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Too Many Skills

There are simply way too many skills in MMO's today, ever play WoW, or any game fo that matter?  People have like 10 rows of skills on their screens, constantly pushing buttons nonstop as each ones cooldown is up.  Theres no time to talk, no time to socialize. 

 

Look at FFXI.  You start with auto-attack and then at like level 3 or something you get your first weaponskill, you build TP to use it.  and your class gains different ablities as you level, not 20 or 40, just a few but very important skills that define your class.  Like the Theif has Steal, Sneak Attack, Trick Attack, Flee, etc.  Not 40 different skills that do a variation of some minor damage and a debuff or some crap.  Bring back simple, teamwork driven combat; Aggro, build tp, skillchain, magicburst. whatever.

Not pull 20 mobs, tank AoE taunts, healer heals tank and dps just kill whatever they want.

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Comments

  • TyrrhonTyrrhon Member Posts: 412

    I am with you.

    Try DDO melee.

    Try LOTRO Warden.

    Try Dragonica.

  • WhitesparksWhitesparks Member CommonPosts: 33

    I will say I did like that about FFXI is that you took your time.. now MMO's are fast pace.. and have the reality that they should reach the final level with in the first month.. but what people (I do not mean all) once they get there they are like now what and move to other games . But if you go to slow people just give up also. .So I do think this is a challenge for MMO dev's.

  • TorikTorik Member UncommonPosts: 2,342

    Originally posted by MsConduct

    There are simple way too many skills in MMO's today, ever play WoW, or any game fo that matter.  People have like 10 rows of skills on their screens, constantly pushing buttons nonstop as each ones cooldown is up.  Theres no time to talk, no time to socialize. 

     

    Look at FFXI.  You start with auto-attack and then at like level 3 or something you get your first weaponskill, you build TP to use it.  and your class gains different ablities as you level, not 20 or 40, just a few but very important skills that define your class.  Like the Theif has Steal, Sneak Attack, Trick Attack, Flee, etc.  Not 40 different skills that do a variation of some minor damage and a debuff or some crap.  Bring back simple, teamwork driven combat; Aggro, build tp, skillchain, magicburst. whatever.

    Not pull 20 mobs, tank AoE taunts, healer heals tank and dps just kill whatever they want.

    Each class in WoW has about 10 skils they might use in combat.   Actually the major complain about WoW is that many times only 1-3 spells get used for most of the fights. 

    Are you suggesting that fights consist of activating an auto-attack and then pressing a secondary attack every minute so you can chat while in combat?

  • gothagotha Member UncommonPosts: 1,074

    Ultima Online all you had was whack.  But then these combine with other skills that create tactics that were easy to learn,  required timing,  and were hard to master.  Just one of the most genius combat system of all time.

     

    Disarm thief PKs

    Halli Corp por

    Healing dexers (Cross healing,  now that was teamwork)

     56 skills in the system,  a lot of them were just joke skills.

     

  • MsConductMsConduct Member Posts: 37

    Originally posted by Torik

    Originally posted by MsConduct

    There are simple way too many skills in MMO's today, ever play WoW, or any game fo that matter.  People have like 10 rows of skills on their screens, constantly pushing buttons nonstop as each ones cooldown is up.  Theres no time to talk, no time to socialize. 

     

    Look at FFXI.  You start with auto-attack and then at like level 3 or something you get your first weaponskill, you build TP to use it.  and your class gains different ablities as you level, not 20 or 40, just a few but very important skills that define your class.  Like the Theif has Steal, Sneak Attack, Trick Attack, Flee, etc.  Not 40 different skills that do a variation of some minor damage and a debuff or some crap.  Bring back simple, teamwork driven combat; Aggro, build tp, skillchain, magicburst. whatever.

    Not pull 20 mobs, tank AoE taunts, healer heals tank and dps just kill whatever they want.

    Each class in WoW has about 10 skils they might use in combat.   Actually the major complain about WoW is that many times only 1-3 spells get used for most of the fights. 

    Are you suggesting that fights consist of activating an auto-attack and then pressing a secondary attack every minute so you can chat while in combat?

