The combat is intuitive, comfortable, and outcomes have an enormous dependency on what the player does, rather than being all about the level and gear you had when the battle started. With deeper tiers and danger rooms, it can be as challenging as you like, too.
The combat is intuitive, comfortable, and outcomes have an enormous dependency on what the player does, rather than being all about the level and gear you had when the battle started. With deeper tiers and danger rooms, it can be as challenging as you like, too.
never played it but have heard others say the same thing .. Dragon Nest also , combat is spoken highly of ..
I loved the combat in AoC in its earlier format, love EvE and its complexity with things like Transversal / trajectory etc. And, in terms of fluidity, WoW has to be considered, very few MMO even to this day have such active / feeling controls (smooth, what you hit happens etc)
Mortal Online in alpha had very good combat. You had to watch your stamina while circling around your opponent. Waiting for him to leave an opening or a bad attack. You couldn't nuke someone down nor could you run away. In PvE it was a bit easier, it was more about blocking/dodging and stamina management. Free Aim felt right in this game.
Neverwinter Online (only PvE) with limited skills you could charge up for ultimas. Too bad they added rooting to attacks in beta. Made combat more stationary and less dynamic. Auto targeted game.
TERA (PvE + PvP) a nice mix between targeted and free aim attacks and spells. Too bad some classes had a targeted teleport and such. You could get out of the attack cycle of a bad/average player, but a good player could pin you down and kill you with that teleport.
GW2, I still try to use that dodge and double tap to glide when I play other games. Marvel Heroes is good also.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
I really appreciated Darkfall's intensity and lack of hard crowd control like stuns but thought that the lack of build uniqueness and gui could use a lot of improvement. Bunny hopping was also un-immersive needless nonsense that really took away from the game.
Guild Wars ability customization was really fun but the tab targeting and abundance of hard CCs detracted from it.
ESO's aiming was nice in that it allowed for much laggier systems than Darkfall did but still felt immersive.
Not, an MMO, but I REALLY like every aspect of SMITE's combat system other than lack of ability to aim up/down and too many hard crowd control abilities. It's the perfect level of skill based aiming as it does take some skill but is still easy enough that lag won't ruin it.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
LotRO had the deepest combat system of any MMO I've played. There was so much variety and skill required for just about every class but just a vast array of situational skills and group skills made it so much fun. Every other MMO I've played has seemed shallow in comparison, even if they do have flashy animations. On top of the situational and group skills, there was also strict resource management which added a layer of depth / tactics that I've not come across in any MMO since. All modern MMOs seems to allow you to regen your power / mana / energy in just a few seconds so you just needed to find a power-neutral rotation. No such thing existed in LotRO, most classes would run out of power within 2-3 minutes of standard rotation, or quicker during burst phases, after which you'd be relying on pots / group skills / fellowship maneuvers to regain power.
Honourable Mention: SWG
SWGs combat was really basic. Not many skills to choose from, didn't really have many group skills or situation skills and you could just macro the shit out of everything. Last time I played on the emulator, I just created a couple of macros and then would run around cave systems with the macros running, wouldn't ever need to do anything. However, I loved the classes, the animations and the enemies you fought. All the melee classes just had awesome animations and weapons, especially pikeman. I spent so many months just farming rancors for cash because I loved killing rancors and dicking about with my various polearms.
Least Favourite: Wildstar
Just a spammy, incoherant mess. With only a few abilities, it took no skill whatsoever to develop a rotation, even less skill to dodge the telegraphs etc. Only skill to be found was developing an effective action set for pvp, but once you'd done your theory-crafting and made a choice, the actual combat was still dead easy. You'd have a couple of skills for damage, then a couple for set pieces (e.g. vanish + burst, or CC and flee type stuff). It was just mind-numbingly easy, on top of looking absolutely shit. Hated it.
Second Least Favourite: SW:TOR
On the surface, most people would think LotRO and SW:TOR were very similar. They are both tab-target with similar GCDs, but thats where it ends. SW:TOR was completely lacking in depth. Every class was basically the same - develop a resource-neutral rotation, then follow that rotation ad-nauseam. Each class would have a few situational abilities, but not many, and hardly any classes had group skills. This made the majority of combat really straight forwards - start fight, repeat rotation, move out of the shit. Only time SW:TOR's combat got interesting was PvP where all the CC that was pretty much useless in PvE became useful and often overpowered. However, game had such massive power gaps that PvP was usually one-sided anyway.
Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman
How the hell is Wildstar not mentioned here? Their combat system is top notch, especially with an MMO mouse. Amazingly good.
