I hope that we are able to do this, really don't like the idea of standing in one spot trying to get a heal off when an ogre is running towards me... LOL
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
I've always believed whether your mobile or rooted should be tied to how accurate and powerful you want your attack to be.
Your most powerful attacks should require you to stand still and focus but small harassing attacks should allow you mobility at cost of damage per hit and accuracy.
I'm a bit disappointed that they are getting rid of the trinity, I have always been a strict healer class since first playing EQ1. I love my cleric, but I wont miss having to stand in one spot to get a heal off though. I did play GW2 for a bit and really enjoyed being able to heal while running. Just not enough content for grouping, everybody wanted to solo ect. so I am just waiting for EQN to come out and in hopes that I can stop chasing the dragon which was the original EQ1.
I am putting all of my energy into this game, and I will try to make my character as much of a healer as possible. I have a group of buddies I always group with on a daily basis but we finally are all getting back together because we all like this EQN coming out. So I really look forward to being MH'er again.
I've always believed whether your mobile or rooted should be tied to how accurate and powerful you want your attack to be.
Your most powerful attacks should require you to stand still and focus but small harassing attacks should allow you mobility at cost of damage per hit and accuracy.
That applies to everyone not just casters.
I really love that idea, if you can focus your time casting and get in a longer cast time. It should relate to making a bigger crit for a your heal spell, but also having the choice whether you need to move to avoid something coming after you. That would be really cool.
That's a great question regarding casting. I think I depends on the cast time. Instant cast should be on the move but anything with a cast time should slow your character down, say, 50% like in Vanguard. I liked that better than sitting completly still.
I agree that a system in place to gauge the accuracy and damage based in how still you are would be fantastic.
casting while running completely removes kiting from a game,it would be an overpowering ability then.If it was allowed it would be so weak it would end up as mini spam like GW2 mages.Last thing i want to see is unrealistic spam coming from a staff.There should be at least SOME indication the mage is conjuring up magic,it should not act like a flame thrower.
Never forget 3 mile Island and never trust a government official or company spokesman.
Has anyone read the Iron Druid series by Kevin Hearne? The protagonist is able to imbue his necklace with long and complicated spells so that when he needs to cast these in a hurry, he's not starting from scratch and doesn't need to concentrate as much on these hard spells. That would be a nice idea to add to EQN.
Originally posted by HaixonEQ Has anyone read the Iron Druid series by Kevin Hearne? The protagonist is able to imbue his necklace with long and complicated spells so that when he needs to cast these in a hurry, he's not starting from scratch and doesn't need to concentrate as much on these hard spells. That would be a nice idea to add to EQN.
Sounds cool enough, Im curious to see what they do for casting. standing still sucks, love the freedom to run while casting.
I'm a bit disappointed that they are getting rid of the trinity, I have always been a strict healer class since first playing EQ1. I love my cleric, but I wont miss having to stand in one spot to get a heal off though. I did play GW2 for a bit and really enjoyed being able to heal while running. Just not enough content for grouping, everybody wanted to solo ect. so I am just waiting for EQN to come out and in hopes that I can stop chasing the dragon which was the original EQ1.
I am putting all of my energy into this game, and I will try to make my character as much of a healer as possible. I have a group of buddies I always group with on a daily basis but we finally are all getting back together because we all like this EQN coming out. So I really look forward to being MH'er again.
You can still play a character oriented around healing. You just won't have to only heal. I like the fact that you'll be trying to become a oriented healer, I think the devs will love that.
A fantastic article about characters that only heal in games that I saw on some other thread here:
I'm a bit disappointed that they are getting rid of the trinity, I have always been a strict healer class since first playing EQ1. I love my cleric, but I wont miss having to stand in one spot to get a heal off though. I did play GW2 for a bit and really enjoyed being able to heal while running. Just not enough content for grouping, everybody wanted to solo ect. so I am just waiting for EQN to come out and in hopes that I can stop chasing the dragon which was the original EQ1.
I am putting all of my energy into this game, and I will try to make my character as much of a healer as possible. I have a group of buddies I always group with on a daily basis but we finally are all getting back together because we all like this EQN coming out. So I really look forward to being MH'er again.
You can still play a character oriented around healing. You just won't have to only heal. I like the fact that you'll be trying to become a oriented healer, I think the devs will love that.
