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Post by Azherae on 2021-06-02 14:39:12
My understanding so far, from trying to sift through most people's philosophies and feelings, is that either people are very invested in illusions, or they need to spend more time really trying to hash this out with each other. On the other hand, that character is quite rudimentary, I chose Feng Mao on purpose to 'get the maximum number of complaints', so to speak. Or rather, to see what people don't complain about. I'll gather up the data (probably in the Combat Discussion thread) once enough people give input, I guess.
Post by Azherae on 2021-06-02 17:04:20
Crafting 'pipelines' for high level gear, and low level consumables, exist at the ends of the spectrum and greatly define how a game works socially. Might as well get started on feedback early, since the last Dev Discussion was which Crafting systems we liked in terms of execution . High Level Items (from most to least social): Begin with the assumption of drops from a mob/boss we've actually seen. Elder Dragon of the Forest (this is a siege boss but will apparently have an open-world version). 1. Poison Dragonlord Fang >> low level Weaponsmithing to make Poison Dragon Dagger ...
Post by Azherae on 2021-06-03 08:23:35
I find that you all are still arguing in a binary way for something that involves 'degrees'. A group can do content where damage is spread out, let's say fighting a plant monster that does constant AoE and has a passive DoT aura. In this fight, augments are probably enough and you probably don't need a Cleric/X. A group can try to do content against a dragon who stacks debuffs and hits fairly hard single target with little chance of the target running out of range to heal naturally. In this content 'augments will not be sufficient to replace ...
Post by Azherae on 2021-06-03 08:48:02
That'd be incredibly boring overall though, and limiting in terms of what PvE experiences could be like. There's so much potential here, that doesn't mess with the overall feel of the game, I just don't want to keep doing what Dygz does and writing a whole essay every time to explain why/nuance. And I bet the devs don't either. I can't speak for them with surety, but in my career we'd make sure never to spend too much time explaining nitty gritty details or underlying functionality to the clients. It led to confusion and nitpicking even with the Customer ...
Post by Azherae on 2021-06-03 08:52:14
Can you link the APOC content you've seen (I understand that you might mean that you played it) that doesn't count as FPS style combat? Or would you prefer to write up a definition of that so that this doesn't devolve further? It'd really help the whole discussion if we had better defined terms. This quabbling is wasting a lot of keystrokes. Won't someone please think of the keyboards? Edit: There's a 'definition' in this thread but it's basically false, as Vhaeyne pointed out. FPS are increasingly about team strategy, Objective based games with this team comp concept (Valorant, ...
Post by Azherae on 2021-06-03 09:24:57
I didn't mean to say that. Technically my 'you all' didn't actually include you, though that wasn't clear since more of my post did. Sorry, I'm a little 'triggered' by your style of communication reminding me of a specific subordinate. I'll try to focus more. What I can say is that I feel like you're not adequately communicating that type of thing, or you're 'arguing with people who might not be understanding what you meant, without reminding them of that'. For example, you say it's a matter of degrees, that they can off tank, but what is your definition ...
Post by Azherae on 2021-06-03 09:43:34
Thanks for the extremely detailed response and perspective. That's a lot of insight into both your stances and perceptions. Regardless of the 'actual way Paragon plays' it tells me the following: for @maouw 1. You prefer a TTK that allows you to react and probably a GCD where you don't just have to retreat because your opponent will have their abilities up to finish you off before you have a chance to counter. 2. You would prefer if strafing and melee were more impactful, or that there were more abilities overall (please clarify if, in a game like Ashes ...
Post by Azherae on 2021-06-03 10:26:40
Then please humor me. Can you give an example of a strategy in an MMORPG that does not exist in Overwatch, or a strategy in Overwatch that does not work in an MMORPG (within a PvP context, PvE's relevance to most people who desire Action Combat seems to be quite small so far?) I genuinely do not understand the 'relay race' vs 'basketball team' analogy. For reference in case it helps, I have played Overwatch a little, Paladins a lot, Team Fortress never (but I can ask a teammate instead of badgering you about the specifics of your explanation) ...
Post by Azherae on 2021-06-03 15:25:19
Nothing major, and definitely nothing you could easily have understood from just watching that video. There are more CC (usually on other characters), specific traits you can give your hero, similar to augments but usually for your basic attack... and a few 'abilities that are not specific to the hero/champion but only synergize well with certain ones'. Most of the characters in the game are not actually very auto-attack heavy in combat, but you use it a lot while killing minions, as with all MOBA. Finally, all this results in there being at least some tactics to skirmishes, involving ...
