Post by Azherae on 2021-06-04 08:07:58
Edit: Oh I took up the top post slot without a new compilation, but that's fine since last page was data gather and philosophy, and it's probably better not to repeat that. So if you're looking at this and want the "Latest Compilation" just go back to page 4. Also, this post is a response to
@maouw
's on the previous page.
There are actually two ways around 'group skill-spam deletion' that I expect Ashes to flirt with, though, whether others like them or not is definitely going to be a big point of feedback contention.
(You may need some of my 'concept of what the likely augments are based on class names' from the 'Tanking' thread, somewhere around the middle of page 4, but probably not).
Based on what I expect from Augments, I'm highly suspicious that Ashes is going to have fewer direct damage abilities, but still have a lot of abilities overall. Also that the 'skill points method' of choosing those abilities will result in any given player not having too many damage ones. The Global CoolDown would be how 1v1 or even 2v1 would not result in the player dying instantly even if they have no mana (assuming Strafing Q/LMB).
Utility skills can be tuned to do much less damage, this doesn't prevent 'Javelin Tank pulling you into a 4v1 and you getting deleted', but there's some counterplay if you have to keep spending points in a skill to keep the damage 'relevant'. E.g. Ranger's 'Bow Combo' might do 40+STR/10 damage at level 1, but that won't keep up or become some 'relevant' number without skill points pumped in to make it something like 60+STR/5 at a higher level.
I'm expecting a lot of DoT, damage mitigation, and utility stuff, particularly damage mitigation buffs, to end up padding out the skill lists. The reasons for this belief have more to do with my expectation of how open world 'Raid Boss PvP' will be designed, but it's all speculation, so it would get its own thread, if my group decides that they care enough for me to try to suggest it.
Part of the reason the Compilation includes parts 1 and 2 is actually that I expect the number of abilities to be lower, and that people won't be happy without the Strafing Q/LMB for mobility. I also expect that they'll be really upset by 'seeing an enemy Javelin Tank hunting party coming for them' and not having a Brace to get a chance to negate the Javelin at the right timing.
I'll know when we see the Combat Revamp, there's a lot of little things in there about 'how mana costs scale if at all' and 'overall growth of the mana pool', but the 'standard' for games like this is pretty predictable if balance, even 3v3 balance, is their goal. It almost always converges (or the game sucks and dies).
I also have other expectations about group synergy in Sieges (similar to the concept of the Summoner party calling the WarBeast) that might make 'let's focus down their healer and delete 'em' sufficiently harder to actually do, that GvG would not consistently devolve into skill-spam death (Imagine if Tank's Shockwave or some separate skill temporarily created an impassable area of jagged earth on the ground in front of them, for example, as a solution to 'not wanting to buff the HP on everyone')
There are actually two ways around 'group skill-spam deletion' that I expect Ashes to flirt with, though, whether others like them or not is definitely going to be a big point of feedback contention.
(You may need some of my 'concept of what the likely augments are based on class names' from the 'Tanking' thread, somewhere around the middle of page 4, but probably not).
Based on what I expect from Augments, I'm highly suspicious that Ashes is going to have fewer direct damage abilities, but still have a lot of abilities overall. Also that the 'skill points method' of choosing those abilities will result in any given player not having too many damage ones. The Global CoolDown would be how 1v1 or even 2v1 would not result in the player dying instantly even if they have no mana (assuming Strafing Q/LMB).
Utility skills can be tuned to do much less damage, this doesn't prevent 'Javelin Tank pulling you into a 4v1 and you getting deleted', but there's some counterplay if you have to keep spending points in a skill to keep the damage 'relevant'. E.g. Ranger's 'Bow Combo' might do 40+STR/10 damage at level 1, but that won't keep up or become some 'relevant' number without skill points pumped in to make it something like 60+STR/5 at a higher level.
I'm expecting a lot of DoT, damage mitigation, and utility stuff, particularly damage mitigation buffs, to end up padding out the skill lists. The reasons for this belief have more to do with my expectation of how open world 'Raid Boss PvP' will be designed, but it's all speculation, so it would get its own thread, if my group decides that they care enough for me to try to suggest it.
Part of the reason the Compilation includes parts 1 and 2 is actually that I expect the number of abilities to be lower, and that people won't be happy without the Strafing Q/LMB for mobility. I also expect that they'll be really upset by 'seeing an enemy Javelin Tank hunting party coming for them' and not having a Brace to get a chance to negate the Javelin at the right timing.
I'll know when we see the Combat Revamp, there's a lot of little things in there about 'how mana costs scale if at all' and 'overall growth of the mana pool', but the 'standard' for games like this is pretty predictable if balance, even 3v3 balance, is their goal. It almost always converges (or the game sucks and dies).
I also have other expectations about group synergy in Sieges (similar to the concept of the Summoner party calling the WarBeast) that might make 'let's focus down their healer and delete 'em' sufficiently harder to actually do, that GvG would not consistently devolve into skill-spam death (Imagine if Tank's Shockwave or some separate skill temporarily created an impassable area of jagged earth on the ground in front of them, for example, as a solution to 'not wanting to buff the HP on everyone')