A fantastic article about characters that only heal in games that I saw on some other thread here:
I read the post, interesting points made. I love being a healer because I love situations where I am running along and you see some guy getting his tail handed to him. You watch the battle and when you see the situation go bad and he starts to lose the battle. I love the gratitude from them when I throw a heal their way and save them from a corpse run. I just like to play that position so I give people a positive experience, and effect people in a positive way.
Personally, I think it would be a huge mistake to allow running while casting. If they did that, they would have to either make spells really weak or the game would be way too easy. Having to stand while casting causes you to have to make hard choices, especially when you have something running at you.
I'll take it a step further and say I hope they leave in really long cast time spells. Complete Heal from EQ1 was an awesome game mechanic because you really had to think carefully and time it perfectly to be effective. No game has since had anything close to this 10-second cast time and I think it's a shame. Long cast times add a whole other level of strategy that current MMOs just don't have.
The only successful move-while-casting example I can think of is the EQ1 bard. But the bard had such interesting and unique mechanics that most people would have a really hard time if a whole game was based around them.
Personally, I think it would be a huge mistake to allow running while casting. If they did that, they would have to either make spells really weak or the game would be way too easy. Having to stand while casting causes you to have to make hard choices, especially when you have something running at you.
I'll take it a step further and say I hope they leave in really long cast time spells. Complete Heal from EQ1 was an awesome game mechanic because you really had to think carefully and time it perfectly to be effective. No game has since had anything close to this 10-second cast time and I think it's a shame. Long cast times add a whole other level of strategy that current MMOs just don't have.
The only successful move-while-casting example I can think of is the EQ1 bard. But the bard had such interesting and unique mechanics that most people would have a really hard time if a whole game was based around them.
man, you just brought back a flashback in EQ1, geez that was an eternity casting that and hoping to god that your warrior's hit points hold up, fact, I remember my iksar warrior falling unconscious for a sec before the heal hit him. I was like OMFG hes still alive. LOL ummm.. yeah I don't need that stress. Kidding!
You make a great point and I support that now. Though I do love the idea of running to save my hide but I also remember the feeling of pulling off a complete heal while getting bashed on and both living to tell the tale. geez, I miss that game. I am soo ready to tear into EQN.
man, you just brought back a flashback in EQ1, geez that was an eternity casting that and hoping to god that your warrior's hit points hold up, fact, I remember my iksar warrior falling unconscious for a sec before the heal hit him. I was like OMFG hes still alive. LOL ummm.. yeah I don't need that stress. Kidding!
You make a great point and I support that now. Though I do love the idea of running to save my hide but I also remember the feeling of pulling off a complete heal while getting bashed on and both living to tell the tale. geez, I miss that game. I am soo ready to tear into EQN.
Exactly! I remember tanking Rallos Zek in the Plane of Time and dropping unconscious during the fight but surviving! Or landing that CH just before the tank was about to die in plane of growth to give time to get the port out. Such epic close calls (with huge consequences) made for really amazing gameplay. Since quitting EQ1, I've never played anything nearly as exciting.
Without cast times, EQN will end up being more like call of duty than EQ.
Originally posted by Arkyan I hope that we are able to do this, really don't like the idea of standing in one spot trying to get a heal off when an ogre is running towards me... LOL
The wizard in the reveal video very clearly casts a short range teleport while running and jumping over a ravine. It was an instant spell (no cast timer), but I think it is safe to say that at least some things you will definately be able to do while running and even jumping.
Personally, I think it would be a huge mistake to allow running while casting. If they did that, they would have to either make spells really weak or the game would be way too easy. Having to stand while casting causes you to have to make hard choices, especially when you have something running at you.
I'll take it a step further and say I hope they leave in really long cast time spells. Complete Heal from EQ1 was an awesome game mechanic because you really had to think carefully and time it perfectly to be effective. No game has since had anything close to this 10-second cast time and I think it's a shame. Long cast times add a whole other level of strategy that current MMOs just don't have.
The only successful move-while-casting example I can think of is the EQ1 bard. But the bard had such interesting and unique mechanics that most people would have a really hard time if a whole game was based around them.
You should check out the VG combat system, it still contains long cast times, but you can still cast while moving. It is a very good example of how casting and moving can be an intricate ballet providing the critical thinking skills which you liked from EQ.
However, it appears to me that the combat system in EQN is going to be so different it would be like comparing apples and oranges.