    I meant make the combat involve your team, not just tank, heal and the 4 dps'ers down the group of mobs you just pulled.

    In FFXI you had the offtank get aggro from the maintank so the theif could line up behind the main tank and SATA, while the idiot dragoon aggro'd an extra mob so the blackmage has to sleep the add while DPS'ing the mob you're working on.  I don't know how it is now but years ago when I played, if everyone just spammed their abilitiesthe fight would last forever, if you worked together and did a SC, the exp would go so much faster.  It felt like a grind but the fights were actually engaging and challenging

  • EmergenceEmergence Member Posts: 888

    I want to make a game where you can choose to do either.

    How?

     

    Stats. Stats are vital for all classes, in every way. STR (yes, STR is vital for wizards), INT (yes, INT is possible for warriors), DEX, CON

    Reflexes- which among other things determines combat speed and ability refresh rate.

     

    If you want to play a spamfest, rapid attacking class, you pump up your Reflexes.

    Otherwise, you focus on other stats and play the normal pace. The pace we want is the feeling of fast, rapid, tactical combat- but slow combat. We want people to feel like they're on their feet constantly thinking of what to do next, even if not able to rapidly shoot off abilities non-stop.

    Also, not everything is about pumping damage to a single target. Sometimes you will want to zoom out and take your time to select a specific target, or wait for the right moment to blast an Area of targets.

     

     

    All 5 stats are vital to all characters (perhaps more-so some than others, but not by much!).

    This means that players get to pick how they want to play their characters. Long survival and quick movement? Go with STR/CON. Fast, intense combat? Go reflexes. Want to be the most accurate player ever who NEVER misses? Go DEX/INT.

    Spam tons of skills rapidly, or pick very few and use them occassionally. It entirely depends on how YOU want to play. Be the first MMO class that is an Intelligent Tank or a Strength Wizard.

    If being a developer means being quiet, mature, well-spoken, and disconnected from the community, then by all means do me a favor and believe I'm not one.

  • EmergenceEmergence Member Posts: 888

    Originally posted by MsConduct

    Originally posted by Torik


    Originally posted by MsConduct

    There are simple way too many skills in MMO's today, ever play WoW, or any game fo that matter.  People have like 10 rows of skills on their screens, constantly pushing buttons nonstop as each ones cooldown is up.  Theres no time to talk, no time to socialize. 

     

    Look at FFXI.  You start with auto-attack and then at like level 3 or something you get your first weaponskill, you build TP to use it.  and your class gains different ablities as you level, not 20 or 40, just a few but very important skills that define your class.  Like the Theif has Steal, Sneak Attack, Trick Attack, Flee, etc.  Not 40 different skills that do a variation of some minor damage and a debuff or some crap.  Bring back simple, teamwork driven combat; Aggro, build tp, skillchain, magicburst. whatever.

    Not pull 20 mobs, tank AoE taunts, healer heals tank and dps just kill whatever they want.

    Each class in WoW has about 10 skils they might use in combat.   Actually the major complain about WoW is that many times only 1-3 spells get used for most of the fights. 

    Are you suggesting that fights consist of activating an auto-attack and then pressing a secondary attack every minute so you can chat while in combat?

    I meant make the combat involve your team, not just tank, heal and the 4 dps'ers down the group of mobs you just pulled.

    In FFXI you had the offtank get aggro from the maintank so the theif could line up behind the main tank and SATA, while the white the idiot dragoon aggro'd an extra mob so the blackmage has to sleep the add while DPS'ing the mob you're working on.  I don't know how it is now but years ago when I played, if everyone just spammed their abilitiesthe fight would last forever, if you worked together and did a SC, the exp would go so much faster.  It felt like a grind but the fights were actually engaging and challenging

    Group dynamics in combat (and non-combat) is vital to an MMO's success.

    I have not play-tested this extensively, so not all classes are perfect yet in this regard, but...

    Tanks, Rogues, Support, Ranged, and Pet are the class roles.

    The Tanks defend the team actively- they dont handle mob aggro, they handle defending and taking dmg. Tanks have to defend all other roles, although different classes within these primary roles (there are multiples of all roles) may not need it as much as others.

