Quote Originally Posted by Sandpark View Post
Virus does not adhere to my example because it can be used anytime and is. Emergent would be if it was only good to counter a move real time.

While you can apply things before hand. There are not many things that are done to counter something in the moment.

Yes stuns,heavy and other debuffs are in game. Unfortunately, anything worthwhile fighting resist it like the plague, so combat resorts to just dodge and attack.

Take most dungeons, people say dodge the red, almost never do you hear stun the monster right before or as the red comes.

Defensive cooldowns.
There a few mmos out there that handle real time stuff just fine.

My examples are emergent gameplay because you are given tools to solve problems on a one for one basis as opposed to how it is now which is X skill works in most all circumstances regardless of what the enemy is doing.
Virus is always used for specific abilitys (tank busters etc), people dont throw it up for no reason.

I stun aoe's in dungeons all the time, most people do.

Real time stuff? This game is all in real time, im not exactly sure what you're talking about.

None of your examples are emergent gameplay, I think you should read your own links to get a better idea of what it actually means.

What you seem to be asking for is skills that can only be used in very specific circumstances, which would only create massive bloat to our available skills without changing gameplay much at all. It would be a hassle to swap out skills for every single fight.