Maybe they are open to tweaking the numbers. Like 3 weapon 5 character. I play GW2, and I think in GW2, that the 5 static skills from weapons is a little more restrictive than I like. Overall, I'd prefer GW1's system over GW2, but still want the weapon skills system as it lays down some limits.
During the opening reveal, he said when he was showing a picture of the different weapon types that a crafter could take part from one weapon and add it to another and this would change the weapon's appearance and abilities. Then during the class panel they said you couldn't change a weapons abilities.
Which one is it?
They never said it would change your abilities, it might do something like increase the length of the weapon so it's able to hit more enemies or increase damage from certain types of attacks.
During the opening reveal, he said when he was showing a picture of the different weapon types that a crafter could take part from one weapon and add it to another and this would change the weapon's appearance and abilities. Then during the class panel they said you couldn't change a weapons abilities.
Which one is it?
They never said it would change your abilities, it might do something like increase the length of the weapon so it's able to hit more enemies or increase damage from certain types of attacks.
Has this been officially confirmed? It seems SOE is promoting "freedom to play your way" yet force you to use specific weapons for skills? I don't mind 8 skills but being forced to use a certain weapon is what broke GW2 for me, that and the lack of trinity and the zerg fest that followed.
Would be nice if there is a way around this. I enjoy playing a necromancer with a staff and don't like the idea of being forced to use a dagger just to get the "best" spells. Anyone else feel this way or is it just me?
well... I kinda like how they're bounding skills to weapons lately... If you have a dagger and a sword, you sure as hell can't perform the same attacks you could perform with a 2H axe.
So that's kinda a good thing and it also adds more challange to the fights.
"Happiness is not a destination. It is a method of life." -------------------------------
Has this been officially confirmed? It seems SOE is promoting "freedom to play your way" yet force you to use specific weapons for skills? I don't mind 8 skills but being forced to use a certain weapon is what broke GW2 for me, that and the lack of trinity and the zerg fest that followed.
Would be nice if there is a way around this. I enjoy playing a necromancer with a staff and don't like the idea of being forced to use a dagger just to get the "best" spells. Anyone else feel this way or is it just me?
You don't get the best spells by using a dagger. Depends on your build entirely.
There will be optimal builds, it won't take long before min/maxers figure it out. People will eventually find out what best weapons & abilities to use. And yes soon people will be forced to use certain weapons just so they can get use certain spells/abilities. Happened in GW2, will happen in EQN.
I liked GW2, but one thing that bugged the heck out of me was weapon swapping. To get certain things I need I had to constantly swap weapons, and it drove me crazy. While I enjoyed GW2, weapon swapping became tedious and not fun. It was a true downside to this limited abilities & spell bar setup...it made me wish the game did not have such limited spell slots and abilities.
But I can see how casual gamers find this favorable because they have less things to press and worry about. Bleh.
Part of Arenanet's justification was that weapon skills made it impossible for people, who didn't understand build making, to make a completely ineffective build. Something one could easily do in GW1 if they didn't have a clue.
This is the single greatest aspect I dislike about EQN and have pledged to ensure this gets changed. Having weapons skills bound to a rigid inflexible design is the prime reason that forced me away from GW2. I do not understand how having such an open ended class structure for the other 4 slots but keeping the weapon skills static is good. I have explained this to Darrin McPherson and I am hoping they take constructive criticism to heart.
@TaliskerDev@Jizomeo Darrin I have a very important question: Are the 4 weapon abilities fixed for each weapon or do I have a pool to use?
Originally posted by Daaken This is the single greatest aspect I dislike about EQN and have pledged to ensure this gets changed. Having weapons skills bound to a rigid inflexible design is the prime reason that forced me away from GW2. I do not understand how having such an open ended class structure for the other 4 slots but keeping the weapon skills static is good. I have explained this to Darrin McPherson and I am hoping they take constructive criticism to heart.
