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PANTHEON Twitch Stream Review : Impressed

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  • VorthanionVorthanion Member RarePosts: 2,749
    Dullahan said:
    When no one has to stop and regenerate, no one will stop and regenerate. Therefore the social nature of the game will take a backseat once again. "Go, go, go" speed runs would become the norm in Pantheon.

    Having to stop and rest is irrelevant to camping versus crawling. If there is downtime, meaning it takes time to recover your resources, you will not be able to venture forward anyway in most cases or you put yourself at risk of getting into combat without the means to win the fight.
    I'm not talking about not having to regenerate mana slowly, but rather that the group isn't stuck in one place due to sitting as part of the regen mechanic.  The healers and casters could very well jump in and help with melee while regaining mana instead of sitting on their butts and feeling useless for half of their game time.  I like slow paced combat, but I detest mechanics that keep you out of actual playing while the rest of the group gets to have fun.  Let mana regen to full in 10 minutes, but let me as a Druid, do other things than sit on my ass for half my play time.  Either let us melee or do other support options without mana and or give us active abilities that can be used to regen mana or heal the group while hitting the mob, things along those lines.

    If you are going to make mana users suffer the "sitting" mechanic during combat, then melees need something similar such as stamina regen and they are useless without it, including free weak auto attack.  There is nothing to justify downtime / less combat interaction for mana users and not for melees.

    image
  • VorthanionVorthanion Member RarePosts: 2,749
    Aelious said:
    I really wish they would allow casters / healers to be mobile, no matter the speed of mana regen.  That way dungeon crawling is an option just as viable as camping.  No sitting required, mana regens the same rate whether moving to the next level or area or just sitting around and chatting with the group.  Group mobility should not be encumbered by mana regeneration mechanics.  I truly believe groups will be more inclined to explore and graze content more widely if they are just as efficient regenerating mana standing up as they are sitting down.  Give people choices while still maintaining the combat pacing that old schoolers tend to prefer.

    The current EQ has mounts that allow casters to regen mana while also being mobile.
    Problem being that mounts are late game due to huge PP expense and they are not useable in dungeons where huge amounts of time is spent.

    image
  • VorthanionVorthanion Member RarePosts: 2,749
    Aradune said:
    Gyva02 said:
    DMKano said:
    Gyva02 said:
    DMKano said:
    I really wish they would allow casters / healers to be mobile, no matter the speed of mana regen.  That way dungeon crawling is an option just as viable as camping.  No sitting required, mana regens the same rate whether moving to the next level or area or just sitting around and chatting with the group.  Group mobility should not be encumbered by mana regeneration mechanics.  I truly believe groups will be more inclined to explore and graze content more widely if they are just as efficient regenerating mana standing up as they are sitting down.  Give people choices while still maintaining the combat pacing that old schoolers tend to prefer.


    WHO enjoys sitting down for hours, looking at blue mana bar - watching red bars getting low - sitting up to make red bars full and then sitting down again for 99% of the time.




    This is what makes having an enchanter in your group so valuable (you need their Clarity spell for quicker mana regen). You need to rely on other players to make your experience better to make your combined sets of abilities stronger. INTERDEPENDENCE 


    Even with Clarity the regen was too slow - healers still sat on their butts majority of the time.
    Well of course they sit down, to get that extra regen bonus, every little bit counts... but at the cost of possibly drawing more aggro... It's all give and take... 
    This, plus enchanters being able to speed up regen and working on your meditation skill.  Also thinking about potions (consumables) to speed this up.  It needs to be there (regeneration, meditation) but it need not be tedious.
    How does tying this mechanic into mobility add depth to the game play?  Why do melee characters not suffer the same fate?  It should be a choice if people camp in one spot or crawl through the content, but if casters are stuck on their asses most of the time, camping is all there is.

    image
  • DullahanDullahan Member EpicPosts: 4,536
    Dullahan said:
    When no one has to stop and regenerate, no one will stop and regenerate. Therefore the social nature of the game will take a backseat once again. "Go, go, go" speed runs would become the norm in Pantheon.

