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All Posts by The_ember

All Posts by The_ember

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45 posts found
Because I want to prove once and for all that Lemmy and God are the same thing...
Originally posted by cranthug
Originally posted by superdarth

Yep, I pretty much agree with the OP.


I know Telegraphs are supposed to encourage tactical gameplay but in practice all the bright flashing colours and the complete abandonment of tab-targetting just made it completely impossible for me to see what was going on. Ten tons of telegraphs overlap in fights bigger then 1v1's, and its impossible to see which belongs to who and what kind of attack it is, and also moot because you cant dodge all of them. I also had no good way of seeing my target's health bar. Indeed my usual tactic was to just throw tactics and targetting away completely and fire wildly at the nearest shape that looked like an enemy and pray I am doing good.

And while ive no doubt some people can use a lot of tactics in this system (With enough practice you can get good at literally anything, after all) the average joe didnt seem to have much more of a clue then I did.

My opinion: The combat system was CLEARLY designed for raiding, not PvP, and thus doesnt work well at all for it.

Turn off all friendly telegraphs as they are unnecessary for casual PvP.  It's in the escape menu options.  You have now cut the amount of telegraphs on screen in half.


You can then decipher enemy classes by either the shape of their telegraphs or the weapons they use.  Health bars were functioning during open beta so I guess this comment stems from an earlier iteration of the game when they were not.  If health bars are still a problem, you can download add-ons to assist in that matter.


If you are being assaulted by more telegraphs than you can manage, you are overrun and I suggest you don't stand there and take it in the face but tuck tail and run like hell.  :D  Don't stand in a pack with your teammates as the enemy wants to see this, and if you see your enemy bunched up for God's sake unleash hell.  Spread out from the others to avoid needless damage and pick your target from the flanks.


With the telegraph system this game has in place, combat is pretty rewarding IMO.  Hitting your opponent more than they're hitting you is a great indication of skill if I am not mistaken.  You have no excuse, the attacks are not homed in on you, it is within your power to avoid their damage, but you still have to hit them with yours.  Not all telegraphs are huge boxes, the big damage ability I was using is just a long rectangle beam and required you to guess where your opponent was going to be to land a hit if he was on the move.  The heal debuff also was a small width to hit, but could be skillfully used to daze runners at a distance. 


The PvP only got better as my level increased and I donned crafted PvP gear.  I stopped exploding and TTK on myself and my enemies increased. 


In short....I agree that showing everyone's telegraphs is a bit overwhelming for a new player but it can be adjusted, even down to opacity.  As for the telegraphs not working in PvP....I found it quite a challenge to play against people that knew what they were doing, and catching someone on the run with a 40m shot that ends his life was effing sweet. :D


This to be honest, the system is always going to be a clusterfuck in warplots when both sides don't have a clue what they're doing and just charge at one another, but then that's the same with any mmo once you get two groups that size. The devs have already said that the most effective way to win a warplot fight is tactics and split-grouping, not zerging.


The PvP in WS is better shown off in arenas and BG's. I've not had an mmo experience yet as satisfying as going 1v3 in a battleground and winning because I actually paid attention to what was going on dodged and weaved people just spamming abilities at me. If you actually watch carefully, are willing to cancel spells if you're going to get hit, and time your biggest hitters correctly then the PvP is extremely rewarding. But hey, that would be tactical and we know WS PvP isn't tactical so ho hum...

Not sure why this is too much different to rare spawns with particular drops in other mmos or, for example, the spirit beasts in wow who have particular exclusive skills that some hunters want. There was always a group of people killing them over and over on sight and others selling the spawn themselves...



That is all.

Originally posted by Kalza_Bane

The advantage that the WS devs have when it comes to content is that they have put forward the idea of changing raid content (i.e. an encounter that changes week to week) meaning a simple guide or video won't be enough to get you through the mechanics, it will require a certain amount of skill and understanding. If they pull that off and it's not just a "Encounter A, B or C" moment, it should be quite interesting.

All WS is doing is swapping bosses out week to week.  That means you fight one boss this week, another boss next week, another boss the week after.  All it is is gating content.  You can't even do these bosses until you've grinded enough rep to get in there.  You can't do the 40m until you do the 20m, etc. etc.  Don't act like boss swapping is a novel idea. 