[*] @TaliskerDev@Jizomeo Darrin I have a very important question: Are the 4 weapon abilities fixed for each weapon or do I have a pool to use? [*]
Darrin McPherson ?@TaliskerDev9 Aug @Zederok@Jizomeo fixed for each class. @TaliskerDev@Jizomeo Any plans to either change? or is there another way to differentiate the weapons skills so no 2 classes weapons r same @Zederok@TaliskerDev@Jizomeo They are different, that's whole the idea. The core 4 are unique for every class for all weapon type they use @syrinityhusky@TaliskerDev@Jizomeo Still don't like having such a rigid weapon skill system, totally destroyed GW2 for me. I like choice
GW2 only has 8 classes though. And Arenanet hasn't been planning on adding any new classes. EQN says it's gonna have 40 classes and keep adding new classes. If for example one wanted to play a necromancer, then I seriously doubt there will be 1 undead summoner class and 39+ classes that can't do that.
Besides, it always seems weird to me that a huge hammer and a tiny dagger can share the same skills...
Easily fixed by giving each weapon type its own pool of abilities to be slotted in the 1-4 spots on your hot bar. What I don't want is GW2 where I am forced to use a weapon type that has a better skill over my preferred aesthetic choice. Or gritting my teeth and still using 1 or 2 skills from a certain weapon that make no sense nor add any value other then a filler for when something is on cooldown. Give me 7, 8, or 10 skills to pick from that match the flavor of the weapon and let me choose which of those 8 skills to slot into the first 4 abilities. It's not hard to come up with a system that promotes choice. Right now this isn't a deal breaker for me, but it is borderline concerning and hope the Devs reconsider.
Random Forum Poster: I want an MMO that is different, original and fun.
Me: So you want something like EQN
Them: Nah dude, I want a Holy Trinity, Tab Target combat, Instanced Raiding, and Rigid classes.
Originally posted by Daaken This is the single greatest aspect I dislike about EQN and have pledged to ensure this gets changed. Having weapons skills bound to a rigid inflexible design is the prime reason that forced me away from GW2. I do not understand how having such an open ended class structure for the other 4 slots but keeping the weapon skills static is good. I have explained this to Darrin McPherson and I am hoping they take constructive criticism to heart.
[*] @TaliskerDev@Jizomeo Darrin I have a very important question: Are the 4 weapon abilities fixed for each weapon or do I have a pool to use? [*]
Darrin McPherson ?@TaliskerDev9 Aug @Zederok@Jizomeo fixed for each class. @TaliskerDev@Jizomeo Any plans to either change? or is there another way to differentiate the weapons skills so no 2 classes weapons r same @Zederok@TaliskerDev@Jizomeo They are different, that's whole the idea. The core 4 are unique for every class for all weapon type they use @syrinityhusky@TaliskerDev@Jizomeo Still don't like having such a rigid weapon skill system, totally destroyed GW2 for me. I like choice
GW2 only has 8 classes though. And Arenanet hasn't been planning on adding any new classes. EQN says it's gonna have 40 classes and keep adding new classes. If for example one wanted to play a necromancer, then I seriously doubt there will be 1 undead summoner class and 39+ classes that can't do that.
No I agree with you here, out of those 40 classes surely there will be more choice and you will be able to pick a class whose weapons skills match up with what you would of pick in the first place. SO this I agree with, which is why it isn't a deal breaker for me, but it's very close.
Random Forum Poster: I want an MMO that is different, original and fun.
Me: So you want something like EQN
Them: Nah dude, I want a Holy Trinity, Tab Target combat, Instanced Raiding, and Rigid classes.
It's not the "Skills bound to weapons" that's bad (I think it's great that weapons will have different attacks/animations for those specific weapon types).
The problem is that those "Skills" are static, and do not change from when you start the game until you hav ehit the cap.
1-80 in GW2 you had the SAME weapon skills, nothing changed, there was no sense of progression, no sense of "learning" new skills, combat stayed largely the same because of this.
IT makes logical sense that you'd leanr new skills for WEAPONS, not just "class skills."