    Having to stop and rest is irrelevant to camping versus crawling. If there is downtime, meaning it takes time to recover your resources, you will not be able to venture forward anyway in most cases or you put yourself at risk of getting into combat without the means to win the fight.
    I'm not talking about not having to regenerate mana slowly, but rather that the group isn't stuck in one place due to sitting as part of the regen mechanic.  The healers and casters could very well jump in and help with melee while regaining mana instead of sitting on their butts and feeling useless for half of their game time.  I like slow paced combat, but I detest mechanics that keep you out of actual playing while the rest of the group gets to have fun.  Let mana regen to full in 10 minutes, but let me as a Druid, do other things than sit on my ass for half my play time.  Either let us melee or do other support options without mana and or give us active abilities that can be used to regen mana or heal the group while hitting the mob, things along those lines.

    If you are going to make mana users suffer the "sitting" mechanic during combat, then melees need something similar such as stamina regen and they are useless without it, including free weak auto attack.  There is nothing to justify downtime / less combat interaction for mana users and not for melees.
    There's an EQ emu server where they disabled combat medding altogether to stop this. You would know when rest regen kicked in because it would tell you something like, "You've entered a meditative state." It really makes sense if you think about it. Resting or meditating in a stressful situation like combat should be problematic.

    They could keep passive regen from items, spells and food, but the actual process of sit regen could be disabled.


  • WizardryWizardry Member LegendaryPosts: 19,332
    I have no problem with time commitment,i actually prefer a game that plays like a .....mmorpg...go figure.

    Reason i don't want a EQ1 is because the game is simply not good enough anymore,every single aspect of THAT design can be improved.The ONLY reason EQ1 had a lot of players is because there was literally no competition and was rather a new game/concept to the general gaming public.
    Even back then ,i actually never thought Eq1 was good enough,i stuck to playing FPS's like Quake and then Unreal and only gave EQ1 some time years after it released.

    Really Brad's VG was EQ1 but in style of EQ2 "heavily linear quest driven",as well similar to EQ2.When the only change feels like quest driven or not,that is not much for creativity and change.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • ste2000ste2000 Member EpicPosts: 6,194
    Wizardry said:
    I have no problem with time commitment,i actually prefer a game that plays like a .....mmorpg...go figure.

    Reason i don't want a EQ1 is because the game is simply not good enough anymore,every single aspect of THAT design can be improved.
    And that's what Pantheon is doing.....
    Do you have to be salty all the time just for the sake of it?

  • JackCracker411JackCracker411 Member UncommonPosts: 69
    Wizardry said:
    I have no problem with time commitment,i actually prefer a game that plays like a .....mmorpg...go figure.

    Reason i don't want a EQ1 is because the game is simply not good enough anymore,every single aspect of THAT design can be improved.The ONLY reason EQ1 had a lot of players is because there was literally no competition and was rather a new game/concept to the general gaming public.
    Even back then ,i actually never thought Eq1 was good enough,i stuck to playing FPS's like Quake and then Unreal and only gave EQ1 some time years after it released.

    Really Brad's VG was EQ1 but in style of EQ2 "heavily linear quest driven",as well similar to EQ2.When the only change feels like quest driven or not,that is not much for creativity and change.
    @Wizardy - Is there a game that exists today or has EVER existed that is good enough for you?  You, figuratively, crap all over every game you post on.  It would be nice if you, once in awhile, did the compliment sandwich... something nice to say.. followed by some constructive criticism.... finished with something else nice to say.  

    Anyway - really happy with the progress this game has made.  My hat is off to the devs/creators.  Looks like there is still a lot of work to be done, but.. every stream and screenshot I see improvement and it keeps me hopeful.  Don't let all the Negative Nellys out there get you down... just stay the course and I'm sure you will ship a good, if not great, product.  Thank you.
  • kjempffkjempff Member RarePosts: 1,759
    @Dullahan and other purists, whenever I read your posts it makes me fear for Pantheons future. I know you are a backers and a loud posters, so it can't be avoided that your kind can influence the game. My problem with the purist or p1999 mindset that you stand for, is that it is so retrogressive and focusing on very specific eq features only from a very narrow time period, arguing that everything must be exactly like it was and all new is the devils work. 

