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  1. #11
    Player
    Platinumstorm's Avatar
    Join Date
    Mar 2011
    Posts
    748
    Character
    Chardut Mazzma
    World
    Excalibur
    Main Class
    Archer Lv 100
    The AOE toggle button, at least to me, and I could be wrong, seems to say this:

    On a playstation controller it's hard to use multiple bars, so we've only included 3 bars and you can't even have more than one bar on the screen at a time, so we're going to add an AOE toggle button - and as an added bonus, we don't even have to add new animations to the game [almost just like they didn't have to design more than 5 locations within a tileset!]. The toggle basically feels like a way for them to take a shortcut in game design.

    It honestly doesn't bug me a ton, but there are better solutions; and not being able to understand where your spell cast is going is annoying because the viewing angle in this game seems to distort the distance between monsters at certain camera angles at times; which is a frustrating problem in and of itself.

    If you want to look at it from a "realistic/roleplaying" perspective, you would think the casters would be able to control their power so that its released in the area that it wants, and that casters aren't limited to summoning an effect only on top of a monster.

    What I would like to see are two different spell styles, Thunder/Thundera, and when choosing Thundera you would get a radius on the ground that you could move and adjust its size. By increasing the size of the AOE radius past its default you would begin to lower its power per monster that it hits, and decreasing it into a smaller radius could increase the power level [but never to a point where it exceeds a single target cast].

    This would be innovative and would improve on what is likely the best AOE system in any mmo today - World of Warcraft's.
    (1)
    Last edited by Platinumstorm; 06-20-2011 at 03:11 AM.

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