A newbie swordsman wouldn't have the knowledge or skillset that a knight would have. Historically speaking there were schools and teachers that taught combat, and having that knowledge of all the various skillsets (Stances, moves, etc) seperated a well trained knight vs a regular soldier who just picked up a weapon and went about fighting.
Originally posted by Stiler That is the problem though. It's not the "Skills bound to weapons" that's bad (I think it's great that weapons will have different attacks/animations for those specific weapon types). The problem is that those "Skills" are static, and do not change from when you start the game until you hav ehit the cap. 1-80 in GW2 you had the SAME weapon skills, nothing changed, there was no sense of progression, no sense of "learning" new skills, combat stayed largely the same because of this. IT makes logical sense that you'd leanr new skills for WEAPONS, not just "class skills." A newbie swordsman wouldn't have the knowledge or skillset that a knight would have. Historically speaking there were schools and teachers that taught combat, and having that knowledge of all the various skillsets (Stances, moves, etc) seperated a well trained knight vs a regular soldier who just picked up a weapon and went about fighting.
That's a really good point and you should tweet one of the devs, or join the official site's roundtable discussion. I now totally get where you are coming from and can't help but agree.
It's not that skills are "bound to weapons" but that weapons allow players to utilize certain skills.
You aren't going to have a dagger do a "heavy smash". You aren't going to have a two hand sword do "quick stabs".
You aren't going to have a longsword do "far shot".
Yea but this is why I say give each weapon a pool of skills that match its flavor and aesthetic. I'll use GW2 as an example: Mainly talking about Warrior. The Warrior has 2 charges/gap closers on the great sword side of abilities. Realistically I will never need more then 1 game closer/mobility charge etc. SO for me, GS #3 ability Whirlwind is redundant and if I was playing any other game, that skill would never get placed on my hotbar. Because in say WoW I have the choice on what to use. And while it may or may not be fine in context, it is something I hardly ever used in GW2. Therefore I worked on the premise of having 4 weapon slots. If for example I had a choice on what to slot in that #3 ability slot I would pick something that snared, stunned, or rooted...if that choice wasn't there then I'd pick a weapon ability that did more damage. It's rather easy to design a pool of abilities for each weapon, even if it's a small pool, that fits the flavor of the weapon and then in turn give the player the option what to slot out of a pool of 8 (an example) in those 4 slots.
Another reason why I dislike this is because sometimes developers are ass backwards and their procedures get over looked and I'll use GW2 again. This time the Rifle for the Warrior, it was really frustrating to me to have to use a rotation that looked like this. 4, 2, 3. Having to always start my rotation with the #4 keypress to get the Vulnerability up was really weird and something I never liked about the weapon system. If given the choice, I would switch #4 to the 2 slot, put #3 in the 4 slot and move #2 to the 3 slot. That way my rotation remained consistent. 2,3,4,- 2,3,4 etc.
Random Forum Poster: I want an MMO that is different, original and fun.
Me: So you want something like EQN
Them: Nah dude, I want a Holy Trinity, Tab Target combat, Instanced Raiding, and Rigid classes.
Has this been officially confirmed? It seems SOE is promoting "freedom to play your way" yet force you to use specific weapons for skills? I don't mind 8 skills but being forced to use a certain weapon is what broke GW2 for me, that and the lack of trinity and the zerg fest that followed.
Would be nice if there is a way around this. I enjoy playing a necromancer with a staff and don't like the idea of being forced to use a dagger just to get the "best" spells. Anyone else feel this way or is it just me?
In case it makes a difference to you -
with at least 40 classes, more than one class will be able to use that weapon, increasing your chances that at least one of the classes will use the weapon in a way you like. First, I'm almost positive necros could use staffs. And it may turn out that say; a necro can use a staff or dagger or wand. Each of those may have a slow/high dmg, fast/low dmg, dot and med speed/med dmg - and the choice of weapon becomes mostly aesthetic. There is still a lot we don't know before I can draw any real conclusions about whether I will or won't like it.
In addition, I don't think specific spells are tied to weapons, only melee skills - and from what I gathered there won't be a 'best', but perhaps a 'best' for that situation.
