Still tab-targeting, which just doesn't usually work too well with action combat.Wild Star seems to have some really great combat, it looks fast paced.
Still tab-targeting, which just doesn't usually work too well with action combat.
Still tab-targeting, which just doesn't usually work too well with action combat.
You are correct. After some research, apparently the game was traditional targeting until recently and they are still in the process of switching to free action.I don't think it's tab targeted. Most of what i've seen from the live streams and videos has it mostly being free targeting. You can tab target to keep track of a monster and their health, but beyond that it's all free movement/aiming.
Take a look at 1.23's mitigation skills
Aegis Boon - Fully blocks a hit and heals you.
Divine Veil - Raises block chance to 100% for the duration and spreads a regen effect to allies when Cure is cast on you.
Outmaneuver - Raises block chance and restores TP/MP on block.
Rampart - Raises defense. Is AOE. Generates enmity for every party member you hit with it.
Sentinel - Mitigates incoming damage and increases enmity generation during the effect.
Compared to now:
Sentinel - Mitigates damage.
Rampart - Mitigates damage.
Bulwark - Raises block chance, which mitigates physical damage. With most shields, worse than Rampart.
Awareness - Does nothing. Takes up a trait slot for extra badness.
Plus, all of the 1.23 abilities had pretty fast cooldowns compared to what we have now. Aegis was 45 seconds, Divine Veil 60, Sentinel and Outmaneuver 90, and Rampart 120. Now the shortest one available is the new, single effect only Rampart at 90 seconds, and Sentinel and Bulwark sit at 180.
.Combat in TERA is bloody good.
when one of my characters was like level 16 or so he looked like this
I think FFXIV: ARR combat is not only poorly designed (a poor attempt at imitating WoW (that wouldn't please anyone really into WoW's combat during one time or another), like most other MMOs that go free to play), but I think 95% of the encounter design the game puts you through is extremely dull. It's pseudo-twitchy (running out of circles, running to spots, get fucked over by lag constantly, etc.), while still slowing the player down with awkward cooldown timers and "tab-targeting" mechanics. It is also full of uninteresting and meaningless stat choices (gear could not be more boring) and actions/traits. This is made worse by the fact it doesn't care about being fun outside of dungeons and will have you do brainless solo MMO-style quests with zero difficulty within the main story even after you fought a tougher party boss like Garuda (this fucks with the game's story/pacing of the isolated "main scenario" questline too). FATEs are especially lazy and that's when they are not being overpopulated - where they become too terrible to describe (the flaws of "public quest" systems are nothing new since they've been around for awhile and have never quite worked well, but just as they mindlessly adopted another form of combat without considerably changing it, they adopted this flawed system wholesale).
This is especially unfortunate for me because FFXIV 1.24 was a significant advancement of FFXI's more unique (although slower, more strategical) combat (and had WAY more interesting actions/traits) and would love have seen a whole game designed around it instead of a rush job to make a broken game work (although the period where they were fixing the game had a better storyline and final battle than the NES-era FF one we got). In a sense, the aspects of FFXI and earlier FFXIV with the potential to create a new audience were completely thrown out (instead of being modernized) while chasing a formula known to fail (as P2P) again and again.
(That said, it has crazy nice aesthetics and the world (or lore team) inherited from 1.x is very interesting, although they are determined to flood it with cash-shop-esque fan-service (and Toriyama-service) and over-sexualized outfits as per usual MMO tackiness. I just trashed the game, but I have my reasons why I plan on returning to it once in awhile. Combat (or any aspect of the mechanics, really) is not a strong one.)
man is ff14RR dull. it does many things good, but combat is yeesh. its traditional cooldown mmo with a extremely long gcd for no good reason.
Downloading it now.
I've really enjoyed the combat of Guild Wars 2.
I've really enjoyed the combat of Guild Wars 2.
You'll regret it. Terrible game.
Plus, there's no going back to the ultra-generic kill 10 rats questing after you've seen dynamic events in action.
My favorite MMO combat is EverQuest. I liked that slower pace. The ability to type to chat to your party. Not having to juggle billions of abilities.
Either way, I like most types of conventional MMORPG combat.
Real time combat in MMORPGs has been universally terrible. Each attempt to add action elements has been a horrible failure. I really don't see the appeal of trying to hamfist it in.
While not the best MMO, Age of Conan's combat was pretty fun with its combo system.
So I guess my question is are there any MMO's that have great game design while offering satisfying combat similar to you could see in a single player game?