And lastly - CH in EQ had a sweet spot, but by PoP I ran an SK and a cleric simultaneously and this is what my cleric did: /sit /cast complete heal /sit. I know I know then I wasn't a very good cleric - well, my sk rarely died and the mobs usually did and I never received complaints. On raids, it wasn't much different. There was a known rotation, so it became almost as simple as watching the healer channel where we had "so-and-so casting COMPLETE HEAL on %T" macro'd into CH, you just had to know when it was your turn. If you were lucky, sometimes they'd let you stun things - but you'd receive nasty tells about your mana management. Anyway.....that's what I remembered;
I want the Character Skill for the spell type brought back and have some weight towards this idea as well. If a character's skill in Conjuration is low; then the character should stay as still as possible to aid in not fizzling the spell.
As the Character's skill increases, the chance to fizzle decreases which allows for some movement.
A Master at conjuration should be able to move with relative ease without a high chance of fizzling a spell.
I want the Character Skill for the spell type brought back and have some weight towards this idea as well. If a character's skill in Conjuration is low; then the character should stay as still as possible to aid in not fizzling the spell.
As the Character's skill increases, the chance to fizzle decreases which allows for some movement.
A Master at conjuration should be able to move with relative ease without a high chance of fizzling a spell.
So, I vote: Make it Character skill based.
I remember sitting in Freeport at the main gate casting non-stop to get all of my skills up to max before I would even go out of the newbie area. It sucked but I do think it paid off during some dead time to constantly cast my spells to get my skills up so when the time came for me to need to cast I could without the fear of fizzling. how funny was that long ago, you see a guy fizzle himself to dead..lol I personally don't care how we do the spell casting, I will figure it out , over come and adapt to make my guy kick @ss.
I want the Character Skill for the spell type brought back and have some weight towards this idea as well. If a character's skill in Conjuration is low; then the character should stay as still as possible to aid in not fizzling the spell.
As the Character's skill increases, the chance to fizzle decreases which allows for some movement.
A Master at conjuration should be able to move with relative ease without a high chance of fizzling a spell.
So, I vote: Make it Character skill based.
I remember sitting in Freeport at the main gate casting non-stop to get all of my skills up to max before I would even go out of the newbie area. It sucked but I do think it paid off during some dead time to constantly cast my spells to get my skills up so when the time came for me to need to cast I could without the fear of fizzling. how funny was that long ago, you see a guy fizzle himself to dead..lol I personally don't care how we do the spell casting, I will figure it out , over come and adapt to make my guy kick @ss.
hehe, yep. used to practice the spell casting while lfg all the time. Was nothing worse than needing that last punch to kill the mob only to see the word "fizzle" and SPLAT; dead...
And of course, teasing the Cleric for that fizzle when the tank was in dire need. lol
We had a buddy that was the back up healer and he never worked on his skills, so when you see him cast and watching him fizzle to death. we gave him so much hell about it, so finally one day I just logged on his guy and just spend the day casting to get his skills up.. LOL I got tired of doing all the heals while he fizzles then sit down the rest of the fight... LOL
Originally posted by Arkyan We had a buddy that was the back up healer and he never worked on his skills, so when you see him cast and watching him fizzle to death. we gave him so much hell about it, so finally one day I just logged on his guy and just spend the day casting to get his skills up.. LOL I got tired of doing all the heals while he fizzles then sit down the rest of the fight... LOL
I'm a bit disappointed that they are getting rid of the trinity, I have always been a strict healer class since first playing EQ1. I love my cleric, but I wont miss having to stand in one spot to get a heal off though. I did play GW2 for a bit and really enjoyed being able to heal while running. Just not enough content for grouping, everybody wanted to solo ect. so I am just waiting for EQN to come out and in hopes that I can stop chasing the dragon which was the original EQ1.
I am putting all of my energy into this game, and I will try to make my character as much of a healer as possible. I have a group of buddies I always group with on a daily basis but we finally are all getting back together because we all like this EQN coming out. So I really look forward to being MH'er again.
When have they said they are getting rid of the trinity? In fact they explicitly said you can still play using a trinity style. What they said was with the new AI the trinity model may not work as effectively.
Can a "tank" restrain 1 mob, or 2? Sure. Can he restrain 5 or more? Not likely. Different encounters will need different strategies.
I'm a bit disappointed that they are getting rid of the trinity, I have always been a strict healer class since first playing EQ1. I love my cleric, but I wont miss having to stand in one spot to get a heal off though. I did play GW2 for a bit and really enjoyed being able to heal while running. Just not enough content for grouping, everybody wanted to solo ect. so I am just waiting for EQN to come out and in hopes that I can stop chasing the dragon which was the original EQ1.