I believe they are trying to make your skills be situational rather than a linear progression of improvement - i.e. there may be a build which is great for undead but useless against, oh say, goblins.
I believe the point is for you to be exchanging skills and classes based upon the goal you are trying to achieve. The 'freedom to play your way' is your ability to situationally adjust however you want, and not be tied to any 'best' way as you find in linear themeparks.
I don't know if they can deliver, but I got the impression that's what they are going for.
It's not that skills are "bound to weapons" but that weapons allow players to utilize certain skills.
You aren't going to have a dagger do a "heavy smash". You aren't going to have a two hand sword do "quick stabs".
You aren't going to have a longsword do "far shot".
Yea but this is why I say give each weapon a pool of skills that match its flavor and aesthetic. I'll use GW2 as an example: Mainly talking about Warrior. The Warrior has 2 charges/gap closers on the great sword side of abilities. Realistically I will never need more then 1 game closer/mobility charge etc. SO for me, GS #3 ability Whirlwind is redundant and if I was playing any other game, that skill would never get placed on my hotbar. Because in say WoW I have the choice on what to use. And while it may or may not be fine in context, it is something I hardly ever used in GW2. Therefore I worked on the premise of having 4 weapon slots. If for example I had a choice on what to slot in that #3 ability slot I would pick something that snared, stunned, or rooted...if that choice wasn't there then I'd pick a weapon ability that did more damage. It's rather easy to design a pool of abilities for each weapon, even if it's a small pool, that fits the flavor of the weapon and then in turn give the player the option what to slot out of a pool of 8 (an example) in those 4 slots.
Another reason why I dislike this is because sometimes developers are ass backwards and their procedures get over looked and I'll use GW2 again. This time the Rifle for the Warrior, it was really frustrating to me to have to use a rotation that looked like this. 4, 2, 3. Having to always start my rotation with the #4 keypress to get the Vulnerability up was really weird and something I never liked about the weapon system. If given the choice, I would switch #4 to the 2 slot, put #3 in the 4 slot and move #2 to the 3 slot. That way my rotation remained consistent. 2,3,4,- 2,3,4 etc.
I like the first part and as far as the second part, all they need to do is to allow for players to move their skills. That bothers me as well.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
I've seen people suggesting that class progression should unlock additional weapon stances. We should bring that up to the developers. It does give a good sense of weapon mastery progression.
I've seen people suggesting that class progression should unlock additional weapon stances. We should bring that up to the developers. It does give a good sense of weapon mastery progression.
Part of the main purpose for stances is so that players and npc's are highly identifiable once you recognize class styles based on how they hold weapon and basic stance.
If you see a guy with a heavily modified weapon and crazy armor then you know he is a higher tier. If you see a guy with a regular weapon and regular armor you know they have not gone up in tier. This seems the direction the game seems to be going at the moment.
Originally posted by Stiler That is the problem though.
It's not the "Skills bound to weapons" that's bad (I think it's great that weapons will have different attacks/animations for those specific weapon types).
The problem is that those "Skills" are static, and do not change from when you start the game until you hav ehit the cap.
1-80 in GW2 you had the SAME weapon skills, nothing changed, there was no sense of progression, no sense of "learning" new skills, combat stayed largely the same because of this.
IT makes logical sense that you'd leanr new skills for WEAPONS, not just "class skills."
A newbie swordsman wouldn't have the knowledge or skillset that a knight would have. Historically speaking there were schools and teachers that taught combat, and having that knowledge of all the various skillsets (Stances, moves, etc) seperated a well trained knight vs a regular soldier who just picked up a weapon and went about fighting.
That's a really good point and you should tweet one of the devs, or join the official site's roundtable discussion. I now totally get where you are coming from and can't help but agree.
I tweeted it to Darrin, the round table though doesn't really have a way for people to discuss these things, as it's geared toward the developers asking the players a question and there's no way for players to bring up their own questions or idea's.
I want to keep track of 30+ skills, that's when you're really taxing your brain.