    The Ranged are damage dealers (among other things) and the Support do exactly that- support. Heals/Buffs/CrowdControl. The Rogues are a mix of melee dps, crowd control, and support.

     

    It sounds the same as always, but it is VERY different because of the secondary roles (such as the Tank/Support class or the Support/Tank class). Also, Rogues aren't DPS as much as they are a non-healing Support role. To be honest, all classes and roles do capable damage or offense, and all classes have survivability, and all Support the group in multiple ways.

    The only exceptions may be the pure role classes such as the Tank/Tank, Support/Support, Ranged/Ranged, or Rogue/Rogue. This is only 4 classes of 24. All other 20 are hybrids in one way or another. Also, this is not so simple. The Tank/Tank is actually one of the most offensive tanks in a way- because of his extra ability to defend allows him to be free to do other actions, while all other tanks must focus on pure defense when needing heavy defense. Well, besides the Tank/Rogue.

     

    It is very interesting though, as Rogues can be a form of Crowd Control, not just damage. Our game design allows as such:

    A tank, a rogue, a support, and a ranged player are in a group. There are 4 monsters fighting them. Let's say the monsters split 2/2 to get the support and ranged. The Tank and Rogue both perform Crowd Control to keep the monsters away. The Tank also protects by absorbing and blocking damage, while the rogue constantly stuns, blinds, and knocks down the other monsters. Both are defending the group-- just in different ways. Meanwhile, the Support sits still being protected by the tank as the player commits to an active buff, greatly enhancing the ranged player's spells, making his most powerful Single Target spell affect all nearby monsters. The Ranged player, being buffed greatly by the support player, picks off all of the monsters by casting his strong single-target spell. Meanwhile, the Rogue senses another group of monsters coming (alerted by the game, bc of his high perception skill and rogue awareness talent) so he breaks off from the fight to climb a ladder, leading to a lever which closes off the gate behind them where the game said monsters were coming from. A second round of combat is entirely avoided, and since XP and Loot is given by completing the adventure NOT by killing-- everyone is glad.

    If being a developer means being quiet, mature, well-spoken, and disconnected from the community, then by all means do me a favor and believe I'm not one.

  • MsConductMsConduct Member Posts: 37

    Originally posted by Emergence

    Originally posted by MsConduct


    Originally posted by Torik


    Originally posted by MsConduct

    There are simple way too many skills in MMO's today, ever play WoW, or any game fo that matter.  People have like 10 rows of skills on their screens, constantly pushing buttons nonstop as each ones cooldown is up.  Theres no time to talk, no time to socialize. 

     

    Look at FFXI.  You start with auto-attack and then at like level 3 or something you get your first weaponskill, you build TP to use it.  and your class gains different ablities as you level, not 20 or 40, just a few but very important skills that define your class.  Like the Theif has Steal, Sneak Attack, Trick Attack, Flee, etc.  Not 40 different skills that do a variation of some minor damage and a debuff or some crap.  Bring back simple, teamwork driven combat; Aggro, build tp, skillchain, magicburst. whatever.

    Not pull 20 mobs, tank AoE taunts, healer heals tank and dps just kill whatever they want.

    Each class in WoW has about 10 skils they might use in combat.   Actually the major complain about WoW is that many times only 1-3 spells get used for most of the fights. 

    Are you suggesting that fights consist of activating an auto-attack and then pressing a secondary attack every minute so you can chat while in combat?

    I meant make the combat involve your team, not just tank, heal and the 4 dps'ers down the group of mobs you just pulled.

    In FFXI you had the offtank get aggro from the maintank so the theif could line up behind the main tank and SATA, while the white the idiot dragoon aggro'd an extra mob so the blackmage has to sleep the add while DPS'ing the mob you're working on.  I don't know how it is now but years ago when I played, if everyone just spammed their abilitiesthe fight would last forever, if you worked together and did a SC, the exp would go so much faster.  It felt like a grind but the fights were actually engaging and challenging

    Group dynamics in combat (and non-combat) is vital to an MMO's success.

    I have not play-tested this extensively, so not all classes are perfect yet in this regard, but...

    Tanks, Rogues, Support, Ranged, and Pet are the class roles.

