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Originally posted by RebelScum99 Yep, layers on top of layers I can't think of anything with more depth. EVE maybe, but that doesn't count :)
Look at the video then google "Seki's Chart" The video doesn't even go into states triggers and types of attacks. |
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5/22/12 8:12:27 PM#22
Oh dear feaking lord.
They're stacking debuffs/buffs. That's all this 'synergy' is.
I feel sad for having watched that video now. As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero. - Vaarsuvius |
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Originally posted by Deivos No not really. Well a lot more than that. Nothing needs to "stack" (not sure what you mean by this) to make "synergy." Synergy is abstact.. Synergy means a lot of things when you hear it used with TSW:
Types of attacks - GTAoE, PBAoE, Channels, Cones, Single target, Multi target, types of CC and about 6 other types Sub types -Chains, Bursts, Blasts, Strikes, Focus, Freenzys, and a few more. States - Hindered, impaired, weaken, afflicted
Now the goal is to put all of this together into something that works for you, "synergy"
I could make a Melee build based PBAoE (Point Blank) and hinders. With passives that give survivability. Or I could take the same build's actives and support them with dps passives, or even healing passives. Someone else could have the exact same idea with a totally different build. Using none of the abilities I used.
Pretty deep if you ask me ;)
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stayontarget
Guide
Joined: 10/04/08
Girlfriends come and go but Epic battles are Soulbound |
5/22/12 8:37:30 PM#24
I'm sure the combat has more layers than an onion.
Mmm just not seeing it. Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries... |
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5/22/12 8:38:31 PM#25
Stacking debuffs is the act of either using an effect that applies a debuff multiple times, or a set that applies several debuffs. Both are done with the intent that they cater to culminating in the use of another specific attack type that deals damage focused against what has been debuffed.
It's certainly nice, but I would not call that deep. Or no deeper than most other games that remove specific class restrictions.
Like for example Saga of Ryzom. Now that game has a skill system I would call deep.
EDIT: Point being even Hellgate has a degree of that 'complexity' or 'layers' being claimed. And that game's skill system was by no means ever considered deep. As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero. - Vaarsuvius |
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5/22/12 8:42:22 PM#26
Originally posted by Deivos I feel sad for you, because you think you know the game, but have no idea of it, you just watched a video made for noobs... |
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5/22/12 8:44:35 PM#27
Please don't pull the uninformed noob comment on me. It's not very appreciative and offers zero constructive value.
Perhaps make an actual comment on the system, that would provide context to the conversation. As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero. - Vaarsuvius |
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5/22/12 8:53:23 PM#28
All I can say is... I wish it was as good as it sounds on paper. I really do. |
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CujoSWAoA
Novice Member
Joined: 10/27/04
"Pablo Picasso said art is a lie that tells the truth." |
5/22/12 8:57:22 PM#29
I'm not sure I agree with "no two characters are alike" with this skill system. Because the idea here is to use a Build that is the smartest design for your current enemy. So essentially, that means players will be striving toward the same layout of active skills to be most appropriate for the current situation in front of them. Thusly making them similiar (if not identical) to the person beside them. |
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5/22/12 9:01:13 PM#30
Originally posted by Chopsticks
Problem is, that's not the combat. More like a deep skill system, one that focuses entirely on combat.. but the combat itself? Not sure I'd call that deep.
When I want a single-player story, I'll play a single-player game. When I play an MMO, I want a massively multiplayer world. |
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Originally posted by Vhaln Well it's not like you pick the abilities for nothing... You use them. |
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5/22/12 9:04:54 PM#32
Originally posted by Charlizzard WOW, you actually believe it's like that outside the beginning periods of the game? Come on man, that could be said about any MMO when you've only aquired this or that skill. For every minute you are angry , you lose 60 seconds of happiness."-Emerson If you can't argue the point don't say anything at all. |
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5/22/12 9:05:49 PM#33
Originally posted by Chopsticks yes but how you use them is pretty much basic builder spam --> finisher.. little variation and with 7 actives it doesn't give much play room for any sort of complex rotations I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg |
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5/22/12 9:09:28 PM#34
Originally posted by Distopia You have no idea what content I have or haven't played in TSW, so perhaps you want to reserve your judgment. "Loading screens" are not "instances". |
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5/22/12 9:13:28 PM#35
Originally posted by Charlizzard Are you saying you only ever have access to one starter ability? I find that weird and almost hard to believe in a skill based character system. For every minute you are angry , you lose 60 seconds of happiness."-Emerson If you can't argue the point don't say anything at all. |
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5/22/12 9:14:41 PM#36
Hence my prior comment of stacking buffs/debuffs about all this.
Backend you might be tinkering with which powers you want. That is neither a far cry from the way most games handle their games, even WoW has the concept integrated to varying degrees across classes. Nor is it the combat itself.
Which in the end is also why I made my other references. As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero. - Vaarsuvius |
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Originally posted by Aerowyn No, it really isn't ;) Build and finish is part of it, but that's the part they give you when you leave the training center. Remeber you have 2 weapons.
Most likely you will have 2 finishers as well (you by no means have to have 2) How do you build both? Some abilities may build both, others may only build 1. What if the ability you are using is a AoE but it doesn't build both. How do you get to your other finisher?
As for rotation, go ahead and build a deck with all dps abilities for pve. thats 7 damaging buttons for you rotation.
These are things you figure out and create for yourself. |
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5/22/12 9:15:41 PM#38
Originally posted by Chopsticks Umm...NO. I think you are confusing character customization/progression with combat. The combat in this game is the opposite of deep. It's laughably bad. Spam your basic resource-gaining skill until you have enough to fire off a resource-using skill. Rinse and repeat. There is nothing deep, or interesting, about that combat. It's one of the most boring combat systems I've ever played in a game. The character skill progression and customization is a different story, however. That is pretty deep. But that has nothing to do with the combat itself, aside from allowing you to pick which skills you get to use during the spam, spam, spam, power skill rotation. |
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Originally posted by RebelScum99 What about your other weapon? You do know you use 2 right? and they have different resouces. So using the "fabled 1 button spam" method is only 50% at best. probably a lot less if you have an ability that cause a state that you aren't using too. |
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5/22/12 9:19:40 PM#40
Originally posted by Chopsticks it is no matter if you have one or two finishers doesn't matter a whole lot it's basically the same I have about 80 hours in this game it really doesn't get very complicated PVE wise outside instances.. pvp is another story since I haven't done enough to form a solid opinion... only reason I really enjoy it is because I can change playstyle whenever I want.. but complicated? not really at least not "in combat" I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg |
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