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With about 15 years of MMO experience, i have come to a point about the things that i do like and the things that i dont like..
I dont care about this games cartoony style, because its not the graphics that make a game feel real, but the annimations and the NPC inteaction. There are certainly a lot of things to look forward with this game.
Sadly time has learned me that a combat system with only 7 active skills is a gamebreaker to me.
now let me explain why i think this is bad gamedesign.
there are 3 layers in a good combat system
-Strategical ( this is where you plan ahead, making your skillbuild and putting your stats in the right place, but also finding the right people and builds to group with)
-tactical (this is where you choose your skills wisely during combat, where you change roles depending on how the fight goes, and where you switch between defense and offense if necesary, this is where you decide which tools to use at what moment, ie different types of mobs require different actions, it would be to simple to repeat the same rotation against every mob you encounter)
-Execution ( this is the part where you react in real time to the challenges a game throws at you, you move out of harms way, you target the right mobs, you take positioning, ie the action you perform)
Now wildstar is making exact the same mistake that Neverwinter and TSW did, both combat styles are pretty much alike, but having only 7 skills to choose from in real time redusces the tactical level to almost non excistant compared to other games that have many many more skills to choose from in real time.
They give you a system that allows you to build your character around a single tactic and rotation, with maybe one or 2 situational skills. This build however is not a tactical thing, but belongs in the strategical sphere.
The big mistakes these developers make is replacing the old deep tactical gameplay with a more active execution phase. And that in my opinion is a big mistake, as the perfect combat system consists of all 3. Which makes me sad that these developers dont see it that way.
And with only about 20 skills available to each class, the strategical part, or the choosing of the 7 active skills is also almost neglectible. Because in games like GW1 this part was incredible nifty with players having access to hundreds of skills, but only 20 skills adds much strategic options. In the end this means people will see the flaws in the simplicity of the design and the lack of depth and move on.
Either you agree with me or not, this is how i see it, and it makes me feel kind of sad that the current trent is replacing the old tactical layer with something more flashy instead of adding the flashy layer to the combat we knew.. Because all those telegraphs might actually work well, and so does a FPS targetting style combat, but not at the cost of things that have proven to be a valuable asset.
(Now dont tell me that EQ had only 8 skills, i know, but you get more then 10 new skills every few levels which changed the options your class had totally.. but at max level, i quickly found that only 8 skills was lacking for me)
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)