    The Tanks defend the team actively- they dont handle mob aggro, they handle defending and taking dmg. Tanks have to defend all other roles, although different classes within these primary roles (there are multiples of all roles) may not need it as much as others.

    The Ranged are damage dealers (among other things) and the Support do exactly that- support. Heals/Buffs/CrowdControl. The Rogues are a mix of melee dps, crowd control, and support.

     

    It sounds the same as always, but it is VERY different because of the secondary roles (such as the Tank/Support class or the Support/Tank class). Also, Rogues aren't DPS as much as they are a non-healing Support role. To be honest, all classes and roles do capable damage or offense, and all classes have survivability, and all Support the group in multiple ways.

    The only exceptions may be the pure role classes such as the Tank/Tank, Support/Support, Ranged/Ranged, or Rogue/Rogue. This is only 4 classes of 24. All other 20 are hybrids in one way or another. Also, this is not so simple. The Tank/Tank is actually one of the most offensive tanks in a way- because of his extra ability to defend allows him to be free to do other actions, while all other tanks must focus on pure defense when needing heavy defense. Well, besides the Tank/Rogue.

     

    It is very interesting though, as Rogues can be a form of Crowd Control, not just damage. Our game design allows as such:

    A tank, a rogue, a support, and a ranged player are in a group. There are 4 monsters fighting them. Let's say the monsters split 2/2 to get the support and ranged. The Tank and Rogue both perform Crowd Control to keep the monsters away. The Tank also protects by absorbing and blocking damage, while the rogue constantly stuns, blinds, and knocks down the other monsters. Both are defending the group-- just in different ways. Meanwhile, the Support sits still being protected by the tank as the player commits to an active buff, greatly enhancing the ranged player's spells, making his most powerful Single Target spell affect all nearby monsters. The Ranged player, being buffed greatly by the support player, picks off all of the monsters by casting his strong single-target spell. Meanwhile, the Rogue senses another group of monsters coming (alerted by the game, bc of his high perception skill and rogue awareness talent) so he breaks off from the fight to climb a ladder, leading to a lever which closes off the gate behind them where the game said monsters were coming from. A second round of combat is entirely avoided, and since XP and Loot is given by completing the adventure NOT by killing-- everyone is glad.

    The small text sounds like somethng you would find in a single player game or an instanced dungeon.  Are you making a game where people go through a series of instanced storyline missions in order to level up?  People will get really tired of killing mobs without being rewarded.  Do you know what a pain in the ass trash mobs are in raids?

  • EmergenceEmergence Member Posts: 888

    Originally posted by MsConduct

    Originally posted by Emergence


    Originally posted by MsConduct


    Originally posted by Torik


    Originally posted by MsConduct

    There are simple way too many skills in MMO's today, ever play WoW, or any game fo that matter.  People have like 10 rows of skills on their screens, constantly pushing buttons nonstop as each ones cooldown is up.  Theres no time to talk, no time to socialize. 

     

    Look at FFXI.  You start with auto-attack and then at like level 3 or something you get your first weaponskill, you build TP to use it.  and your class gains different ablities as you level, not 20 or 40, just a few but very important skills that define your class.  Like the Theif has Steal, Sneak Attack, Trick Attack, Flee, etc.  Not 40 different skills that do a variation of some minor damage and a debuff or some crap.  Bring back simple, teamwork driven combat; Aggro, build tp, skillchain, magicburst. whatever.

    Not pull 20 mobs, tank AoE taunts, healer heals tank and dps just kill whatever they want.

    Each class in WoW has about 10 skils they might use in combat.   Actually the major complain about WoW is that many times only 1-3 spells get used for most of the fights. 

    Are you suggesting that fights consist of activating an auto-attack and then pressing a secondary attack every minute so you can chat while in combat?

    I meant make the combat involve your team, not just tank, heal and the 4 dps'ers down the group of mobs you just pulled.