    That is an opinion and surely a game based on that purist mindset will have die hard support from the 2k players that play p1999, but my hope is that Pantheon can be bigger than that, and I am pretty sure a p1999 copy wont attract the huge eq player segment that are not purists or even some new players.

    I am of course of the opinion that eq was a very simple game in 99 and it was 10 times better in 2005, and all those great things that evolved during that time is being ignored because of this purism. Even in newer games there are so many improvements that does not ruin the integrety of an "old school" game. In my opinion old school is not defined by making things tedious, those things were there just because it had not evolved back then - Instead an old school game should be about keeping the principles but embracing the new wherever it does not interfere with the principles.

    What Am I hoping to achieve with this? Possibly nothing good, but I just wanted to raise the flag and say that I think we are some who hope for a Pantheon that embrace a bit wider, a Pantheon that is true to its core but not afraid to improve.
    Try not to go on the defensive, I have no desire to go into a pointless argument war, but maybe sometimes consider the possibilities rather than the problems - For Pantheon.

  • AraduneAradune Sigil Games CEOMember RarePosts: 294
    Aradune said:
    Gyva02 said:
    DMKano said:
    Gyva02 said:
    DMKano said:
    I really wish they would allow casters / healers to be mobile, no matter the speed of mana regen.  That way dungeon crawling is an option just as viable as camping.  No sitting required, mana regens the same rate whether moving to the next level or area or just sitting around and chatting with the group.  Group mobility should not be encumbered by mana regeneration mechanics.  I truly believe groups will be more inclined to explore and graze content more widely if they are just as efficient regenerating mana standing up as they are sitting down.  Give people choices while still maintaining the combat pacing that old schoolers tend to prefer.


    WHO enjoys sitting down for hours, looking at blue mana bar - watching red bars getting low - sitting up to make red bars full and then sitting down again for 99% of the time.




    This is what makes having an enchanter in your group so valuable (you need their Clarity spell for quicker mana regen). You need to rely on other players to make your experience better to make your combined sets of abilities stronger. INTERDEPENDENCE 


    Even with Clarity the regen was too slow - healers still sat on their butts majority of the time.
    Well of course they sit down, to get that extra regen bonus, every little bit counts... but at the cost of possibly drawing more aggro... It's all give and take... 
    This, plus enchanters being able to speed up regen and working on your meditation skill.  Also thinking about potions (consumables) to speed this up.  It needs to be there (regeneration, meditation) but it need not be tedious.
    How does tying this mechanic into mobility add depth to the game play?  Why do melee characters not suffer the same fate?  It should be a choice if people camp in one spot or crawl through the content, but if casters are stuck on their asses most of the time, camping is all there is.
    It adds depth to the game because it requires strategy -- mana dumping and then going melee isn't the only strategy, nor the best strategy most of the time (I'm sure there could be a boss mob, of course, where dumping everyone on him *is* part of the strategy).

    Also melee characters have to watch endurance.  Some/many will also use mana and other resources, although of course not as dependent upon those resources as a caster.

    --

    --------------------------------------------------------------
    Brad McQuaid
    CCO, Visionary Realms, Inc.
    www.pantheonmmo.com
    --------------------------------------------------------------

  • DullahanDullahan Member EpicPosts: 4,536
    edited December 2016
    kjempff said:
    @Dullahan and other purists, whenever I read your posts it makes me fear for Pantheons future. I know you are a backers and a loud posters, so it can't be avoided that your kind can influence the game. My problem with the purist or p1999 mindset that you stand for, is that it is so retrogressive and focusing on very specific eq features only from a very narrow time period, arguing that everything must be exactly like it was and all new is the devils work. 

    That is an opinion and surely a game based on that purist mindset will have die hard support from the 2k players that play p1999, but my hope is that Pantheon can be bigger than that, and I am pretty sure a p1999 copy wont attract the huge eq player segment that are not purists or even some new players.

