Atmosfear3 wrote...
My questions pertain purely to combat so I hope you can enlighten all of us.
Are characters allowed to attack and move at the same time? DAO felt too much like two kids with nerf bats, standing on platforms trying to knock each other down like american gladiators.
When you attack you play an attack animation, preventing all other animations (like movement). No circle-strafing.
Will attack speed be increased across the board to promote smoother combat? I suppose this may be an animation question as well.
This is an animation question, but for players, the animations have the impact event front loaded so it takes effect right away.
Will characters be allowed to have two specs? (i.e. I weapon switch from sword and board to a 2hander and both my talents and hotkey bar changes to the appropriate spec). There were too many times in DAO where after recruiting a party-member I would never bring them along for any mission minus the character-specific ones because there would be an overlap of classes and roles (i.e. having two tank warriors in the same party).
Is your question about specializations? I can't answer that right now. Otherwise it sounds like a UI question about flipping between ability/weapon sets.
Will cooldowns be adjusted to promote more engaging battles as oppose to the current "spam-all-abilities-then-auto-attack" till its dead routine?
Ability costs, cooldowns and regeneration rates are still being balanced.
Will stamina/mana be a more abundant resource than DAO? It was not particularly fun to use 3-4 abilities as a warrior with 1 sustained then not having any stamina to use new moves. Like I mentioned in question 5. I think WoW has the best system in which abilities cost an appropriate amount and has a low to medium length cooldown so that those abilities are always at your disposal albeit not immediately upon using.
Every class has different ways to regain mana/stamina, as well as potions. To start, Warriors through the use of an ability, Rogues through attacking, and Mages through passive regeneration. Ability costs will be balanced and it is one of the considerations a player needs to make when deciding what to do. Will you cast 1 big ability or 2 small ones? How long will it take to regain the mana/stamina to do something else? How long will I be unable to use this ability for? Abilities will also increase in strength throughout the game and have less overlap, so considering the exact nature of the ability would factor into whether its cost was worthwhile in a given situation.




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