    In FFXI you had the offtank get aggro from the maintank so the theif could line up behind the main tank and SATA, while the white the idiot dragoon aggro'd an extra mob so the blackmage has to sleep the add while DPS'ing the mob you're working on.  I don't know how it is now but years ago when I played, if everyone just spammed their abilitiesthe fight would last forever, if you worked together and did a SC, the exp would go so much faster.  It felt like a grind but the fights were actually engaging and challenging

    Group dynamics in combat (and non-combat) is vital to an MMO's success.

    I have not play-tested this extensively, so not all classes are perfect yet in this regard, but...

    Tanks, Rogues, Support, Ranged, and Pet are the class roles.

    The Tanks defend the team actively- they dont handle mob aggro, they handle defending and taking dmg. Tanks have to defend all other roles, although different classes within these primary roles (there are multiples of all roles) may not need it as much as others.

    The Ranged are damage dealers (among other things) and the Support do exactly that- support. Heals/Buffs/CrowdControl. The Rogues are a mix of melee dps, crowd control, and support.

     

    It sounds the same as always, but it is VERY different because of the secondary roles (such as the Tank/Support class or the Support/Tank class). Also, Rogues aren't DPS as much as they are a non-healing Support role. To be honest, all classes and roles do capable damage or offense, and all classes have survivability, and all Support the group in multiple ways.

    The only exceptions may be the pure role classes such as the Tank/Tank, Support/Support, Ranged/Ranged, or Rogue/Rogue. This is only 4 classes of 24. All other 20 are hybrids in one way or another. Also, this is not so simple. The Tank/Tank is actually one of the most offensive tanks in a way- because of his extra ability to defend allows him to be free to do other actions, while all other tanks must focus on pure defense when needing heavy defense. Well, besides the Tank/Rogue.

     

    It is very interesting though, as Rogues can be a form of Crowd Control, not just damage. Our game design allows as such:

    A tank, a rogue, a support, and a ranged player are in a group. There are 4 monsters fighting them. Let's say the monsters split 2/2 to get the support and ranged. The Tank and Rogue both perform Crowd Control to keep the monsters away. The Tank also protects by absorbing and blocking damage, while the rogue constantly stuns, blinds, and knocks down the other monsters. Both are defending the group-- just in different ways. Meanwhile, the Support sits still being protected by the tank as the player commits to an active buff, greatly enhancing the ranged player's spells, making his most powerful Single Target spell affect all nearby monsters. The Ranged player, being buffed greatly by the support player, picks off all of the monsters by casting his strong single-target spell. Meanwhile, the Rogue senses another group of monsters coming (alerted by the game, bc of his high perception skill and rogue awareness talent) so he breaks off from the fight to climb a ladder, leading to a lever which closes off the gate behind them where the game said monsters were coming from. A second round of combat is entirely avoided, and since XP and Loot is given by completing the adventure NOT by killing-- everyone is glad.

    The small text sounds like somethng you would find in a single player game or an instanced dungeon.  Are you making a game where people go through a series of instanced storyline missions in order to level up?  People will get really tired of killing mobs without being rewarded.  Do you know what a pain in the ass trash mobs are in raids?

    The small text is simply each member of the group supporting one another in slightly different combat mechanics than normal MMO's. It's barely any different really.

    Perhaps you were referring to the Perception checks and the Lever closing off to prevent additional rounds of combat?

     

    People won't get tired of killing mobs without being rewarded... because they will be rewarded. Just at the end of the quest. Killing mobs isn't what gets you the reward, but killing mobs will certainly reward you. I do not think players will be disappointed in having to fight their way through a dungeon to get rewarded by finding treasure chests. Avoiding monsters just makes rewards come faster. Players are rewarded by completing the objective- not grinding kills.

     

    I really disagree, seeing as how fighting monsters is a reward in and of itself. The fun is in actually fighting them, not the XP gained. If gamers got tired of killing mobs without any mob-killing reward... then why do games like Left 4 Dead exist? Or actually...ANY game?

    The majority of video games don't reward you for killing mobs anymore than the reward of killing them. Those games do not fail because of this. Instead, people are rewarded for...killing mobs. Just at the end of the adventure, usually by surviving or capturing objectives.

     

    Yes, there will be instances. Yes, there will be events that have tiny bits of storyline. No, they will not level up at all. There are no levels, because it's a skill based game.