Wildstar's combat was awful. It usually felt like I was fighting more against a wonky control system than against the mobs that were my nominal opponents. Who decided that the same keys could mean either strafe or turn depending on exactly how many seconds it has been since you last attacked?
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Edit: whoops, double posted by mistake.
The combat is intuitive, comfortable, and outcomes have an enormous dependency on what the player does, rather than being all about the level and gear you had when the battle started. With deeper tiers and danger rooms, it can be as challenging as you like, too.
And, in terms of fluidity, WoW has to be considered, very few MMO even to this day have such active / feeling controls (smooth, what you hit happens etc)
This post is all my opinion, but I welcome debate on anything i have put, however, personal slander / name calling belongs in game where of course you're welcome to call me names im often found lounging about in EvE online.
Use this code for 21days trial in eve online https://secure.eveonline.com/trial/?invc=d385aff2-794a-44a4-96f1-3967ccf6d720&action=buddy
Neverwinter Online (only PvE) with limited skills you could charge up for ultimas. Too bad they added rooting to attacks in beta. Made combat more stationary and less dynamic. Auto targeted game.
TERA (PvE + PvP) a nice mix between targeted and free aim attacks and spells. Too bad some classes had a targeted teleport and such. You could get out of the attack cycle of a bad/average player, but a good player could pin you down and kill you with that teleport.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
THE WITCHER 3
teso has good combat too
Guild Wars ability customization was really fun but the tab targeting and abundance of hard CCs detracted from it.
ESO's aiming was nice in that it allowed for much laggier systems than Darkfall did but still felt immersive.
Not, an MMO, but I REALLY like every aspect of SMITE's combat system other than lack of ability to aim up/down and too many hard crowd control abilities. It's the perfect level of skill based aiming as it does take some skill but is still easy enough that lag won't ruin it.
Global agenda was fun as well, but for pure combat skill akin to a fighting game, DCUO really outdid anything on the market even to this day.
RaiderZ (RIP), similar to TERA but a bit slower, more about timing than combos.
ELOA, top-down action combat more about skills than stats unlike most diablo clones. You can solo a dungeon if you have the skill and patience.
Spiral Knights, just a fun simple action game but no major content update in forever.
Vindictus would be if it wasn't so damn buggy.
Hey DCUO has really good combat too, I had forgotten about that.
Herald of innovation, Vanquisher of the old! - Awake a few hours almost everyday!
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
LotRO had the deepest combat system of any MMO I've played. There was so much variety and skill required for just about every class but just a vast array of situational skills and group skills made it so much fun. Every other MMO I've played has seemed shallow in comparison, even if they do have flashy animations. On top of the situational and group skills, there was also strict resource management which added a layer of depth / tactics that I've not come across in any MMO since. All modern MMOs seems to allow you to regen your power / mana / energy in just a few seconds so you just needed to find a power-neutral rotation. No such thing existed in LotRO, most classes would run out of power within 2-3 minutes of standard rotation, or quicker during burst phases, after which you'd be relying on pots / group skills / fellowship maneuvers to regain power.
Honourable Mention: SWG
SWGs combat was really basic. Not many skills to choose from, didn't really have many group skills or situation skills and you could just macro the shit out of everything. Last time I played on the emulator, I just created a couple of macros and then would run around cave systems with the macros running, wouldn't ever need to do anything. However, I loved the classes, the animations and the enemies you fought. All the melee classes just had awesome animations and weapons, especially pikeman. I spent so many months just farming rancors for cash because I loved killing rancors and dicking about with my various polearms.
Least Favourite: Wildstar
Just a spammy, incoherant mess. With only a few abilities, it took no skill whatsoever to develop a rotation, even less skill to dodge the telegraphs etc. Only skill to be found was developing an effective action set for pvp, but once you'd done your theory-crafting and made a choice, the actual combat was still dead easy. You'd have a couple of skills for damage, then a couple for set pieces (e.g. vanish + burst, or CC and flee type stuff). It was just mind-numbingly easy, on top of looking absolutely shit. Hated it.
Second Least Favourite: SW:TOR
On the surface, most people would think LotRO and SW:TOR were very similar. They are both tab-target with similar GCDs, but thats where it ends. SW:TOR was completely lacking in depth. Every class was basically the same - develop a resource-neutral rotation, then follow that rotation ad-nauseam. Each class would have a few situational abilities, but not many, and hardly any classes had group skills. This made the majority of combat really straight forwards - start fight, repeat rotation, move out of the shit. Only time SW:TOR's combat got interesting was PvP where all the CC that was pretty much useless in PvE became useful and often overpowered. However, game had such massive power gaps that PvP was usually one-sided anyway.
GW2
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