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  1. #681
    Community Member BigErkyKid's Avatar
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    Quote Originally Posted by burningwind View Post
    The truth is that we don't like the active part of spinning staff wall..
    What I don't like about timed clickies with long cool downs or with charges is that they favor quest memorization on invis merging (people pick very well their fights to best utilize the limited resources).

    Part of the trivialization of the game comes from knowing how to time some abilities that make you amazingly powerful.

    For instance, stacking damage boosts (like with a BF) together with LD thick skin and spinning wall could lead to short term semi invulnerable killing machines. This is the true difference between people doing the speed runs and the rest of players.

    But in order for it not to be wasted you need to know the quest in advance. Hardly a "skill" and fairly annoying for those who don't like to be constantly refreshing buffs. Besides, there is little to no fun / skill component to clicking 4-5 buffs before a tough fight, at least for me.

    Passive abilities are not that fun either, but at least they don't favor memorization and zerging. My favorite ones are unlimited abilities with a shortish cool down (under 20 seconds) which mean it is really a within fight timing, not a dead brain quest memorization.

  2. #682
    Community Member Myrddinman's Avatar
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    Quote Originally Posted by BigErkyKid View Post
    What I don't like about timed clickies with long cool downs or with charges is that they favor quest memorization on invis merging (people pick very well their fights to best utilize the limited resources).

    Part of the trivialization of the game comes from knowing how to time some abilities that make you amazingly powerful.

    For instance, stacking damage boosts (like with a BF) together with LD thick skin and spinning wall could lead to short term semi invulnerable killing machines. This is the true difference between people doing the speed runs and the rest of players.

    But in order for it not to be wasted you need to know the quest in advance. Hardly a "skill" and fairly annoying for those who don't like to be constantly refreshing buffs. Besides, there is little to no fun / skill component to clicking 4-5 buffs before a tough fight, at least for me.

    Passive abilities are not that fun either, but at least they don't favor memorization and zerging. My favorite ones are unlimited abilities with a shortish cool down (under 20 seconds) which mean it is really a within fight timing, not a dead brain quest memorization.
    I get what you're saying regarding the downside of timed boosts/abilities, but I do enjoy them as they add a bit more depth and tactical synergy. This being said, I always have a hard time using them, as I don't want to waste them before I think I need them. As such, I sometimes end up finishing quests without ever using them. However, I'd rather have them than not.

    As for passive abilities, I really love them. They're not incredibly flashy, but at least you don't have to worry about triggering or wasting.
    Quote Originally Posted by 404error View Post
    there will always be bugs in DDO it will never be bug free at any point in its lifetime.

  3. #683
    Community Member Pnumbra's Avatar
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    Quote Originally Posted by Severlin View Post
    Cartwheel Charge will be changed so that the 20% Double Strike will only work for staff.

    Sev~
    Thank you for identifying the right fix for the issue without destroying staff capabilities. As a staff user, I have been waiting for the changes to staff fighting for some time now. I am once again enjoying my Shader-Kai Acrobat/Warpriest/Harper combo.

    Pnumbra.

  4. #684
    Community Member BigErkyKid's Avatar
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    Quote Originally Posted by Myrddinman View Post
    I get what you're saying regarding the downside of timed boosts/abilities, but I do enjoy them as they add a bit more depth and tactical synergy. This being said, I always have a hard time using them, as I don't want to waste them before I think I need them. As such, I sometimes end up finishing quests without ever using them. However, I'd rather have them than not.

    As for passive abilities, I really love them. They're not incredibly flashy, but at least you don't have to worry about triggering or wasting.
    I am not against short term boosts. I am against short term boosts that have very long cool downs or only limited uses.

    The reason is, as I argued before, that they favor very heavily quest memorization and zerging strategies.

    If the cool down of an ability is not very long (20 secs or less, for instance) and is not limited in uses then you are managing in fight resources as opposed to across the quest resources. This matters in terms of what are you balancing difficulty on.

    If you balance difficulty not per fight but rather in across the quest management of resources in a game with mostly static content you are begging for metagaming and memorization strategies. Champions are NOT enough of a challenge to break that pattern, as evidenced by gameplay and the videos that people have been putting up of their speed runs.

    If you balance difficulty per fight you are rewarding strategy and fast thinking and not so much what I labelled "brain dead memorization".

    I strongly favor per fight difficulty. Properly done, champions, if combined with fight managed clickies, would be a huge step towards bringing down the memorization component.

    Maybe some people are happy with the predictability and the need to focus on mastering static content to scrape some seconds off competition. I don't like it at all, hence I am vocal against boosts that have limited uses or long cool downs.

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