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Carbine Studios and the WildStar team are ready to blow the lid of the game and all its heretofore hidden secrets. We managed to corral Hugh Shelton, Class Designer and Chris Lynch, Lead Combat Designer to talk about both combat and the targeting system that WildStar will feature. See what they had to say before heading to the comments to discuss.
The team mentioned right away that they have been playing a lot of games lately and some of the telegraphing abilities in combat have become much more common vs. the old point and click single target systems. MOBAs may have had some influence on the design they explained, but really they wanted to give players more options on how they use their skills in a better range. Two and a half years ago when they started on the system the PvE combat used area of effect decals to create more movement in combat. Monsters would hit a certain area and players would be forced to move and counter. This constant motion led some of the developers to ask about adding these designs into player skills as well. The result created a very fast paced PvP style combat which the entire team embraced quickly.
Read more of Garrett Fuller's WildStar: Combat and Targeting.