Sadly people are apparently too stupid to do that now even though WoW has been the most popular MMO for the best part of a decade.
haha funny one.
Yes games where you have 30+ skills where you are having to watch the toolbar rather then your positioning, where the enemy are, the terrain, range to friends, range to enemy....yes more buttons to mash means more skill....funny!
I want to keep track of 30+ skills, that's when you're really taxing your brain.
Sadly people are apparently too stupid to do that now even though WoW has been the most popular MMO for the best part of a decade.
You sir are so wrong in so many ways.
Overtaxing your brain is not the same as skillful play. Even the best players will play the UI and not the game in such a hot bar heavily focused game. I understand you may like this game style, but many do not so no sense getting into a he said, she said argument over which is better. Might want to take your prerogative to another sub forum as your total lack of decorum doesn't sit well with me.
Random Forum Poster: I want an MMO that is different, original and fun.
Me: So you want something like EQN
Them: Nah dude, I want a Holy Trinity, Tab Target combat, Instanced Raiding, and Rigid classes.
I want to keep track of 30+ skills, that's when you're really taxing your brain.
Sadly people are apparently too stupid to do that now even though WoW has been the most popular MMO for the best part of a decade.
haha funny one.
Yes games where you have 30+ skills where you are having to watch the toolbar rather then your positioning, where the enemy are, the terrain, range to friends, range to enemy....yes more buttons to mash means more skill....funny!
If you were good enough you wouldn't need to watch your bars, or you could get an addon that put everything you needed to know right in the middle of the screen.
Comments
skills based on weapons is a double edge blade. If done right it can be the best thing ever. If done poorly it can be really bad.
I personally love it as long as the skills still vary per class, and each class has its own class based skills besides the weapon skills.
Maybe they are open to tweaking the numbers.
Like 3 weapon 5 character. I play GW2, and I think in GW2, that the 5 static skills from weapons is a little more restrictive than I like.
Overall, I'd prefer GW1's system over GW2, but still want the weapon skills system as it lays down some limits.
What does a sword do if it is not defined by its abilities? To me in order to change what a sword does, you have to change its abilities.
Its look, animations and stats?
well... I kinda like how they're bounding skills to weapons lately... If you have a dagger and a sword, you sure as hell can't perform the same attacks you could perform with a 2H axe.
So that's kinda a good thing and it also adds more challange to the fights.
"Happiness is not a destination. It is a method of life."
-------------------------------
You don't get the best spells by using a dagger. Depends on your build entirely.
There will be optimal builds, it won't take long before min/maxers figure it out. People will eventually find out what best weapons & abilities to use. And yes soon people will be forced to use certain weapons just so they can get use certain spells/abilities. Happened in GW2, will happen in EQN.
I liked GW2, but one thing that bugged the heck out of me was weapon swapping. To get certain things I need I had to constantly swap weapons, and it drove me crazy. While I enjoyed GW2, weapon swapping became tedious and not fun. It was a true downside to this limited abilities & spell bar setup...it made me wish the game did not have such limited spell slots and abilities.
But I can see how casual gamers find this favorable because they have less things to press and worry about. Bleh.
EQ1-AC1-DAOC-FFXI-L2-EQ2-WoW-DDO-GW-LoTR-VG-WAR-GW2-ESO
OP's example be talking about GW2.
http://wiki.guildwars2.com/wiki/Dagger#Necromancer
So the idea of best is for a particular play-style.
Part of Arenanet's justification was that weapon skills made it impossible for people, who didn't understand build making, to make a completely ineffective build. Something one could easily do in GW1 if they didn't have a clue.
This is the single greatest aspect I dislike about EQN and have pledged to ensure this gets changed. Having weapons skills bound to a rigid inflexible design is the prime reason that forced me away from GW2. I do not understand how having such an open ended class structure for the other 4 slots but keeping the weapon skills static is good. I have explained this to Darrin McPherson and I am hoping they take constructive criticism to heart.
@TaliskerDev @Jizomeo Darrin I have a very important question: Are the 4 weapon abilities fixed for each weapon or do I have a pool to use?
