Agonizing the Bait Master_sl
shitlord
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Haha sure guy... I'm going to buy you a personality from the cash shop. You seem to want to be "that guy" and fail at it over and over again lol!Convo and mko are the new tad10 lol
I do tend to wonder if that day is ending. To begin with, I think the biggest reason most of these mediocre MMOs made a profit was because they were based off a big franchise that had a built-in fanbase. I mean, let's face it, people were going to check out a Star Trek or DC MMO regardless of what it looked like. And, since almost all of these have failed to get even remotely close to WoW's numbers, I'd imagine investors have begun to realize that just taking a successful name and slapping it on an MMO isn't necessarily the recipe for a successful MMO like they might've hoped. (It is sort of ironic that Rift is one of the only MMOs I can think of in recent years that hasn't gone completely F2P, despite also being one of few that was an original world.)I find it somewhat sad for the genre as a whole that studios can actually keep churning out crappy unfinished games and that so many players throw money at them blindly. Is it any wonder that we're inundated with mediocre MMO after mediocre MMO?
The shaman one button macro was the most boring class/spec setup I ever played in an MMO. It was literally run up a mob, mash the one key like Micheal J Fox on a sugar rush, and collect your loot. In Rift's defense though, tanking was some the most fun I've ever had in an MMO before they decided to make it a simcity micro management game with the expansion. Skill bloat made tanking fun since you had to decide which ones to place in a macro and which ones to not.Looking at Rift you have to wonder if he ever even saw the skill bloat as a problem. Rift was a poster-child for skill bloat. I think my dps cleric had a macro with 10 abilities in it that I just spammed, totally mind boggling design.
I'm hoping you're not amongst the MMO designer new blood that some people are waiting on to take over.Skill bloat made tanking fun since you had to decide which ones to place in a macro and which ones to not.
The only redeeming quality for EQ2 at release was that quest items didn't take up inventory space.That pretty much covers it.
Let me rephrase then. Rift has a huge amount of skill bloat which is a given, but that skill bloat gave tanks a skill for nearly every occasion that could happen while tanking. Sure you could place ever skill in a macro and just tank with three buttons. That setup is not only boring but it turns you into a shit tank. Or you could do what I did... have 13 hot keys, know when is the perfect time to use them, and have people lined up to suck your dick in hopes that you be their tank. I even mention one sentence back that the expansion made tanking more towards tedium with having to watch cooldowns and buff durations. It is one reason why I stopped playing not long after the expansion.I'm hoping you're not amongst the MMO designer new blood that some people are waiting on to take over.
This is the skill bloat that players hate.Let me rephrase then. Rift has a huge amount of skill bloat which is a given, but that skill bloat gave tanks a skill for nearly every occasion that could happen while tanking.
Christoper Lee sounded cool, too. Other than that, I'm hard pressed to find anything else. The betrayal system was a neat idea, but like so many things in EQ2 implemented terribly.The only redeeming quality for EQ2 at release was that quest items didn't take up inventory space.
In that very same post I mention how bad it was for dps so I'm not disagreeing with you. In order to do a key role like tanking you want skills for any situation. I'm not asking for truck loads of skills that have minor differences. I'm asking for the right amount of skills that have huge impacts for the class that you play. Going into skill design with the ideal "less is more" will make for boring classes. Not all classes need to have the same exact number of skills which I think Rift tried to do. What is considered the right amount of skills for tanking is considered skill bloat to dps.This is the skill bloat that players hate.
A skill for a DPS class called "Stab", does 100% damage from in front of the target, 125% damage to the flank of a target, and 200% damage from behind the target. You've now rolled 3 buttons into one. In the above example, those buttons would need to be seperate, this is the precursor to skill bloat. Having a weapon strike that deals 120% damage and another weapon strike that deals 125% damage, while a further skill that does 140% damage is what EQ2 did. Because all of those weapon strikes had 9 second cooldowns, you had to run up and down your keyboard to do reasonable damage.
