do need to deal with all 30+ skills. How do they compliment each other? How well do their cooldowns mix? When one attack chain is complete where will you be starting on your other attack rotations?
If you think its limiting you then you haven't mastered deck building yet or you made poor skill selections. After you 'get it' its really not limiting at all. It took me three runs through the trial before things really fell into place. It was a ton of fun to tweak it just right and experiment with different types of grouping.
I beta tested the game and I mastered the skilldeck interface. All the applications you mentioned such as cooldown, and opening and closing skill chains, would equally apply if you had access to all 30+ of your skills without the artificial limitations of a preprogrammed skill deck. The skilldeck makes it easier by limiting choices and forcing players to organize them but it's not realistic and limits freedom.
If you take into consideration all the other handholding that is designed into Spellborn such as the marked questgivers and dots on the minimap showing 90% of where you go next for your quest, the lack of a significant death penalty because losing PeP is no big deal, the lack of PvP rewards or loss so PvP becomes meaningless without motivation to fight, then the skilldeck makes sense because it fits right in.
Samurai, your sig appears to be the wrong way around -its the monkeys proclaiming darkfall as the second coming of christ.
Yeah, I hate having to come up with my own combinations of skills and using memory. I mean, why should I have to use player skill and my brain to remember a simple combination of keys???
BWAHAHAHA, that's my sarcasm. I love people that think that way because their hands are held every second of the day in their primary MMO.
And we all know which one that is hahaha.
Is chess made easier by limiting how pieces move? Is it realistic? Is Magic, the Gathering made easier because you don't have a full deck of cards in your hand at all times? This is a game, not reality and the skill deck is a tactical puzzle.
You seem really attached to your expectations of how great Darkfall might be by putting so much emphasis on reality, removing artificial limitation, and harsh death penalties. Be careful having such high expectations. They often lead to great dissapointment. I sincerely hope that Darkfall turns out well, but I'd be willing to bet my bank that all the PvP crazed masses will making a mass exodus from that game within three months of its release. Just like WAR. It could very well become the poster child for gamers not really knowing what they want.
Magic has some thousands of cards, hundreds of which have unique abilities. you can't have a full deck in your hand, but you can have as many as you want in your deck (most people have 60ish). don't know how Spellborn measures up, but it's not anywhere close to that level of depth. a real-time game would be impossible under those kinds of constraints. that's why it feels to me like an artificial limitation- it's like WoW, but they've nuked the few non-combat utility spells that game had and urged players towards combo making and avoidance combat. i haven't seen anyone fight another player in this game, but i have a feeling it'll go like:
1. P1 jousts P2
2. P2 leads P1
3. (5 minutes of jukes and bunnyhops)
4. P2 catches P1, stunlock comes out, 10 hit skilldeck combo
5. P1 dies
6. Neither player gains anything
the combos are cool, but like i see before i think it'd be better in a game like GuildWars where movement is deemphasized, because with collision detection and bunnyhopping it's just fucking annoying
edit:nevermind