Darrin McPherson @TaliskerDev9 Aug
@Zederok @Jizomeo fixed for each class.
@Zederok @TaliskerDev @Jizomeo They are different, that's whole the idea. The core 4 are unique for every class for all weapon type they use
@syrinityhusky @TaliskerDev @Jizomeo Still don't like having such a rigid weapon skill system, totally destroyed GW2 for me. I like choice
Darrin McPherson @TaliskerDev14h
@Zederok @syrinityhusky @Jizomeo in other games did different weapons mean anything? Usually they are models only and change nothing right?
Random Forum Poster: I want an MMO that is different, original and fun.
Me: So you want something like EQN
Them: Nah dude, I want a Holy Trinity, Tab Target combat, Instanced Raiding, and Rigid classes.
Me: Double Facepalm.
GW2 only has 8 classes though. And Arenanet hasn't been planning on adding any new classes.
EQN says it's gonna have 40 classes and keep adding new classes.
If for example one wanted to play a necromancer, then I seriously doubt there will be 1 undead summoner class and 39+ classes that can't do that.
Easily fixed by giving each weapon type its own pool of abilities to be slotted in the 1-4 spots on your hot bar. What I don't want is GW2 where I am forced to use a weapon type that has a better skill over my preferred aesthetic choice. Or gritting my teeth and still using 1 or 2 skills from a certain weapon that make no sense nor add any value other then a filler for when something is on cooldown. Give me 7, 8, or 10 skills to pick from that match the flavor of the weapon and let me choose which of those 8 skills to slot into the first 4 abilities. It's not hard to come up with a system that promotes choice. Right now this isn't a deal breaker for me, but it is borderline concerning and hope the Devs reconsider.
Random Forum Poster: I want an MMO that is different, original and fun.
Me: So you want something like EQN
Them: Nah dude, I want a Holy Trinity, Tab Target combat, Instanced Raiding, and Rigid classes.
Me: Double Facepalm.
or you could look at it differently.
It's not that skills are "bound to weapons" but that weapons allow players to utilize certain skills.
You aren't going to have a dagger do a "heavy smash". You aren't going to have a two hand sword do "quick stabs".
You aren't going to have a longsword do "far shot".
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
No I agree with you here, out of those 40 classes surely there will be more choice and you will be able to pick a class whose weapons skills match up with what you would of pick in the first place. SO this I agree with, which is why it isn't a deal breaker for me, but it's very close.
Random Forum Poster: I want an MMO that is different, original and fun.
Me: So you want something like EQN
Them: Nah dude, I want a Holy Trinity, Tab Target combat, Instanced Raiding, and Rigid classes.
Me: Double Facepalm.
That is the problem though.
It's not the "Skills bound to weapons" that's bad (I think it's great that weapons will have different attacks/animations for those specific weapon types).
The problem is that those "Skills" are static, and do not change from when you start the game until you hav ehit the cap.
1-80 in GW2 you had the SAME weapon skills, nothing changed, there was no sense of progression, no sense of "learning" new skills, combat stayed largely the same because of this.
IT makes logical sense that you'd leanr new skills for WEAPONS, not just "class skills."
A newbie swordsman wouldn't have the knowledge or skillset that a knight would have. Historically speaking there were schools and teachers that taught combat, and having that knowledge of all the various skillsets (Stances, moves, etc) seperated a well trained knight vs a regular soldier who just picked up a weapon and went about fighting.
That's a really good point and you should tweet one of the devs, or join the official site's roundtable discussion. I now totally get where you are coming from and can't help but agree.
Yea but this is why I say give each weapon a pool of skills that match its flavor and aesthetic. I'll use GW2 as an example: Mainly talking about Warrior. The Warrior has 2 charges/gap closers on the great sword side of abilities. Realistically I will never need more then 1 game closer/mobility charge etc. SO for me, GS #3 ability Whirlwind is redundant and if I was playing any other game, that skill would never get placed on my hotbar. Because in say WoW I have the choice on what to use. And while it may or may not be fine in context, it is something I hardly ever used in GW2. Therefore I worked on the premise of having 4 weapon slots. If for example I had a choice on what to slot in that #3 ability slot I would pick something that snared, stunned, or rooted...if that choice wasn't there then I'd pick a weapon ability that did more damage. It's rather easy to design a pool of abilities for each weapon, even if it's a small pool, that fits the flavor of the weapon and then in turn give the player the option what to slot out of a pool of 8 (an example) in those 4 slots.