    I am of course of the opinion that eq was a very simple game in 99 and it was 10 times better in 2005, and all those great things that evolved during that time is being ignored because of this purism. Even in newer games there are so many improvements that does not ruin the integrety of an "old school" game. In my opinion old school is not defined by making things tedious, those things were there just because it had not evolved back then - Instead an old school game should be about keeping the principles but embracing the new wherever it does not interfere with the principles.

    What Am I hoping to achieve with this? Possibly nothing good, but I just wanted to raise the flag and say that I think we are some who hope for a Pantheon that embrace a bit wider, a Pantheon that is true to its core but not afraid to improve.
    Try not to go on the defensive, I have no desire to go into a pointless argument war, but maybe sometimes consider the possibilities rather than the problems - For Pantheon.

    Seems strange for you to post this immediately following my suggestion to remove a very EQ specific mechanic - combat meditation - so casters don't have to sit in combat. So much for me arguing "everything must be exactly like it was" in EQ.


  • SavageHorizonSavageHorizon Member EpicPosts: 3,480
    ste2000 said:
    Wizardry said:
    I have no problem with time commitment,i actually prefer a game that plays like a .....mmorpg...go figure.

    Reason i don't want a EQ1 is because the game is simply not good enough anymore,every single aspect of THAT design can be improved.
    And that's what Pantheon is doing.....
    Do you have to be salty all the time just for the sake of it?


    If it's not Ffxi the wiz isn't happy. 




  • SlyLoKSlyLoK Member RarePosts: 2,698
    Dullahan said:
    Gyva02 said:
    Aradune said:
    Gyva02 said:
    DMKano said:
    Gyva02 said:
    DMKano said:
    I really wish they would allow casters / healers to be mobile, no matter the speed of mana regen.  That way dungeon crawling is an option just as viable as camping.  No sitting required, mana regens the same rate whether moving to the next level or area or just sitting around and chatting with the group.  Group mobility should not be encumbered by mana regeneration mechanics.  I truly believe groups will be more inclined to explore and graze content more widely if they are just as efficient regenerating mana standing up as they are sitting down.  Give people choices while still maintaining the combat pacing that old schoolers tend to prefer.


    WHO enjoys sitting down for hours, looking at blue mana bar - watching red bars getting low - sitting up to make red bars full and then sitting down again for 99% of the time.




    This is what makes having an enchanter in your group so valuable (you need their Clarity spell for quicker mana regen). You need to rely on other players to make your experience better to make your combined sets of abilities stronger. INTERDEPENDENCE 


    Even with Clarity the regen was too slow - healers still sat on their butts majority of the time.
    Well of course they sit down, to get that extra regen bonus, every little bit counts... but at the cost of possibly drawing more aggro... It's all give and take... 
    This, plus enchanters being able to speed up regen and working on your meditation skill.  Also thinking about potions (consumables) to speed this up.  It needs to be there (regeneration, meditation) but it need not be tedious.
    Mana potions scare me a little bit, If they are put into game I hope they are like the SOW potions in Classic EQ where they could only be made by the Shaman (Mana pot made only by Enchanter). Still though I think having a mana potion would take a huge chunk out of the Enchanters utility... 
    I'm more much concerned with consumables being too easy to acquire and able to be used too often.

    I like consumables, both food, drink and potions, but they should be valuable and have significant cooldowns. It would be awful if people were eating and drinking potions after every battle to eliminate downtime.

    Downtime must exist.
    I doubt they would make potions work like ESO / WoW ( food ). I would say much closer to a small regen buff for ~30minutes... Say 30 regen per tick normally plus a 20% increase from a potion making it 36 per tick. Not crazy and downtime still exists.

    Possibly allow it to stack with the enchanter breeze buff at a lower % or overrode completely.
  • ThebeastttThebeasttt Member RarePosts: 1,130
    Potions should be an extremely expensive, minor advantage imo. Kind of like vanilla EQ :P
  • HrimnirHrimnir Member RarePosts: 2,415
    Yeah, I kind of agree, I like expensive potions that are not a "normal" thing.  For example in EQ having a everfrost TP potion in your bag, so if you get stuck down in a dungeon and can't get out. You can utilize it.  I hate stuff like Witcher 3 where you're expected to use them all the time, etc.