That actually looks pretty good. Never played WoW.Yes: WoW, which is why it's so popular. It has better combat than most single player games and it's extremely responsive despite being an online game.
You can see just how responsive it is here: http://www.youtube.com/watch?v=LzJiY3qV9-k&feature=player_detailpage#t=129
Edit: I'll link a few more:
A more hectic fight, Ascendant Council, where you have to fight multiple bosses and attune yourself to various elements in order to survive: http://www.youtube.com/watch?v=tH3-59DEEvU&feature=player_detailpage#t=175
Another bullet hell fight, Valkyr Twins: http://www.youtube.com/watch?v=aLjyNQ__0aY
Here's a crazy fight: http://www.youtube.com/watch?v=gt5uaRYiFSY
Anyway, the gameplay is tight enough that what you're seeing here--called "raiding" (dungeons)--is a competitive worldwide sport. People get sponsored to do these dungeons/bosses, etc.
Unless there's no dynamic event happening near you in which case you're stuck doing a "Renown Heart" which is otherwise known as "ultra-generic kill 10 rats questing". I don't really think dynamic events are that great either to tell the truth.
I'm bitter though since I thought the PvP was terrible.
Guild Wars 2, DC Universe Online, and Tera are some of my favorite battle systems.
I like the option of being mobile while in combat. I like to move around the battlefield and launch spells or melee attacks at people. Just sitting and pressing buttons doesn't amuse me anymore. Also Tera and DCUO has controller support which is a plus in my book. I love playing MMO's with a controller.
It's not coming out in the US for a while, but Blade & Soul's combat polishes up what made TERA's so good, it's also a great deal flashier.![]()
Drive by posts, whoosh.That bad? Guess I'll just wait for whatever Blizzard does next and stick with Diablo 3 for now.
Yeah last I played it was extremely lenient with the blade class and the Monk was the one that really felt like a fast counter class, but I didn't play all that much. It's too much of a normal MMO outside the slightly upgraded system, nice art/world, and wind/wallrunning everywhere.Actually from what I've seen/heard/played, it's definitely a downgrade from Tera's combat.
I think FFXIV: ARR combat is not only poorly designed (a poor attempt at imitating WoW (that wouldn't please anyone really into WoW's combat during one time or another), like most other MMOs that go free to play), but I think 95% of the encounter design the game puts you through is extremely dull. It's pseudo-twitchy (running out of circles, running to spots, get fucked over by lag constantly, etc.), while still slowing the player down with awkward cooldown timers and "tab-targeting" mechanics. It is also full of uninteresting and meaningless stat choices (gear could not be more boring) and actions/traits. This is made worse by the fact it doesn't care about being fun outside of dungeons and will have you do brainless solo MMO-style quests with zero difficulty within the main story even after you fought a tougher party boss like Garuda (this fucks with the game's story/pacing of the isolated "main scenario" questline too). FATEs are especially lazy and that's when they are not being overpopulated - where they become too terrible to describe (the flaws of "public quest" systems are nothing new since they've been around for awhile and have never quite worked well, but just as they mindlessly adopted another form of combat without considerably changing it, they adopted this flawed system wholesale).
This is especially unfortunate for me because FFXIV 1.24 was a significant advancement of FFXI's more unique (although slower, more strategical) combat (and had WAY more interesting actions/traits) and would love have seen a whole game designed around it instead of a rush job to make a broken game work (although the period where they were fixing the game had a better storyline and final battle than the NES-era FF one we got). In a sense, the aspects of FFXI and earlier FFXIV with the potential to create a new audience were completely thrown out (instead of being modernized) while chasing a formula known to fail (as P2P) again and again. Had rants about this in the past... EDIT: I'll just quote this part describing the changes made to Paladin:
(That said, it has crazy nice aesthetics and the world (or lore team) inherited from 1.x is very interesting, although they are determined to flood it with cash-shop-esque fan-service (and Toriyama-service) and over-sexualized outfits as per usual MMO tackiness. I just trashed the game, but I have my reasons why I plan on returning to it once in awhile. Combat (or any aspect of the mechanics, really) is not a strong one.)
I think FFXIV: ARR combat is not only poorly designed
That bad? Guess I'll just wait for whatever Blizzard does next and stick with Diablo 3 for now.
- The class/job system, in the end, is just convoluted. It's not fun and it's not interesting.
Tera had amazing combat. Too bad about the whole rest of the game.