    It really is time to end leveling... or at the very least have a game based on skills, not levels. Darkfall is the only recent one to include skills, and that game is Open FFA PvP which caters to a different niche audience.

     

     

    To be honest, if people cannot have fun without mindlessly grinding mobs to see an XP bar raise to level up-- and they're incapable of having fun via environmental success (dropping a gate on mobs to avoid them) or through objective accomplishment (survival, treasure, quest completion) then I really don't want them playing Emergence. They can stick to WoW or whatever mindless drivel called a grindfest.

    If a gamer wants to walk through a dungeon not having to fight any monsters, being streamlined straight to the end reward without accomplishing anything-- I hope they never play Emergence. I don't even want them to try it out. It might hurt the mush in their head.

     

    GOD FORBID gamers actually using levers to avoid monsters and not being forced to murder every single one to advance. Oh dear GOD NO!!!!!!!!!! NOooooooooooo!!!!!!!!

    If being a developer means being quiet, mature, well-spoken, and disconnected from the community, then by all means do me a favor and believe I'm not one.

  • TuhtleSoupTuhtleSoup Member UncommonPosts: 10

    That is my reason for playing Guild Wars. There are a vast amount of skills but require you to build the most effective build out of 8 of those skills, or the worst in some cases. It requires skill and timing to get builds that other people have made correctly, or you can make your own absed on your own fighting style. It takes some skill to be able to effectively PvP, which is what Guild Wars is based around.

    Although I am waiting for the new Guild Wars since it will be PvE based. Can;t wait to see what cahnges they have done to MMO gameplay entirely.

  • EmergenceEmergence Member Posts: 888

    Originally posted by MsConduct

    People will get really tired of killing mobs without being rewarded.

     

    Is this why PvP is so unpopular?

    Oh wait... oops...

    If being a developer means being quiet, mature, well-spoken, and disconnected from the community, then by all means do me a favor and believe I'm not one.

  • aleosaleos Member UncommonPosts: 1,943

    Originally posted by MsConduct

    There are simply way too many skills in MMO's today, ever play WoW, or any game fo that matter?  People have like 10 rows of skills on their screens, constantly pushing buttons nonstop as each ones cooldown is up.  Theres no time to talk, no time to socialize. 

     

    Look at FFXI.  You start with auto-attack and then at like level 3 or something you get your first weaponskill, you build TP to use it.  and your class gains different ablities as you level, not 20 or 40, just a few but very important skills that define your class.  Like the Theif has Steal, Sneak Attack, Trick Attack, Flee, etc.  Not 40 different skills that do a variation of some minor damage and a debuff or some crap.  Bring back simple, teamwork driven combat; Aggro, build tp, skillchain, magicburst. whatever.

    Not pull 20 mobs, tank AoE taunts, healer heals tank and dps just kill whatever they want.

    I think you are lost..

  • EmergenceEmergence Member Posts: 888

    Originally posted by aleos

    Originally posted by MsConduct

    There are simply way too many skills in MMO's today, ever play WoW, or any game fo that matter?  People have like 10 rows of skills on their screens, constantly pushing buttons nonstop as each ones cooldown is up.  Theres no time to talk, no time to socialize. 

     

    Look at FFXI.  You start with auto-attack and then at like level 3 or something you get your first weaponskill, you build TP to use it.  and your class gains different ablities as you level, not 20 or 40, just a few but very important skills that define your class.  Like the Theif has Steal, Sneak Attack, Trick Attack, Flee, etc.  Not 40 different skills that do a variation of some minor damage and a debuff or some crap.  Bring back simple, teamwork driven combat; Aggro, build tp, skillchain, magicburst. whatever.

    Not pull 20 mobs, tank AoE taunts, healer heals tank and dps just kill whatever they want.

    I think you are lost..

    Wait...

    The same person who told me that my design (to stray AWAY from the Taunt/Heal/Dps Kill-Everything model) is bad and will be boring BECAUSE it strays away....IS THE SAME PERSON who is demanding to stray AWAY from this?

    I think this person is VERY lost. This post would support what I was saying earlier... but their reply to that very post was against it.

     

    I am so confused.