    "The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."

    - Friedrich Nietzsche

  • perrin82perrin82 Member UncommonPosts: 285
    I love the concept of this world and I have enjoyed following the progress. I wonder if this will be a game I will play or due to life commitments it will be too much time for me to get into it?  Either way I am proud of this team and I will be purchasing this because I support what they are doing. 
  • delete5230delete5230 Member EpicPosts: 7,081
    perrin82 said:
    I love the concept of this world and I have enjoyed following the progress. I wonder if this will be a game I will play or due to life commitments it will be too much time for me to get into it?  Either way I am proud of this team and I will be purchasing this because I support what they are doing. 

    Life commitments........I don't have near the time to play mmos like I had 10 years ago.

    HOWEVER, If I open up my mind and really think about it.  Nothing says I have too !...There are no rules to the amount of time or pace of long trim mmos.  Play as you can and base your community around that.


    My thoughts:

    Video games- right out the gate, I always play like a mad man for about a week.  I tend to blow off commitments, piss off the girlfriend and things that need to be done in real life....Then I settle down, come back to reality and even out.

    Sure with paying a monthly sub makes you tend to feel more commitment.  But hay, think of it as another household bill for awhile, and as long as the company is reputable in updates, think of it as a donation to something you really enjoy.


    Right now I'm really giving LOTRO a good shot. Level 18 and if I like the game I'll sub.  I already see that time is restricted, but I play when I can.  Every Sunday I over do it at the gym and cant walk.  Perfect time to lock myself in the chair and play for hours :)
     


  • ste2000ste2000 Member EpicPosts: 6,194

    Life commitments........I don't have near the time to play mmos like I had 10 years ago.

    HOWEVER, If I open up my mind and really think about it.  Nothing says I have too !...There are no rules to the amount of time or pace of long trim mmos.  Play as you can and base your community around that.

    Actually that's how I played EQ, surprisingly enough I played it fairly casually, yet I had great fun.
    It was nice to login and chat with people while I was playing a game.
    That's what was good about EQ and that's why I advocate slow leveling and slow combat, it gave you time to interact with people around you.

    Did I ever get the "Shiny Sword of absolute Uberness "?
    Nope and I didn't give a shit.
    When I was playing EQ I didn't think about how fast I was leveling (it was too slow to even think about it) or if I was wearing the best Gear (players skills were more important than gear), I just had fun and enjoyed the game at my own pace.

  • RelampagoRelampago Member UncommonPosts: 451
    acidblood said:
    If they fix* casters, especially healers, spending 90% of their time sitting down (even during a fight!!) then this might be good. I understand the reason for breaks, and I'm all for a slower pace, but this is just outright boring; may as well just be a bot / multi-box.

    * Note: By fix I don't mean cranking passive regen up to 11 (mana management should still be a thing), but there could be more active ways of regaining mana in combat such as MP drain DoTs (do you mez or DoT everything up and try to heal through it?), a debuff that restores MP when a mob dies (healer is OOM, burn X down quick), etc.

    The other thing I noticed is that the 'bosses' seemed to die just as quickly and easily as most of the trash mobs / packs... I know this is pre-pre-pre-alpha (or whatever) but bosses definitely need a buff and a few more special attacks to make them interesting.

    Slower pace and not being spoon feed = old school.
    Whack a mole bosses and sitting down to regen mana during a fight = archaic.

    What i learned in my time in k-12 ed is that positive reinforcement works a million times better than forcing or punishing.

    One of our staff members wrote the "Think Like a Champion" that included a taxonomy of effective teaching practices.  It was very kich focused on positive reinforcement and not giving up on a student.

    In this case being forced to camp to mana regen to foster comraderie, collaboration, and atmosphere feels wrong.  How about incentivizing camping instead by calling up a map of yhe surroundings and developing a plan of action to tackle them, and when you do a veryain amount of planning you get tactical bonuses.