Post by Azherae on 2021-06-03 17:16:27
Thanks a lot, Dygz! I understand much better now your perspective and precisely why you end up at odds with others on this topic. I'll probably stop engaging you about it or 'complaining', not because I am disregarding your perception, it's hard to put into words, but maybe I can summarize it as: "To you, if Paladins had a few more abilities, it might count as Action Combat in the same way as APOC." Whereas I'm not sure Overwatch could get to that point. Given our communication styles it'll be hard to 'meet in the middle' so I yield ...
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 ...
Post by Azherae on 2021-06-04 08:54:37
It'd probably turn into metagaming, though. I mean, everything would, but there's other ways to do it using the Champions idea that still sort of fits the flow. e.g. You pick your Champion's Archetype or Class (probably to match yours), give them some gear (if you're awesome, maybe yours) and supplies, then play a minigame where you train them against various things, total 1-2 hours, or even just leave them doing it without micromanaging them/do it from your phone if that's integrated. Now your personal strength matters in terms of 'your ability to adapt militarily and use the Champion's ...
Post by Azherae on 2021-06-04 16:16:29
Even so, there are many players that will have 1v1 out in the open world, and it might be nice for those players to get as close to balance as possible. If a person can attack another for their gathered items with minimal risk because their advantage is considerable in a 1v1 scenario, especially since main Archetype can't be changed, it will probably be less engaging than if the balance is close enough for the 'bad matchup' to prepare really specifically for their 'dominant opponent' and maybe surprise them. If Clerics lose to Fighters as a generality, and one ...
Post by Azherae on 2021-06-04 16:49:28
Well, either way, @Tubes ' expressed desire was just that it feel engaging, not specifically 'be balanced', which is even easier, and 'relatively balanced' is pretty easy, so we're back to a discussion of how to achieve a skill ceiling. I can 'guarantee' a skill ceiling of 17 decisions per minute with the current Compilation, with synergies from all obvious functional augments raising the awareness level (without relying on UI) to 24 decisions per minute on any classes other than Rogue or Bard assuming that Bards don't have really long animations for their buffs. (If you care how I ...
Post by Azherae on 2021-06-04 17:32:49
For now, don't worry about balance. I say this both out of 'my arrogance' and 'my faith'. Saying things like 'not balancing for 1v1' is 'insurance' most of the time. Devs still try, but when they realize that perfect balance can't be reached, they settle for 'balance soft-cap'. Technically it's harder to balance for 3v3 without partially balancing for 1v1 precisely because it means whoever has the gap-closer or the faster engage wins by rapidly making it a 3v2, and 'making the cost of that high' still doesn't change the fact that it is so. That's saying 'we will ...
Post by Azherae on 2021-06-04 17:38:20
The question is whether or not the intention was to test the player's might or the player's 'military prowess'. I would figure that if they just wanted a test of might, there wouldn't be any need for the 'Champion' except to make sure that people could participate without being present for a long battle. I guess I just never assumed that their intention was to have you test your own skill. Lots of people who are good at tactics may not have the physical skill to execute them, but you still want those people as your military leaders. Plus, ...
Post by Azherae on 2021-06-05 05:14:05
@Grihm - that would be a difficult 'sell' for two reasons. Firstly, For Honor is basically a fighting game, with hitstop, frame data, everything. And has maybe too much of what we fighting gamers call 'footsies'. Very slight adjustments to range to make your opponents miss so you can punish them while they are animation locked in the recovery, or overcommit with a longer range attack that you then move into range and block at the last minute and counterattack because it has 'frame disadvantage' when blocked. I can add 'more footsies' to the compilation, but I've avoided it ...
Post by Azherae on 2021-06-05 05:56:53
Even without knowing, this can be predicted almost exactly from the overall archetypal design, as Dygz says. A better way to put it would be 'what does the Primary Archetype do that does not contribute to tanking and therefore makes them suboptimal?' Mages don't sustain tanking as well, certainly not without another Mage to give them extra mana for the job. Result - expensive, inconsistent (won't even matter if they are squishy or not) Clerics don't generate enough threat without the same issue, takes too much energy, they do much more DoT and mitigation which are better spent on ...
Post by Azherae on 2021-06-05 06:33:10
Because I just have too many ideas. So we know about Siege Summons . And we know about the Tank Wall ability, whatever that's going to end up being exactly. And if they don't let mages summon a giant single meteor I will be disappointed. But what else? Together Rogues could get Smokescreen, with the leader directing the line along which it appears, and it blocks vision of a whole area (in a line, so that you actually get a tactical advantage from it). Fighters an 'instakill' group attack combo of multiple leaping attacks to bring down one tough ...
Post by Azherae on 2021-06-05 06:45:48
This is actually 'already automatically done' using randomly spawned open world bosses and time, in many other games. Note that it causes extreme frustration, annoyance, complaining, etc. If a boss spawns once per week and has a 10% drop rate of item/material for item A... The server, across literally everything, only generates 5 of these per year on average. You can absolutely do a similar thing for treasure you just find at the end of a dungeon (just randomly spawn it into one dungeon's potential 'clear' loot chest once a month or so, but don't tell anyone, or reward ...