You didn't really read what I said did you? "If it's not just an "encounter A, B or C" moment" it should be quite interesting." I assumed it would be more than that given what I've read here and there...

But I fully admit I know very little about WS' raiding past what I've read from the devs, so if what you're saying is true then that's a shame. Although I'm curious as to where you've read that it's just a weekly encounter swap? (I'm not arguing with you I'd just like to read more on the raiding system).

Originally posted by doodphace
Originally posted by Ender4

I dunno the ssraeshza temple raids in EQ seemed more difficult than anything in WoW. You had to split up the off tanks and healing a lot more, there was less room for error. You didn't have mods that basically play the game for you. Healing in WoW was a complete joke as soon as the mods started hitting, it came down to a lot of DPS checks and just avoiding the red marks on the ground and knowing where to move at that point.

LFR, maybe...heroic...absolutly not.

Like, dont even take my word for is a quote from Paragon after they got the world first heroic lich king 25 man kill...and keep in mind...the raids have only gotten MUCh harder since then..

"”This is definitely the most challenging boss in WoW history, and I’ve been there among the first to kill Horsemen in Naxx-40 and whatnot. Everything else up to this point pales in comparison. The encounter is extremely ruthless in the sense that anyone making a mistake will almost instantly lead to a raid-wide wipe. The fight itself requires almost 20-minutes of full-on concentration coupled with very high personal skill-level.

Quite simply the perfect end-boss to finnish the expansion with, couldn't have hoped for more. My hat is off to Blizzard on this one. I can't wait to see if this encounter can be outdone in Cataclysm."

PS, please tell me this mod that basically plays the game for you, id love to give it a shot, especially as a healer.

In the end, exaderating the hell out of WoW's raid encounters, does not help Wildstar's chances in the least.



Actually no they haven't, it's generally been said by the raid community that the 0% buff 25HC LK encounter was one of the toughest that blizzard have ever put in WoW. Certainly nothing in Cata came close (with the possible exception of HC Raggy), and I've not seen or heard anyone saying anything in MoP has been tougher either. If I'm honest, and this is just personal conjecture, I'd argue that WotLK and it's raids were when  Blizzard were at their peak in terms of encounter design, particularly Ulduar and ICC both of which were tuned beautifully for both the skill and gear of the raiders at the time. I've not had as much fun in any raid Blizz has released since ICC, but then that could just be because the cata raids were pretty shit and I ran the encounters 6 gazillion times in LFR once that dropped.

Not that this has any bearing on the discussion.

The advantage that the WS devs have when it comes to content is that they have put forward the idea of changing raid content (i.e. an encounter that changes week to week) meaning a simple guide or video won't be enough to get you through the mechanics, it will require a certain amount of skill and understanding. If they pull that off and it's not just a "Encounter A, B or C" moment, it should be quite interesting.

EDIT: Nevermind ^^

Still didn't get any beta access from all these people complaining about WS... :(

Well since no one else in this thread has said it yet, since there are so many of you that hate the WS beta and have uninstalled:

Care to let me have your account? Since, you know, you ain't using it.



GW1 had the most incredible skill system I've seen in any MMO I've played, the sheer amount of builds and ways to play you could put together just by using different skill setups was incredible. The limited action bar MADE that game, and if Wildstar can do the same I will be happy. It was never about using each skill individually and wondering why one thing did the same as the next, it was about looking for interactions and chains between abilities, something that just hasn't been replicated in other games (even GW2) quite as well, I'm hoping Wildstar will pull it off. The underlying fact is I used more skills in GW1 on a regular basis than I have in probably any other mmo I've played, including things like WoW and EQ1/2.

Depth is about how you apply and use the skills, not how many you can use at once.


As a point, try actually running through the skills you use in your current mmo in a combat situation (And I don't mean things like Path of Frost on a DK in WoW for example, they've already said in Wildstar you should have access to a utility bar) and I suspect it won't be anywhere NEAR as high as you think it is.

Would love a key. Will of course pass any spares on.
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Would also love a key if anyone has one spare going...
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