    If being a developer means being quiet, mature, well-spoken, and disconnected from the community, then by all means do me a favor and believe I'm not one.

  • MsConductMsConduct Member Posts: 37

    Originally posted by Emergence

    Originally posted by MsConduct

    People will get really tired of killing mobs without being rewarded.

     

    Is this why PvP is so unpopular?

    Oh wait... oops...

    PvP is popular simply because people know they are fighting a real person.  People get a thrill out of knowing they just killed a character that a real person is controlling.  And a lot of people love it because it puts a smile on their face that they might have made someone else mad since in real life this type of behavior is unacceptable

     

    Human psychology really.  People are animals, animals are violent, we're just lucky we have flouride and poisons in our water to keep us docile :)

  • AngelboundAngelbound Member, Newbie CommonPosts: 1,437

    Your compalining about the fact you get allot of variety in how to play your character? No one is forcing you to use them all pick some favorites stick with them, change them out when you enter differant situations eq1 was like this except you had limited hotbars on purpose so you could change the playstyle as needed on certain classes, if anything this adds to the depth and fun factor of mmos, not many enjoy the same old repetitive spam 10 skills, having a wide variety makes things allot more fun about the journey seriously, I am starting to think your a little lost to.

     

    Maybe you just do not like making so many choices there are guides in what skills do what you know do some research, or play a cookie cutter linear mmo and I am sure you will be happy. It amazes me that this is the second thread I seen about this subject this week, you sure that wasnt you?

  • MsConductMsConduct Member Posts: 37

    Originally posted by Angelbound

    Your compalining about the fact you get allot of variety in how to play your character? No one is forcing you to use them all pick some favorites stick with them, change them out when you enter differant situations eq1 was like this except you had limited hotbars on purpose so you could change the playstyle as needed on certain classes, if anything this adds to the depth and fun factor of mmos, not many enjoy the same old repetitive spam 10 skills, having a wide variety makes things allot more fun about the journey seriously, I am starting to think your a little lost to.

     

    Maybe you just do not like making so many choices there are guides in what skills do what you know do some research, or play a cookie cutter linear mmo and I am sure you will be happy. It amazes me that this is the second thread I seen about this subject this week, you sure that wasnt you?

    You obviously didn't don't get what I'm trying to say.

    For example:  In WoW, the rogue has an ability called sinister strike, you get it at level 1 and use it throughout the entire game for the most part.  You use this skill like once every 1 or 2 seconds through every single battle.  It does some damage and gives you combo points so you can use mutilate or whatever the skill is that uses combo points.  It's basically mindless spam of the same skill over and over and over.  Every class has one of these skils.

    Slow the combat down a little bit and make the skills you use mean a little more.

  • AngelboundAngelbound Member, Newbie CommonPosts: 1,437

    Well that I can agree with.

  • AsheramAsheram Member EpicPosts: 5,078

    Thats why I am looking forward to KUF2, B&S, GW2, TSW and Tera the most out of whats on the horizen.

  • UsualSuspectUsualSuspect Member UncommonPosts: 1,243

    MMOBPZG - Massively Multiplayer Online Button Pushing Zombie Game.

  • TorikTorik Member UncommonPosts: 2,342

    Originally posted by MsConduct

    Originally posted by Angelbound

    Your compalining about the fact you get allot of variety in how to play your character? No one is forcing you to use them all pick some favorites stick with them, change them out when you enter differant situations eq1 was like this except you had limited hotbars on purpose so you could change the playstyle as needed on certain classes, if anything this adds to the depth and fun factor of mmos, not many enjoy the same old repetitive spam 10 skills, having a wide variety makes things allot more fun about the journey seriously, I am starting to think your a little lost to.

     

    Maybe you just do not like making so many choices there are guides in what skills do what you know do some research, or play a cookie cutter linear mmo and I am sure you will be happy. It amazes me that this is the second thread I seen about this subject this week, you sure that wasnt you?

    You obviously didn't don't get what I'm trying to say.

    For example:  In WoW, the rogue has an ability called sinister strike, you get it at level 1 and use it throughout the entire game for the most part.  You use this skill like once every 1 or 2 seconds through every single battle.  It does some damage and gives you combo points so you can use mutilate or whatever the skill is that uses combo points.  It's basically mindless spam of the same skill over and over and over.  Every class has one of these skils.

