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Combat Paths - A New Era of Combat

Discussion in 'Design Discussions' started by MWTaylor, Apr 24, 2018.

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  1. Sero

    Sero Menhir Sentinal
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    You do realize Full Loot FPS PVP only works with pure balance between all classes/playstyles right? Like how it is now.
     
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  2. hayland

    hayland Dire Zombie
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    Looks like the deep undercover agents finally initiated project: New Dawn.

    Well played @Ub3rgames
     
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  3. Grimtide

    Grimtide Evil Eye
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    Tasos'd
     
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  4. Inkarnation

    Inkarnation Frostjarl
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    LOL CLASSES
    i like how theres no healer specialisation
     
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  5. turk0lu

    turk0lu Gravelord

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    its not really a specialization if everything is equal. you are just changing the colors of the spells at that point. you can switch up play styles a lot easier like bring back long other buffs with a support skill that you buy like destro, with tradeoffs in other areas etc.
     
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  6. TyteDaddyTite

    TyteDaddyTite Obsidian Golem
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    You guys seem a bit out of touch when you wrote this up. I can't throw my support toward much of it. You're talking about completely reinventing the combat system. Is it not possible to just create a wide variety of extensions like Destroyer, and allow the mixing and matching of them? You're changing too much of the baseline for it to make sense, or for you guys to get it right (no offense). Additionally, if you make a "broken" extension, you simply disable it until it is re-balanced.

    -Edit-After Billy Lee has corrected my confusion I no longer feel this way. It seems they are doing what I am suggesting in this post more or less.
     
    #126 TyteDaddyTite, Apr 25, 2018
    Last edited: Apr 25, 2018
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  7. Grimtide

    Grimtide Evil Eye
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    A good point, removal of buffs/other buffs makes a support class pretty one dimensional.
     
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  8. Balsm

    Balsm Goblin Warlord

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    Could work if everything is well balanced...but soooo much work. Excited or this is a nightmare? Think I'll sleep on it
     
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  9. Sero

    Sero Menhir Sentinal
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    this is hitting it right on the money.
     
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  10. Sintan

    Sintan Black Knight
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    Have any of the members of the game design team ever played Star Wars Galaxies?
     
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  11. Buffalo Spaceman

    Buffalo Spaceman Frostjarl
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    Theres 2 playstyles/classes. The exact same 2 since the start of the game. It's old and boring.
    --- Post updated ---
    You assume mangled. I assume changed. It all depends on how they actually implement these changes. All of these knee-jerk panicked reactions dont mean shit to me.
     
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  12. Darktide

    Darktide Fire Elemental

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    Id like to remind people to read this portion of what @Andrew said, it's very important.
    Can we just try the changes before people go insane?
     
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  13. Myater

    Myater Cairn Giant
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    I was getting excited to play more recently and have been getting a lot of my members back into the game. Just reading this has made all of my excitement go down the drain and now I don't really even want to play.
     
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  14. Myater

    Myater Cairn Giant
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    That's just not even true lol
     
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  15. Billy Lee

    Billy Lee Loremaster
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    I'm not sure which part(s) of the original post is causing confusion but this is essentially what we are doing. Whether it's a "specialization" or a node on a skill tree, it is merely an option for players to choose from. The gist of it is that players will be able to mix and match passives, spells, and abilities to create their own build. If you want to invest heavily in a particular tree, water, for example, there will be pros and cons to doing so, similarly to how the current specialization system works. If you want to play a versatile mage, like many do now, that will be an option as well. Ultimately, we will be looking at a relatively balanced and diverse system which will be tweaked as we go. I think it will turn out much better than some people expect, but we can all freely discuss it and we are very open to ideas and input! :)
     
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  16. Grimtide

    Grimtide Evil Eye
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    Hopefully.
     
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  17. TyteDaddyTite

    TyteDaddyTite Obsidian Golem
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    Alright cool, then I am fine with it. I may have been confused and thinking this was an Unholy Wars style system, where it was a limited number of paths.
     
    #137 TyteDaddyTite, Apr 25, 2018
    Last edited: Apr 25, 2018
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  18. Billy Lee

    Billy Lee Loremaster
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    I'm fairly confident there is some confusion here. This system will be nothing like New Dawn or Unholy Wars, this is something completely different, there will also not be any classes. Put simply, we want players to be able to play the kind of character they truly want to play, not be forced into a corner due to lack of options and poor balance. This is perhaps very difficult to conceptualize and would be much easier to internalize via pictures, but we are here to get input from you guys before we finalize the entire system. Whether you want to play an assassin, a support, a fire mage, a versatile hybrid, an archer, tank, or whatever, we want to make it possible. Mind you, these are just descriptions and are absolutely not classes, just like the current destroyer build is not a class.
     
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  19. Not_Primetime

    Not_Primetime Infernal
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    Even after reworking weapons nobody uses anything but GS there is diversity for you. We are just saying don't waste the dev time you likely will break balance and have people leaving in droves. Games like Guild Wars can do this run a never-ending balance cycle they have PvP skills and PvE skills. The also record each and every high-rank GvG matches. They have stats on each skill and meta builds. They have tons of data to sift through. What data are you going to use to adjust balance? Players coming to the forums a screaming for a nerf? You are going to be making decisions skills with no combat data to back it up Are you going to watch Youtube videos of combat? How will you know there is an issue? Listen to someone on the forums that you think knows what he or she is talking about?
     
  20. Aristos Giannes

    Aristos Giannes Cairn Giant
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    A lot of this sounds promising and I especially like the direction. Normalizing basic spells across schools is fine, but I think the end goal should be A LOT of freedom, creating A LOT of diversity by way of tons of combinations. So the small differences like AoE size, projectile speed, damage effects, etc. should all be customizable upgrades. And each school will have different specialization paths to go down. Like each school would have damage/tank/support paths. This way there could be tons of different end game playstyles. It wouldn't be "a nightmare to balance" as long as the endgame avoids a 'rock, paper, scissors' effect and instead balances damage and difficulty of use in combat in terms of spells/skills. So skills that are harder to use have higher damage, and vice versa.
     
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