Then antibody shouldn't be stackable, & have a diminished reduction output on repeated use not be resigned to a 1-2 time thing a fight.Originally Posted by RiceisNice
Not necessarily. Look at this game's combat. Stuns/Interrupts take no extra button, they just appear on screen when you are able to initiate one. And you earn stun/interrupt from finesse which is how good you play your job.Originally Posted by RiceisNice
http://elderscrollsonline.wiki.fextralife.com/Combat
Ok, if all jobs don't have some form of control or damage reduction skill. They could easily be assigned one since no true support or control classes are planned and we have the hybrids.Originally Posted by RiceisNice
If two skills can't be stunned in tandem, then they could be silenced, slowed, weakened,etc.
GCD doesn't help latency imo, because it requires extra graphics to highlight avaiable GCD, and requires skills to be used in certain order.Originally Posted by RiceisNice
Well obviously if the GCD was removed, some things would need re-balanced. The TP booster classes would need a slight nerf, tp cost of weaponskills or spells would have to be rebalanced so the big skills cost the most.
Every comment I made on that link had good reason.
-Global Cooldowns change combat from being dynamic and fluid to a game of watching UI and waiting.
-Global Cooldown itself is what overly complicates things by not letting you cast certain things out of order. It places you on rails or non emergence.
-The purpose of character stat resources already tackles the point(they don't want you able to spam skills anytime you want)trying to be applied here.Well TP,HP, and MP should solve that. Sure you could spam your most powerful skills in quick succession, but if the TP/HP/MP cost are appropriately applied, this would result in you being out of resources which would cause players to manage their resources better. If your DPS falls off in this situation, due to missing a combo. No biggie if global cooldown was not in the mix.
Battles would be freed of it's chains which would inherently make the game more dynamic and fluid versus whack a mole. What is the hardest thing about managing a ton of skills besides finger dexterity and memory? Trying to remember when skills can be used or not. It overly complicates things and is complicating hotbar usage.
The only cooldown that are game breaking if not tied to a global cooldown are the abilities that augment other skills to do more potency or control skills. Changing the games overt reliance on GCD and a simple rework of hotbars would make the game a lot more dynamic.


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