I am putting all of my energy into this game, and I will try to make my character as much of a healer as possible. I have a group of buddies I always group with on a daily basis but we finally are all getting back together because we all like this EQN coming out. So I really look forward to being MH'er again.
When have they said they are getting rid of the trinity? In fact they explicitly said you can still play using a trinity style. What they said was with the new AI the trinity model may not work as effectively.
Can a "tank" restrain 1 mob, or 2? Sure. Can he restrain 5 or more? Not likely. Different encounters will need different strategies.
Your right, I just implied. Though I would think that people would just normally fall back to old habits so its going to be very interesting to see who we change and adapt to the new AI.
Originally posted by Arkyan I hope that we are able to do this, really don't like the idea of standing in one spot trying to get a heal off when an ogre is running towards me... LOL
My paladin can run and cast heals in EQ2 so i am sure it is going to happen in EQnext.
"The problem is that the hardcore folks always want the same thing: 'We want exactly what you gave us before, but it has to be completely different.' -Jesse Schell
"Online gamers are the most ludicrously entitled beings since Caligula made his horse a senator, and at least the horse never said anything stupid." -Luke McKinney
I've always believed whether your mobile or rooted should be tied to how accurate and powerful you want your attack to be.
Your most powerful attacks should require you to stand still and focus but small harassing attacks should allow you mobility at cost of damage per hit and accuracy.
That applies to everyone not just casters.
I've seen this brought up before in other games and conveniently it was always ignored by devs and select players.. I personally like the idea.. If you are moving while casting you shouldn't get to eat your cake too.. WoW was nice that it had long cast that you couldn't run and cast at the same time, and "instant" cast that worked.. Either / Or works for me.. But for balance and simplicity reasons, it would be better to offer the spell in 2 forms..
Long Cast: Full spell effect, Full mana used,
Instant Cast: 30% spell effect, 50% mana used..
This makes it more efficient to long cast, but a "on the run" option is available at a price..
Comments
"True friends stab you in the front." | Oscar Wilde
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
I've always believed whether your mobile or rooted should be tied to how accurate and powerful you want your attack to be.
Your most powerful attacks should require you to stand still and focus but small harassing attacks should allow you mobility at cost of damage per hit and accuracy.
That applies to everyone not just casters.
I'm a bit disappointed that they are getting rid of the trinity, I have always been a strict healer class since first playing EQ1. I love my cleric, but I wont miss having to stand in one spot to get a heal off though. I did play GW2 for a bit and really enjoyed being able to heal while running. Just not enough content for grouping, everybody wanted to solo ect. so I am just waiting for EQN to come out and in hopes that I can stop chasing the dragon which was the original EQ1.
I am putting all of my energy into this game, and I will try to make my character as much of a healer as possible. I have a group of buddies I always group with on a daily basis but we finally are all getting back together because we all like this EQN coming out. So I really look forward to being MH'er again.
I really love that idea, if you can focus your time casting and get in a longer cast time. It should relate to making a bigger crit for a your heal spell, but also having the choice whether you need to move to avoid something coming after you. That would be really cool.
I agree that a system in place to gauge the accuracy and damage based in how still you are would be fantastic.
Never forget 3 mile Island and never trust a government official or company spokesman.
Sounds cool enough, Im curious to see what they do for casting. standing still sucks, love the freedom to run while casting.
You can still play a character oriented around healing. You just won't have to only heal. I like the fact that you'll be trying to become a oriented healer, I think the devs will love that.
A fantastic article about characters that only heal in games that I saw on some other thread here:
http://www.rtsguru.com/game/435/article/3433/Morello-Talks-Soraka-and-Healer-Classes.html
I read the post, interesting points made. I love being a healer because I love situations where I am running along and you see some guy getting his tail handed to him. You watch the battle and when you see the situation go bad and he starts to lose the battle. I love the gratitude from them when I throw a heal their way and save them from a corpse run. I just like to play that position so I give people a positive experience, and effect people in a positive way.
Personally, I think it would be a huge mistake to allow running while casting. If they did that, they would have to either make spells really weak or the game would be way too easy. Having to stand while casting causes you to have to make hard choices, especially when you have something running at you.
I'll take it a step further and say I hope they leave in really long cast time spells. Complete Heal from EQ1 was an awesome game mechanic because you really had to think carefully and time it perfectly to be effective. No game has since had anything close to this 10-second cast time and I think it's a shame. Long cast times add a whole other level of strategy that current MMOs just don't have.
