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The greying of the MMO and what does it mean for RP players?


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The greying of the MMO and what does it mean for RP players?
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Navarrev
Navarre
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RE: The greying of the MMO and what does it mean for RP players? |
#46
08-14-2013, 11:19 PM
(This post was last modified: 08-15-2013, 12:17 AM by Navarre.)
(08-14-2013, 04:40 PM)synaesthetic Wrote: 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?

That's a brilliant idea. I really like the possibility of mixing and matching spell effects like that. Though I understand SE would be shy at first of messing with iconic stand alone spells.

Part of the fun I had in WoW with my warlock was finding the best spells to handle a given encounter. I'm mostly talking about solo stuff which was my bread and butter. Rotations I left for boss fights: the only place they actually matter anyway. Mixing and matching spells and tactics was always fun. One of my favorite memories was picking my way through the gnoll camps in Elwynn forest (during TBC) and having to set up each and every mob pull. Can't just send in the voidwalker/imp cause he'd attract a bunch of them. Cast a curse, let the gnoll run to you, sic the voidy on him. Don't spam because he might attack you. Make sure you're standing int the right place otherwise an unseen gnoll would start stabbing you. Slow, methodical preplanning for each encounter. Of course things went awry and a whole camp descended on me. The passive targeting and 'button pushing' always felt interactive to me and seemed more like how a magic user would approach an encounter. That you have to know what you're doing ahead of time otherwise you're screwed. Though I can complete understand how it can be uninteresting for others. As some one else posted above, I think my years of playing turn-based rpgs affected my tastes.

Still, your idea about creative mixing of spells could really add a lot of dynamism to the game.
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