    I don't know, i am not a game designer but it feels like there should be better ways to achieve the stated goal.
  • TheocritusTheocritus Member LegendaryPosts: 9,976
    Pantheon is going to be p2p, b2p, or f2p?
  • FeyshteyFeyshtey Member UncommonPosts: 137
    Pantheon is going to be p2p, b2p, or f2p?
    Free for 5-10 levels, then purchase the game and pay monthly sub. 

    They have been very clear about no cash shops. 

    -Feyshtey-

  • ste2000ste2000 Member EpicPosts: 6,194
    edited December 2016
    Pantheon is going to be p2p, b2p, or f2p?
    P2P, the first 10 levels will be free to play.

  • DullahanDullahan Member EpicPosts: 4,536
    ste2000 said:

    Life commitments........I don't have near the time to play mmos like I had 10 years ago.

    HOWEVER, If I open up my mind and really think about it.  Nothing says I have too !...There are no rules to the amount of time or pace of long trim mmos.  Play as you can and base your community around that.

    Actually that's how I played EQ, surprisingly enough I played it fairly casually, yet I had great fun.
    It was nice to login and chat with people while I was playing a game.
    That's what was good about EQ and that's why I advocate slow leveling and slow combat, it gave you time to interact with people around you.

    Did I ever get the "Shiny Sword of absolute Uberness "?
    Nope and I didn't give a shit.
    When I was playing EQ I didn't think about how fast I was leveling (it was too slow to even think about it) or if I was wearing the best Gear (players skills were more important than gear), I just had fun and enjoyed the game at my own pace.
    Contrary to popular propaganda, that's how most people played EQ. The notion that it required some ridiculous devotion is nothing but the moaning of people who cannot fathom others achieving something that they can't or won't achieve due to present time constraints.


  • VorthanionVorthanion Member RarePosts: 2,749
    edited December 2016
    Aradune said:
    Aradune said:
    Gyva02 said:
    DMKano said:
    Gyva02 said:
    DMKano said:
    I really wish they would allow casters / healers to be mobile, no matter the speed of mana regen.  That way dungeon crawling is an option just as viable as camping.  No sitting required, mana regens the same rate whether moving to the next level or area or just sitting around and chatting with the group.  Group mobility should not be encumbered by mana regeneration mechanics.  I truly believe groups will be more inclined to explore and graze content more widely if they are just as efficient regenerating mana standing up as they are sitting down.  Give people choices while still maintaining the combat pacing that old schoolers tend to prefer.


    WHO enjoys sitting down for hours, looking at blue mana bar - watching red bars getting low - sitting up to make red bars full and then sitting down again for 99% of the time.




    This is what makes having an enchanter in your group so valuable (you need their Clarity spell for quicker mana regen). You need to rely on other players to make your experience better to make your combined sets of abilities stronger. INTERDEPENDENCE 


    Even with Clarity the regen was too slow - healers still sat on their butts majority of the time.
    Well of course they sit down, to get that extra regen bonus, every little bit counts... but at the cost of possibly drawing more aggro... It's all give and take... 
    This, plus enchanters being able to speed up regen and working on your meditation skill.  Also thinking about potions (consumables) to speed this up.  It needs to be there (regeneration, meditation) but it need not be tedious.
    How does tying this mechanic into mobility add depth to the game play?  Why do melee characters not suffer the same fate?  It should be a choice if people camp in one spot or crawl through the content, but if casters are stuck on their asses most of the time, camping is all there is.
    It adds depth to the game because it requires strategy -- mana dumping and then going melee isn't the only strategy, nor the best strategy most of the time (I'm sure there could be a boss mob, of course, where dumping everyone on him *is* part of the strategy).

    Also melee characters have to watch endurance.  Some/many will also use mana and other resources, although of course not as dependent upon those resources as a caster.
    That's incredibly disappointing.  I'm afraid that is a game killer for me.  I don't mind downtime, but I do mind being stuck on my character's ass during and between combat.  I shouldn't feel penalized as a caster if I want to get up and gather resources while I regen mana nor do I want to sit back and do nothing when I run out of mana.  I love slower paced game play, but not at the expense of sitting and doing nothing constructive while regenerating mana.

