That's the problem with EQ-like combat.No idea. I hope they make melee classes more interesting.
That's the problem with EQ-like combat.
Spell casting should be differentiated enough from melee to give it a different feeling.
If you adopt a spellbook-like style for melee 'arts', you start remaking EQ2. This would be a mistake. Hitting the same melee attack buttons over and over isn't interesting gameplay.
Positional and more active melee combat found in survival games could potentially bridge this kind of gap but that's not what this game wants to be. Maybe take a note from survival games in a different way and have a bigger focus on consumables?
I don't know how you make an EQ-like without boring melee combat. I believe this might be the big issue here. If you try the solve the problem, it will be a different game.
I hope melee combat is slow and as “boring” as possible.
Just have useful class abilities with long cooldowns that can be used situationally. I’m really tired of playing whack a mole or min maxing a rotation.
And the question becomes how you get those people, who are already playing a game, EQ TLPs, P99s, etc., to leave their established graphical chat rooms with dragons for another. Seems like high-risk endeavor, when those people aren't playing for the game itself but mainly just to hang out and chat.I personally would love a really basic combat system. The older I get, the more my idea of a good MMO is "1998 AOL chat room with dragons".
The less extraneous bullshit the better. Like Your_mum says, no lame ass ground effects, no laser light shows, no seizure inducing e-sports gimmicks. Basic positioning, learning ro read basic telegraphs, and learning a basic rotation, that might change depending on the boss/mob type.
I want auto attack, bash/slam, kick, taunt, and maybe one or two other skills and that is it for my warrior. I should only ever need to worry about the 1-5 keys & movement, and should never ever need to do any CTRL+ or ALT+ bullshit during a fight.