Another reason why I dislike this is because sometimes developers are ass backwards and their procedures get over looked and I'll use GW2 again. This time the Rifle for the Warrior, it was really frustrating to me to have to use a rotation that looked like this. 4, 2, 3. Having to always start my rotation with the #4 keypress to get the Vulnerability up was really weird and something I never liked about the weapon system. If given the choice, I would switch #4 to the 2 slot, put #3 in the 4 slot and move #2 to the 3 slot. That way my rotation remained consistent. 2,3,4,- 2,3,4 etc.
Random Forum Poster: I want an MMO that is different, original and fun.
Me: So you want something like EQN
Them: Nah dude, I want a Holy Trinity, Tab Target combat, Instanced Raiding, and Rigid classes.
Me: Double Facepalm.
In case it makes a difference to you -
with at least 40 classes, more than one class will be able to use that weapon, increasing your chances that at least one of the classes will use the weapon in a way you like. First, I'm almost positive necros could use staffs. And it may turn out that say; a necro can use a staff or dagger or wand. Each of those may have a slow/high dmg, fast/low dmg, dot and med speed/med dmg - and the choice of weapon becomes mostly aesthetic. There is still a lot we don't know before I can draw any real conclusions about whether I will or won't like it.
In addition, I don't think specific spells are tied to weapons, only melee skills - and from what I gathered there won't be a 'best', but perhaps a 'best' for that situation.
I believe they are trying to make your skills be situational rather than a linear progression of improvement - i.e. there may be a build which is great for undead but useless against, oh say, goblins.
I believe the point is for you to be exchanging skills and classes based upon the goal you are trying to achieve. The 'freedom to play your way' is your ability to situationally adjust however you want, and not be tied to any 'best' way as you find in linear themeparks.
I don't know if they can deliver, but I got the impression that's what they are going for.
I like the first part and as far as the second part, all they need to do is to allow for players to move their skills. That bothers me as well.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
I've seen people suggesting that class progression should unlock additional weapon stances.
We should bring that up to the developers. It does give a good sense of weapon mastery progression.
Part of the main purpose for stances is so that players and npc's are highly identifiable once you recognize class styles based on how they hold weapon and basic stance.
If you see a guy with a heavily modified weapon and crazy armor then you know he is a higher tier. If you see a guy with a regular weapon and regular armor you know they have not gone up in tier. This seems the direction the game seems to be going at the moment.
8 skills = no skill to play.
I want to keep track of 30+ skills, that's when you're really taxing your brain.
[mod edit]
I tweeted it to Darrin, the round table though doesn't really have a way for people to discuss these things, as it's geared toward the developers asking the players a question and there's no way for players to bring up their own questions or idea's.
haha funny one.
Yes games where you have 30+ skills where you are having to watch the toolbar rather then your positioning, where the enemy are, the terrain, range to friends, range to enemy....yes more buttons to mash means more skill....funny!
You sir are so wrong in so many ways.
Overtaxing your brain is not the same as skillful play. Even the best players will play the UI and not the game in such a hot bar heavily focused game. I understand you may like this game style, but many do not so no sense getting into a he said, she said argument over which is better. Might want to take your prerogative to another sub forum as your total lack of decorum doesn't sit well with me.
Random Forum Poster: I want an MMO that is different, original and fun.
Me: So you want something like EQN
Them: Nah dude, I want a Holy Trinity, Tab Target combat, Instanced Raiding, and Rigid classes.
Me: Double Facepalm.
If you were good enough you wouldn't need to watch your bars, or you could get an addon that put everything you needed to know right in the middle of the screen.