The only successful move-while-casting example I can think of is the EQ1 bard. But the bard had such interesting and unique mechanics that most people would have a really hard time if a whole game was based around them.
man, you just brought back a flashback in EQ1, geez that was an eternity casting that and hoping to god that your warrior's hit points hold up, fact, I remember my iksar warrior falling unconscious for a sec before the heal hit him. I was like OMFG hes still alive. LOL ummm.. yeah I don't need that stress. Kidding!
You make a great point and I support that now. Though I do love the idea of running to save my hide but I also remember the feeling of pulling off a complete heal while getting bashed on and both living to tell the tale. geez, I miss that game. I am soo ready to tear into EQN.
Exactly! I remember tanking Rallos Zek in the Plane of Time and dropping unconscious during the fight but surviving! Or landing that CH just before the tank was about to die in plane of growth to give time to get the port out. Such epic close calls (with huge consequences) made for really amazing gameplay. Since quitting EQ1, I've never played anything nearly as exciting.
Without cast times, EQN will end up being more like call of duty than EQ.
The wizard in the reveal video very clearly casts a short range teleport while running and jumping over a ravine. It was an instant spell (no cast timer), but I think it is safe to say that at least some things you will definately be able to do while running and even jumping.
You should check out the VG combat system, it still contains long cast times, but you can still cast while moving. It is a very good example of how casting and moving can be an intricate ballet providing the critical thinking skills which you liked from EQ.
However, it appears to me that the combat system in EQN is going to be so different it would be like comparing apples and oranges.
And lastly - CH in EQ had a sweet spot, but by PoP I ran an SK and a cleric simultaneously and this is what my cleric did: /sit /cast complete heal /sit. I know I know then I wasn't a very good cleric - well, my sk rarely died and the mobs usually did and I never received complaints. On raids, it wasn't much different. There was a known rotation, so it became almost as simple as watching the healer channel where we had "so-and-so casting COMPLETE HEAL on %T" macro'd into CH, you just had to know when it was your turn. If you were lucky, sometimes they'd let you stun things - but you'd receive nasty tells about your mana management. Anyway.....that's what I remembered;
Not to say it wasn't awesome )
I want the Character Skill for the spell type brought back and have some weight towards this idea as well. If a character's skill in Conjuration is low; then the character should stay as still as possible to aid in not fizzling the spell.
As the Character's skill increases, the chance to fizzle decreases which allows for some movement.
A Master at conjuration should be able to move with relative ease without a high chance of fizzling a spell.
So, I vote: Make it Character skill based.
I remember sitting in Freeport at the main gate casting non-stop to get all of my skills up to max before I would even go out of the newbie area. It sucked but I do think it paid off during some dead time to constantly cast my spells to get my skills up so when the time came for me to need to cast I could without the fear of fizzling. how funny was that long ago, you see a guy fizzle himself to dead..lol I personally don't care how we do the spell casting, I will figure it out , over come and adapt to make my guy kick @ss.
hehe, yep. used to practice the spell casting while lfg all the time. Was nothing worse than needing that last punch to kill the mob only to see the word "fizzle" and SPLAT; dead...
And of course, teasing the Cleric for that fizzle when the tank was in dire need. lol
lol, loved those times.
When have they said they are getting rid of the trinity? In fact they explicitly said you can still play using a trinity style. What they said was with the new AI the trinity model may not work as effectively.
Can a "tank" restrain 1 mob, or 2? Sure. Can he restrain 5 or more? Not likely. Different encounters will need different strategies.
Your right, I just implied. Though I would think that people would just normally fall back to old habits so its going to be very interesting to see who we change and adapt to the new AI.
My paladin can run and cast heals in EQ2 so i am sure it is going to happen in EQnext.
"The problem is that the hardcore folks always want the same thing: 'We want exactly what you gave us before, but it has to be completely different.'
-Jesse Schell
"Online gamers are the most ludicrously entitled beings since Caligula made his horse a senator, and at least the horse never said anything stupid."
-Luke McKinney
I've seen this brought up before in other games and conveniently it was always ignored by devs and select players.. I personally like the idea.. If you are moving while casting you shouldn't get to eat your cake too.. WoW was nice that it had long cast that you couldn't run and cast at the same time, and "instant" cast that worked.. Either / Or works for me.. But for balance and simplicity reasons, it would be better to offer the spell in 2 forms..