    Slow the combat down a little bit and make the skills you use mean a little more.

    Actually Mutilate is the skill you use instead of Sinister Strike if you are a dagger rogue:).

    So your complaint is that there are too few skills in WoW?

  • MsConductMsConduct Member Posts: 37

    Originally posted by Torik

    Originally posted by MsConduct


    Originally posted by Angelbound

    Your compalining about the fact you get allot of variety in how to play your character? No one is forcing you to use them all pick some favorites stick with them, change them out when you enter differant situations eq1 was like this except you had limited hotbars on purpose so you could change the playstyle as needed on certain classes, if anything this adds to the depth and fun factor of mmos, not many enjoy the same old repetitive spam 10 skills, having a wide variety makes things allot more fun about the journey seriously, I am starting to think your a little lost to.

     

    Maybe you just do not like making so many choices there are guides in what skills do what you know do some research, or play a cookie cutter linear mmo and I am sure you will be happy. It amazes me that this is the second thread I seen about this subject this week, you sure that wasnt you?

    You obviously didn't don't get what I'm trying to say.

    For example:  In WoW, the rogue has an ability called sinister strike, you get it at level 1 and use it throughout the entire game for the most part.  You use this skill like once every 1 or 2 seconds through every single battle.  It does some damage and gives you combo points so you can use mutilate or whatever the skill is that uses combo points.  It's basically mindless spam of the same skill over and over and over.  Every class has one of these skils.

    Slow the combat down a little bit and make the skills you use mean a little more.

    Actually Mutilate is the skill you use instead of Sinister Strike if you are a dagger rogue:).

    So your complaint is that there are too few skills in WoW?

    My complaint is that there is too much button mashing and not enough brain using

  • Rockgod99Rockgod99 Member Posts: 4,640

    i prefer my classes to have skills that are useful. i hate playing a class with 50+ skills filling my screen. what makes it worse is only using 10-15 of those skills and the others on very rare situations.

    Im running into this now with my guardian. do i really need 10 shield slam type snap aggro moves? are5 aoe attacks enough?

    Honestly if my guard had maybe 6-10 really useful skills i would be having just as much fun.

    Shit look at guild wars that game has a limited skill bar and its wonderful.

    image

    Playing: Rift, LotRO
    Waiting on: GW2, BP

  • RynneRynne Member UncommonPosts: 497

    Originally posted by Asheram

    Thats why I am looking forward to KUF2, B&S, GW2, TSW and Tera the most out of whats on the horizen.

    Sameimage I find it annoying that in most MMOs you have so many skills and most of them you don't really use them. I had a shaman back when I was playing WoW and only a year after I realised that I never ever used half of the spells I had so I limited the UI to 3 bars (main and the bottom 2) and still wouldn't use them all. GW2 and TERA for example both seem that you will be using fewer spells but all of them will be equally important which for me, doesn't limit the gameplay but it expands it.

    image

  • skeaserskeaser Member RarePosts: 4,208

    Originally posted by Tyrrhon

    I am with you.

    Try DDO melee.

    Try LOTRO Warden.

    Try Dragonica.

    LoTRO Warden hides the skills by making you memorize gambits (combos for non-lotro folk).

    Sig so that badges don't eat my posts.


  • MsConductMsConduct Member Posts: 37

    Originally posted by Rockgod99

    i prefer my classes to have skills that are useful. i hate playing a class with 50+ skills filling my screen. what makes it worse is only using 10-15 of those skills and the others on very rare situations.

    Im running into this now with my guardian. do i really need 10 shield slam type snap aggro moves? are5 aoe attacks enough?

    Honestly if my guard had maybe 6-10 really useful skills i would be having just as much fun.

    Shit look at guild wars that game has a limited skill bar and its wonderful.

    You know whats worse than 10 shield slam or 10 blade strike abilities?  When they all have the same animation.  That's another thing devs are complectly lacking on.  We don't need some crazy flash Aion animations but for goodness sake please have a little variety in the way you swing your sword

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