
(08-14-2013, 01:49 PM)Navarre Wrote: And in my head it seems like weaving incantations, and reinforces the trade offs that come with being a magic user. You want to use dangerous words of power to invoke fire and death? Well you can't be bouncing around like a ninja to do it.
See, this would be awesome--if we got to actively cast the spells. Like, with gestures, touches or movement. If there was some skill aspect to it besides "gear up and mash your rotation over and over again."
In TERA I loved the fact that I didn't have a standard rotation, that the spells I cast were strongly dependent on what the mob was doing, what the party was doing, where the mob was, where I was and what wasn't on cooldown at the time.
For a game like ARR, the button-pressing just feels so insulated from the action, like I'm controlling a puppet with heavy gloves on.
What would be awesome for games with passive combat?
Anyone play Magicka?
I wish THM played like that. Where you had just the elemental wheel in terms of spells... Fire, Blizzard, Water, Thunder, Aero. Then you cast those spells individually, and they'd do elemental damage to enemies, or charge yourself/your allies with a buff (Fire gives damage, Ice gives armor, Water heals them a bit, Thunder gives attack speed, Aero gives movement speed). But when used in conjunction with each other, then you could combine spell effects to create new spells on the fly.
THAT would be damn awesome and I'd gladly give up the twitchy-dodgy nature of TERA-style active combat for a passive tab-target system. Wouldn't it be awesome to cast Aero on a spot, then cast Blizzard on the Aero effect and have it create a blizzard-like effect in that area that snares mobs who move inside it and does damage over time?
Mostly my problem with passive target games is it's just not interactive enough for my tastes. It comes down to just learning your rotation and executing it without getting your fingers tangled up. With macros it becomes trivial (just like it did in RIFT for pyromancer). The 2.5s global cooldown is ridiculous because you don't NEED any time to make decisions, because you make them outside of combat when you figure out your rotation. In TERA, though, I had to decide what spell I wanted to use and if I picked the wrong one, it didn't just lower my DPS, but could easily get me killed.
attractive enmity device