Yeah, you clearly have no idea what you're talking about. I started playing EQ2 when EoF2 came out because I wanted the nostalgic feeling from EQ. Did I get it? Hell fucking yeah. I was also surprised that there were so many playing that game when all I heard were bad things.I checked his Linkedin profile and it pretty much stated he worked on EQ2 and with 38 Studios. Everquest 2 was terrible in every sense of the word , the adventure packs were terrible, and the Echos of Faydar expansion had a very lackluster appeal and the community didnt like it either. .
I didn't play at release, but later on when I did play I ended up with bags of quest crap. Bags and bags of quest crap.The only redeeming quality for EQ2 at release was that quest items didn't take up inventory space.
Was this later in WoW? I mostly played early on, and I remember Wars being tailored more to raid tanking and single targets, and group tanking/multipulls were a PITA because demo shout at the time was almost no agro and I'd have to run dungeons and juggle multiple mobs with sunder/revenge/bash etc. I do remember ferals complaining as well, but then I also remember when bears had the swipe change that made them almost OP to the point that Pally and Druids were preferred over Warriors. Again, I haven't played WoW in several years and Blizzard upset the applecart on a regular basis but /shrug.and the druids needed more functionality in the role as a bear to address 5 man group situations that warriors could destroy.
It depends on what game and how many skills. WoW, overall wasn't bad, and I felt that my main agro abilities were ~4 or 5 skills, and I could throw any additional "more dps" skills in once agro was solid. EQ2, it was atrocious. You could macro and I tried a few times, but there were so many different skills that even grouping a few here and there wouldn't help much, and it was easy to group together too much and then have an effect in there that could fuck you. Even just SK AEs for example, I think I had like 6 or 7 when I quit? Some with short duration/refresh, some with longer, some you could cast while moving and others not, most with dots but one lifetap AE, different ranges, and to top it all off the biggest DPS AE was Grave Sac that had an inherent taunt (with taunt on each tick as well) not to mention chaos cloud and chaos march (so sucks if you aren't MT lol). They seriously could have stopped at 3 AEs if they wanted (DPS dot, DPS no dot/nuke/lifetap, and AE taunt) or less if you wanted, but no - they just had to have fucktons of AEs. And all the abilities were much along those lines. Like, there were a ton of DD+drain abilities, DD+disease DOT, DD+stun, DD+debuffs, DD+drains, I mean FFS. So much completely pointless shit that was just useless ability clutter. And then you'd get an expac, with MOAR abilities. Or you would need to get debuffs from one zone so you could do progression raiding that required those debuffs...just fucking ridiculous.In order to do a key role like tanking you want skills for any situation. I'm not asking for truck loads of skills that have minor differences. I'm asking for the right amount of skills that have huge impacts for the class that you play. Going into skill design with the ideal "less is more" will make for boring classes. Not all classes need to have the same exact number of skills which I think Rift tried to do. What is considered the right amount of skills for tanking is considered skill bloat to dps.
WarCraft 3 had a custom game called "WoW Arena" that was pretty much what you're talking about. It was 10x more fun than WoW's own arena and used DoTA classes as the combat template.less is more
My preferred role is tanking, and I concur with Sabbat's POV on rolling multiple tools into one. If anything I'd prefer to have more LoL class design, with some Rift/FF Tactics swapping tossed in. I want more purpose-suited classes. I want fewer buttons. Having to spend time figuring out how to map my keys for the 3 new abilities each expansion is some tired BS. I had too many abilities when the game released, I don't need X many more every so often. If you want to add features to a class, you need to streamline the class so my button layout fits into the same form factor.
Macros that tie multiple abilities together are generally either inferior to playing "manually" or the realm of the incredibly small minority of macro enthusiasts and their copycats or both. It's a solution that isn't a solution for most people. They're some technical nerdy wizardry out of reach or interest of the masses that play the game.
Warriors in WoW probably had the most tools compared to other tanks. There were good things about that, but there were still many that were barely useful but completely necessary to play, like having 3 charges and stance dancing to use them. I've heard they've slimmed it down some which I approve of, but on the flipside the druid tank had insufficient tools. I think my druid had like 9 abilities I could apply, and the warrior had like 25. More of the warrior tools should have been multi-fuction to get rid of wasted hotbar/keybinding space, and the druids needed more functionality in the role as a bear to address 5 man group situations that warriors could destroy.