#Freedom in hotbar and spell/skill or weapon swapping mid fight
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You have to choose your skills before entering combat.
Combat has to have rules, and I think picking 2 skills before the beginning of a fight is a reasonable one.
Why is it not better to let users change combat skill mid fight, isnt that a feature that sets apart for most mmo
It would break the game by being overpowered and too easy.
Especially at the high end, with load outs. Trigger your double epic, swap to tank/healer, then back to double epic when timer is up, and so many other combos.
Needing a rework of so many parts of the combat system.
You can still mix and match damage if you wanted to. Like Fire Magic skill also has cold. Druid has poison and nature. Staff has crush, fire, slashing, piercing. There are side bar skills too you can add, like whacking someone with a shovel.
I can see weapon swapping being OK, though the way this game is set up would mean you'll now have to enchant everything around the weapon you swap to (and the skills you want to use it with).
Logically, swapping armor in-combat would not make sense. Some troll is beating you with a club: "hol' up, let me take off this robe so I can clip this breastplate. Give me a moment here". And, if you don't swap your armor while swapping from fire to ice magic, then your will have very bad damage. The only way this might work is if you use all generic stats for all gear, but then your damage will be pretty bad post lvl 50 and 70
In other words, doing the proposed would have a profound redesign of the entire game's gear progression in order to make it work
I see, here are some of my suggestions.
Bind cooldown to hotbar so even if user swaps spell/skill it will still be balanced.
Spamming inflict status conditions, add MAX resistances. For example, players spams stuns then add max stun counter or something that lets that thing not affected by another stun after sometime.
Just think about it, players will not have to go in and out of combat just to adjust their set for any fight instances. It will make the game more freedom and can generate more scenarios.
Let players have more freedom by reducing limitations of the game, that will open up a lot of possibilities, more possibilities gives the game more depth.
I think the main problem with most MMOs is that they all follow the same repetitive pattern — every player ends up chasing the same goals, like becoming the strongest DPS or the toughest tank. There’s little room for individuality or meaningful differentiation between characters. Because of this, players often lose interest and move on to the next game, hoping to find something that finally feels different.
What’s missing is individuality. Most MMOs fail to make players feel like their characters truly belong to them. Everyone might look different on the surface, but underneath, they’re all playing the same role with slightly different stats. There’s rarely any freedom to define your own identity, role, or purpose in the game world.
These are all just suggestions, of course — thoughts on how MMOs could evolve and become something more personal, meaningful, and lasting for players. I am rooting for this game success
*I think the main problem with most MMOs is that they all follow the same repetitive pattern — every player ends up chasing the same goals, like becoming the strongest DPS or the toughest tank. *
You're focusing on combat and ignoring the rest of the game. Yes, people do those things, but there is so much more to PG than that, and many niches to fill. One of the reasons people keep playing for years.
And you haven't seen enough of the mod/crafting/combat interplay. With 9 items you can have 54 modifiers to your attacks, and many people use different combinations and find new ways to do things. There is a huge amount of what you are looking for already in the systems.
yea. this game isn't set up like Guild Wars where a condition like blind causes 90% miss chance. I'd suggest getting into the game and learning transmutation to see how it works (something you can do ~lvl 20, which can be reached in a day or two of playing).
It would be nice though to have more counterplay skills to stun, and mod that into gear.
As for chasing the goals? This is actually unique for that. Sure, you got the weirdos who want the big DPS, but you also got a fair number who are like "you know what? screw groups, imma make a solo build for this whole thing."
And, it works. Well, to a point.
I never made it to end game, but from what I've been hearing it's like some big damage is needed and something that can be a wall. But, from my experience up to the 70 range, you can easily get away with a cobbled-together team of half support soloist players running through an at-level dungeon as long as they are coordinated and taking on certain responsibilities or buffs
I do wish they'd allow swapping from music/dance to a combat skill though... I forget to swap way too often after gardening and end up having to run away 😄
How many hours do you have?
If not many, id highly suggest giving the game a go until at least 50/50
Many of the problems you mentioned, i feel strongly that this is the only game that has conquered those problems
I’ve decided to pause playing until two-handed weapons are released. I usually prefer using two-handed weapons in games, and it would feel like a waste of my first playthrough if I couldn’t play the way I want to.
That said, I think they shouldn’t restrict the hotbar to primary and secondary categories — it would be better to keep it flexible, allowing a mix of skills and spells, and maybe even support multiple hotbars like in dungeons and dragons online, etc. And allow weapon swapping or even allow items in hotbar