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LinkBack | Thread Tools |
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#1 (permalink) | |
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Junior Member
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Combat round decision making
Aradune posted the following on the official forums:
Quote:
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#2 (permalink) |
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Member
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I like this a lot! Hectic gameplay is where it's at imo. Places like Unrest and KC, to only name two, gave me such a rush! Seems like we will get that rush in any full group in Vanguard, regardless of area. Seems like Vanguard will truely be a challenging game, like so many of us want.
For those times we want to relax though, it seems we will need to seek out the casual areas designed for smaller groups/solo play. Or in my case I'd probably go shopping to the nearest town or outpost. I am a woman after all ! |
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#3 (permalink) |
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Senior Member
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My Reign of Chaos is upon you!
Tremble before me! Seriously though, this kind of post makes me drool all over my keyboard. It's exactly what I've been preaching for months! -Eclipse
__________________
![]() Without honor - what are you but a pile of metal? |
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#5 (permalink) |
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Junior Member
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There is such a thing as overload...but I'm sure it will only be hectic at first and once we get a feel for things, it will be rock and roll from there.
Also seems like everyone in your group will require competence...which is kind of unnerving (having grouped with tons of idiots in my day), but, maybe those will be the one's who get frustrated and quit. |
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#6 (permalink) |
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Member
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Yep it sounds like the high DPS types are going to have to be really careful concerning agro. From reading Arudunes post it sounds like they are going to be giving Tanks a lot more DPS. Perhaps I am reading too much into that but it does seem so.
The only tank I ever played was a Shadow Knight which I only got to level 32 I believe (Troll) I quit playing him because the DPS and spells seemed way to low. Perhaps that issue has now been rectified and playing the Dread Knight will fit with my play style perfectly. |
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#7 (permalink) | |
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Junior Member
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Quote:
Lots of interesting new directions in Vanguard combat ![]() |
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#8 (permalink) |
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Member
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I can't wait to test this combat system out. The sheer mechanics of it are mind boggling, its beautiful. Finally agro management will actually mean something on both ends of the spectrum.
Rather than relying on taunt or weapon procs to keep agro, a tank will have to look at whats available to him/her at the time to keep the mobs off their groups. Same thing for dps. learning how to effectively lose or slow their agro will be essential.. |
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#9 (permalink) |
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Junior Member
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Yes, also notice that useful things like "Shield Bash" are at the end of an attack chain too, so interrupting that heal is gonna be a group effort
![]() My only worry is some people won't get that agro management is a group effort and will yell "TAUNT!" at me when they get a new orifice torn open by the mob ![]() |
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#10 (permalink) |
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Junior Member
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I find this combat a little difficult to understand, not in the types of options, but rather the "time" involved..how my mind works is as I read this, I think of all action is in freeze frame or pause for the 4-6 secs while everyone decides what moves they are going to make...hit /play and action insues.../pause again after round..lol
But I know that isnt how it will work. I also wonder how not only my choices will effect the battle, but how everyone elses choices overlap on mine, if we are all making the same battle decisions at the sametime...unless...everyoen has thier own messages I suppose so thier actions will work in concert with your own actions even if they land on the mob at the sametime. .............I think i`m going to go read the combat write up again...I missed something somewhere..lol O.o Thank GAWD!! I get to learn these new battle concepts on puny rats or snakes in my own front yard first, before delving down deep into a dungeon where the action will be alot more dense..:P |
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