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Reider

Testers
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  1. I stopped following the news as much as I used too, I am not reading the forums as much either, and I don't want to dive into all the post to find a half-answer. Basicly I want to know what has been said about powers/skills/gameplay customization. The only thing I know is that they retracted from the idea of specializations changing the archetype style completly as It was supposed to be at first (Knight specialization using bow as main weapon).
  2. Thank you, fixed. The way Thomas wrote that it makes me understand that he is talking about both ranger and stalker having melee stances.
  3. Direct link to the post: http://community.crowfall.com/index.php?/topic/11208-go-go-ranger-powers-official-discussion-thread/?p=261098 It seems that the model for stalker will be big. Stalkers will have melee weapon as some of us supposed since the release of the Ranger melee stance. I hope they give the stalker a longsword/zweihander like the one from the D'Orion wallpaper, And It seems like the bow will be big too, with huge arrows. This all might change before the release of the stalker, but It is good to have new info about them. It seems like it will be a sniper that will not fight melee that much, personally I would enjoy an Elken melee archetyepe, or at least I hope that I can focus the stalker into a melee fighter with disciplines, runes, etc.
  4. Perfect FPS style AIM is no the only parameter to determine skill, it is just the most important in FPS games, in other games such as MOBAs, AIM is just a small part of the skills a player needs, aim it is not that important, and I actually prefer that AIM is not that important, I am not into FPS anymore, and I don't feel the style fits well in MMORPGs where there is aoe skills with diferent patterns,etc. A global elite in CS:GO, might be a silver player in LoL, while a Challenger in LoL might be a poorly made socksty CS:GO player, how do you decide which one is the most skilled player? Different games put diferent parameter for Skill, and I really appreciate that small and fast projectile AIM is not on here, because it makes no sense. And about being able to move while attacking, well, I rather have animation lock, chivalry for example, the legs move independetly from the torso and arms, which makes no sense, when you attack you go with the whole body, it is true that you could do some attacks while moving, but usually you should stay in position or do a movement according to an attack. If you are shooting, you can shoot and move at the same time, but still you would move slower for the extra aim, and if you want to be the most precise possible you would be still. This doesn't mean that I think the Crowfall gameplay is ok, I think it needs to improve, but animatino lock is not a problem, BAD animation lock is a problem. About the dahses, sadly I don't think they will remove them, but I think they could lower the range and adapt them to be more than dashes, and they should use the physics more, like the Knight dash. For example, the confessor, instead of the current dash, it could be a dash with far less range but that produce a small knocback on enemies in the opposite direction of the dash, meaning that you should do it with the intention not only to escape but to hit your enemies to create more distance between you, making the dash more skilled. But I would reduce the range of all the dashes currently in game at least a 40%. I might do a suggestion post about this with some ideas for dashes that I have, but anyway is hard to tell how it would change the current gameplay, I really want to check all the changes in 2.0.
  5. To improve that abilities, and add other abilities to that. Lets say that Stealth would allow you to move inv, but slightly warping light so anyone could see you, but as you improve those tracking/anti-stealth skills it gets a bit more clear that warping. Or for the Hide mechanic that I propose, instead of needing 5 hits to reveal a character, you would only need 2 or 3. We actually don't know how the tracking/anti-stealth abilities will work, so maybe it is viable to have a fully invisible archetype while not beeing too op, we actually don't know, I am just showing a concern that I have with fully invisible stealth mechanics, and giving some personal ideas for it.
  6. With the new Ranger Hide mechanic, we have now more information to talk about how stealth mechanics will work. This discussion is focused on how you might want that mechanics to work, and how it should be balanced according to the diferent advantages and disadvantages that those mechanics allow. I will separate my opinnions on Hide mechanics and Stealth mechanic. Hide mechanic is the one from the Ranger, you need to stay stationary to be able to be invisible, Stealth mechanic as explain in the Ranger post, allows you to move while invisible. As far as we know, there is no actual advantage on Hide over Stealth, except maybe that you have a specific power stealth tray that is activated when you are on stealth, this can be either an advantage or disadvantage, all depends on the powers. Now, I think Hide should have some extra advantages, the first one that I think would be that Hide should be fully invisible, while Stealth should be not, I think it should be like in Starcraft/Heroes of the Storm, where you can actually see the player while stealthed. Something like this: Next, I think the hide mechanic should have an either damage reduction on the hit that reveals you, or a number of hits needed for the enemy to reveal you, this making harder for a random hit to reveal your position, but if people have saw you enter in the Hide state then they can go an attack a few times to reveal you, while Stealth should be revealed on first hit, since they can move around while stealthed. Basicly, I don't like the idea of someone beeing fully invisible while beeing able to freely move while no one can notice him and is only vulnerable to random hits, I think a stealth mechanic should have some active counterplay than just a random lucky hit that revealed the guy. Another options for Stealth would be that when you get to close to an enemy, this gets some kind of warning. I take this idea from League of Legends where Rengar has this mechanic, other option would be that when you are to close to an enemy this is able to actually see you (Evelynn in LoL has this mechanic). There is a lot of options to balance stealth mechanics, fully invibisible mechanic without restriction is not a good idea, at least I don't think it is, it tends to make the character overpowered.