    You did a much better job of this in Vanguard and I'm frankly puzzled and irritated that you would go back to the old EQ method rather than following Vanguard's much more modern yet still slower paced combat without the anchor of ass sitting.

    image
  • JackCracker411JackCracker411 Member UncommonPosts: 69
    Aradune said:
    Aradune said:
    Gyva02 said:
    DMKano said:
    Gyva02 said:
    DMKano said:
    I really wish they would allow casters / healers to be mobile, no matter the speed of mana regen.  That way dungeon crawling is an option just as viable as camping.  No sitting required, mana regens the same rate whether moving to the next level or area or just sitting around and chatting with the group.  Group mobility should not be encumbered by mana regeneration mechanics.  I truly believe groups will be more inclined to explore and graze content more widely if they are just as efficient regenerating mana standing up as they are sitting down.  Give people choices while still maintaining the combat pacing that old schoolers tend to prefer.


    WHO enjoys sitting down for hours, looking at blue mana bar - watching red bars getting low - sitting up to make red bars full and then sitting down again for 99% of the time.




    This is what makes having an enchanter in your group so valuable (you need their Clarity spell for quicker mana regen). You need to rely on other players to make your experience better to make your combined sets of abilities stronger. INTERDEPENDENCE 


    Even with Clarity the regen was too slow - healers still sat on their butts majority of the time.
    Well of course they sit down, to get that extra regen bonus, every little bit counts... but at the cost of possibly drawing more aggro... It's all give and take... 
    This, plus enchanters being able to speed up regen and working on your meditation skill.  Also thinking about potions (consumables) to speed this up.  It needs to be there (regeneration, meditation) but it need not be tedious.
    How does tying this mechanic into mobility add depth to the game play?  Why do melee characters not suffer the same fate?  It should be a choice if people camp in one spot or crawl through the content, but if casters are stuck on their asses most of the time, camping is all there is.
    It adds depth to the game because it requires strategy -- mana dumping and then going melee isn't the only strategy, nor the best strategy most of the time (I'm sure there could be a boss mob, of course, where dumping everyone on him *is* part of the strategy).

    Also melee characters have to watch endurance.  Some/many will also use mana and other resources, although of course not as dependent upon those resources as a caster.
    That's incredibly disappointing.  I'm afraid that is a game killer for me.  I don't mind downtime, but I do mind being stuck on my character's ass during and between combat.  I shouldn't feel penalized as a caster if I want to get up and gather resources while I regen mana nor do I want to sit back and do nothing when I run out of mana.  I love slower paced game play, but not at the expense of sitting and doing nothing constructive while regenerating mana.

    You did a much better job of this in Vanguard and I'm frankly puzzled and irritated that you would go back to the old EQ method rather than following Vanguard's much more modern yet still slower paced combat without the anchor of ass sitting.
    Pick your task.. either you are medding to get mana back more quickly to farm more mobs or you are gathering resources.  Why should you get to regen mana faster while you are performing the task of gathering resources?  You can either choose to gather resources or choose to med and get mana back faster.  Choices my friend.  And WHY would that be a game breaker for anyone?  Seems silly to me that THAT is the game killer.  

    To each their own though... I'm sure you will be missed by the Pantheon community ;)   Good luck on your next gaming venture.
  • AraduneAradune Sigil Games CEOMember RarePosts: 294
    Hrimnir said:
    Yeah, I kind of agree, I like expensive potions that are not a "normal" thing.  For example in EQ having a everfrost TP potion in your bag, so if you get stuck down in a dungeon and can't get out. You can utilize it.  I hate stuff like Witcher 3 where you're expected to use them all the time, etc.
    I'd say potions are hard/expensive to obtain, so you won't be using them all of the time.  But when prepping for a boss encounter, you'll want every advantage and that's where the right tactics, buffs, group composition, items equipped, and potions (and other consumables) really come into play.

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    Brad McQuaid
    CCO, Visionary Realms, Inc.
    www.pantheonmmo.com
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