Post by Azherae on 2021-06-05 07:43:36
Hi, almost everything you have suggested is against most of the current discussion in the forums and, to some extent, what the developers have said so far. I hope you find some success with discussion of your feedback, so I'll give my opinions, since this isn't the thread where I compile things mostly neutrally and I can just be direct. Crowd Control on all classes - No, this is terrible in a game with huge group PvP even after you add diminishing returns, it's chaos and pain for all involved and tactics devolve super fast. 1 Invulnerable Defensive skill ...
Post by Azherae on 2021-06-05 08:36:08
Ok, thanks a lot, truly. I've played Neverwinter, I have enough experience with it, on multiple classes, and with friends, to adjust and discuss it. You probably don't need to check much more on Paragon. It really is what you see, for that character in particular. It's completely unsuitable for an MMORPG which is sort of why I chose it. I needed a video where everyone could say 'this is wrong, I want this to be different'. As for Neverwinter otherwise, it brings up something that I may need to clarify with posters quite often, please feel free to ...
Post by Azherae on 2021-06-05 08:48:44
It has been promised that there will be equal or higher quality cosmetics in game achievable through entirely ingame means. Unfortunately 'cool looking' is so subjective that you will probably never reach the end of this argument. "This one is cooler because its horns are red and on fire." vs. "Why do I have to spend money in the shop just to have a helm with curly horns that are not on fire?" Either way, that's the promise. Top level cosmetics will be just as good or better, subject to preference. I think there was an implication that the ...
Post by Azherae on 2021-06-05 09:13:00
Then I believe you are... Waiting for the combat revamp. Note that the game isn't apparently being balanced around 1v1 though. Mages in particular may never quite match your wish, for a bunch of reasons I won't get into, as I am currently unable to make a solid argument about it without an essay . Your requests don't have specifics, at the moment. They're mostly 'it can be done right' and 'I don't like how it is now' (except the Global Cleanse). Which is fine. They plan to revamp combat soon and you can take a pass at it ...
Post by Azherae on 2021-06-05 09:29:08
Unfortunately most games with 'good combat' devolve into 'balance issues' because of an essayworth of tiny things. I spend a massive amount of time studying these tiny things, hence all the stuff you have to read (sorry!). I would be surprised if it were not that order in terms of difficulty to bring HP down to 0 once you start to hit them. Mages just have so much upfront damage, that you need to be able to burst them down or keep them from casting more. That's the experience so far from Alpha tests, even before any revamp. Floaty ...
Post by Azherae on 2021-06-05 09:32:02
I'll give you whatever I can based on what I see when I play in Alpha test with my group. If you do not mind, if you have played BDO, do you 'main' a Witch/Wizard in that game too? Have you played it much? Or do you prefer a different class there?
Post by Azherae on 2021-06-05 10:03:03
Yeah don't even try, Witch and Wizard got nerfed even more recently. Thanks for the data. Succ Witch preference tells me a massive amount and will make it easier to keep you updated whenever we test the Combat Revamp.
Post by Azherae on 2021-06-05 13:11:43
@Cold 0ne FTB - not much of the changes are actually in yet. In my last attempt I was able to understand what they meant by rotational speed though, if you hold Q, you can adjust your character's facing between swings. It doesn't feel meaningful to me yet. @Dygz - I would actually argue that Ashes is already almost entirely Action Combat (main exception being Fireball), which is why it works. Example, if I use Castigate but my opponent is either too far away or too much out of a frontal cone (I feel like I saw this message ...
Post by Azherae on 2021-06-05 13:38:30
Ok, new page, new Compilation iteration: 1. Sideways and forward animations for the Q/LMB to add variety and evasion ability, along with chase options, while either neutral Q/LMB or S+Q/LMB prevents any forward movement while attacking. 2. A Brace option that reduces damage and blocks CC unless the enemy has 'Overwhelm' on their ability. Some stamina cost here. 3. Possibly a small stamina cost for some versions of those directional Q abilities so we can have movement but not eternally. 4. Gated strings with different attack animations (we already have a combo attack like this, but some posters have ...
Post by Azherae on 2021-06-06 08:24:27
I was starting the Rogue Desires Compilation, reading through hundreds of comments, but one thing kept coming out. No full invisibility? I don't know if this is confirmed, all the wiki implies for sure is that Rank 1 Stealth will have 'tells'. I hope it's being able to see footsteps, or the Partial Visibility starting at the Rogue's Waist and phasing down so you can only fully see the bottom of their shoes, so they can use some terrain trickery. Anyway, here's stuff as another optionset. Rogue throws smokebomb, range is long, visibility is hindered within a radius about ...