  7. Even though I agree that I am kind of dissapointed, I don't agree with any of your points made. Ammo it is ok when it is well done, I don't know the current range of the Confessor's autoattack, but I think the Ranger will have more range, so there is already an advantage, the projectile is faster, which is an advantage too, and it has the ability to swap between types of arrows to deal more damage to specific armor types, which is a huge advantage compared to the confessor autos that are limited in that aspect. The disadvantage for it would be, probably small hitbox and dependant on ammunition. I think the advantages outweight the disadvantages, unless the ammo is really limited. The stealth mechanic I think it is ok, I think it should have some advantages over the stealth mechanic, but anyway, is more about waiting and engage that just running around invi, what I don't like is that the rest of the skill kit doesn't have to be thinking on this mechanic, the trap shown last really low time show you would need to be breaking out of stealth to put another down every now and then, I would prefer to be able to stay 4-5 min waiting for someone to pass through a doorway, or something like that, making him step in my trap and then kill him there, thanks to the trap. And the swap mechanic, well, I don't see what is the problem you have here, I don't thinkg the melee mechanic is for the Ranger to be more versatile but because there is an ammo mechanic, so you can still fight if you get yourself out of ammo. The big problem that I have is that the Ranger shown right now doesn't feel at all like an specialist, is just a a ranged/melee damage dealer, I thought that specialist would mean that it had huge utility abilities, in this case, traps, slows, etc, but it seems like the utility from the Ranger is basicly damage.
  8. I kind of agree, I still don't get why everyone needs a dash, there is other options for movement, it seems like in modern games if one class don't have a dash it is worthless, but everyone having a dash makes the gameplay style really limited. And with the news on the Ranger having a lot of mobility the problem keeps getting worst, as more dashes there are most dashes there have to be, the moment you don't make a class with a dash now that class will be in a lot of problems.
  9. I find a lot of contradictory styles of gameplay in the current ranger description. When I did read about Hide, I thought, nice so you can set up traps and wait, but then the only trap that they showed only last for 1min in the ground? It makes not sense. Not only that, but the power that creates a defence for the Rangers makes no sense, you already said that the ranger has a lot of mobility, why would you stay still in a position when you are mobile and can just dodge and keep moving and kiting, it is contradictory, if the Ranger was more focused on traps and positioning, then it would make sense, you set up a few traps, set up your defense, and if someone comes close you have the traps + your melee stance to fight them, but beeing too mobile makes the trap and the hide style useless, there is already a lot of dashes that will make the trap style gameplay hard enough (unless the traps are actually good). I don't know, I hope that there will be disciplines and runes that allow for a more focused trap style, but with the already excesive mobility I don't think no one will go for it, in a PVP game mobility outplays every other type of mechanics most of the times.
  10. The momentum thing is that attacks will carry momentum when you are running before the attack, instead of a full stop as it is right now. And some attacks on Crowfall do carry movement, just not as much as the ones in Tera, which doesn't mean that it is a bad thing, I think there are a lot of small of things that might end up making the combat feeling better without changing that much. (tweaking animations, adding on hit effects and improving the sound effects, maybe adding a bit of extramovement in the attacks would be a good thing too, I just don't want extreme movement plus really long dashes, but again this is just personal opinion and there is obviously some people that would rather have a lot of movement)
  11. I agree totally with the different options for actual movement, in this days it seems like dashes are the only viable movement option. One way I would like teleports is the way that Reaper uses it in Overwatch, you have to aim it and it is not instantly, giving the posibility to be stopped. EDIT: no more options but different options.
  12. I don't see how animation lock is archaic, is actually the best we can do for now to emulate commitment on attacks. See, this is what I hate, people zig zagging, dashing and bunny jumping like wonderful people in a fight, it is the worst thing that I have ever experienced in videogames. (not trying to be rude, it just gets on my nerves that type of gameplay) And you said that wizards and that type of classes need dashes, but then you said it yourself, becuase they need dashes the other classes needs dashes, that is why dashes should be really limited in my opinion, dashes are too powerful, if you are a wizzard and put yourself in a position where you can get custard rekt, it is ok to have a dodge/dash mechanic that can save one time, but beeing able to put yourself in those situations constantly and just jump, dash and zig zag away from it all the time is wonderful. I don't like combat that feels clunky, but I like commitment in my attacks. Dashes should be really limited either by range, by cooldown or by cost. But I guess it end up in tastes, you obviously enjoy it and it is ok, I think it rest skill to the gameplay because you can always avoid bad situations, positioning stops to matter and is only about hitting the other guy, strategy becomes to hit the other guy more than he hits you and positioning and how and where you fight stops beeing important, and zoning classes or trap based classes become less usefull because it is almost impossible to be effective, the only thing that matters is to chain cc and deal more damage, when you put an area in the ground and everyone can just get away asap, or people go in an out without easily the area becomes useless. It is one of the things that I enjoy in LoL, dashes are really limited but everyone has the Flash options which is already limited by range and cooldown but can save you one time every 5 min(or help you kill). EDIT: Wonderful does not mean actually that in my post, but forum rules I guess.
  13. The amount of skills just get reasonable and basicly you get more options in combat from those skills, making it more fluid, as the game progresses it is better, around level 50 is pretty nice, I enjoyed playing, but end game and leveling system kind of put me off, but the pvp that i played I enjoyed it.
  14. The big problem with dashes is that once one or two classes have those dashes they tend to be over powered because usually those classes are damage dealers, if you give them high survavility with high damage output, you then have to give all classes high survavility(extra movement) or they will be underpowered compared to the ones with dashes. That is why I like the less amount of dashes possible, I think crowfall is already putting too many dashes, champion has a huge double leap forward, fessor has the dash, knight has a dash, everyone has a dash, I would rather have different types of movement advantages and disadvantages than just dashes, for example, a class could have an autoattack that slows, but no dashes, so it is hard to get to hit his enemies but once he gets to them it is easy to keep hitting them, another class that goes around traps or areas that snare and slow enemies, this making him a zoning class but without dashes, so he depends on beeing good with the traps and can control the battlefield area and decide where to fight. This type of different mechanics is what I like in videogames, which makes every class unique, I really liked the WoEs (War of Emperium, basicly gvg in Ragnarok onilne) where you needed the different classes for different purporses in defense or attack, I am not going to say that it was a perfect way to do it, because a lot of classes were pretty repetitive and boring to play during the defense of a castle (wizards spamming one skill all the time, hunters replacing traps, bards pressing a key every 5 mins while doing nothing more, but all was part of a strategy and doing a good defense was gratifying as a whole but not so much as an individual). I understand that making a class only good at one thing is bad, for example if rangers were only good at traps and had not damage, but what I liked the most about Ragnarok Online was the versatility of a class, I will put as example the class I played, which was Assassin Cross, there was a lot of types of gameplay that I would choose to go for, all focused on damage mainly, but I could go and make a Cross of Sonic Blow, which basicly would mean to focus on trying to oneshot people with one skill and I would need a lot of str and dex, I could go for a build of crit, which was more focus on str,agi and luck, and the use of Katar as weapon, or I could go for a double dagger build, which was based on str,agi and some dex but not luck and was the best build for destroying emperiums(which was how you would conquest a castle) or I could do a build based on Soul Destroyer, which was a skill that was based on str and int, which meant that I would have to put a lot of stat points on Int which is not usual in Assassins classes in any game. I even saw some random poorly made socks in my time, a Wizard with tons of Agi to farm alone, he had more agi that some assass I knew, and basicly monsters would miss him and he could go alone without a priest or a tank, I saw battle priest, with tons of str, and I will say that those builds were probably bad(for the players that did them was ok and they adapted to it), but you could made them, that freedom of making random and poorly made socksty characters is one of the things that I miss the most in modern MMOs where everyone is the same in every class. I kind of got into nostalgialand and got carried away off the main argument, but yeah, combat needs some work.
  15. Well, I never said that Wildstar failed because of combat, just that I didn't even tryed it because of how annoying all the effects and lack of commiment on attacks were on the game, at least just from videos looked that way for me and put me really off. And you can have commiment and fast paced combat, BDO does a good job at it, even though it might be a lot of mobility for me, I kind of dislike the over mobility on videogames, but I come from mainly playing Ragnarok Online when I was young where there were almost no dashes, blinks, etc, you had to be carefull with your position a lot because you coulnd't easily fix a bad position.
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