When I'm firing a rifle/shotgun/pistol I prefer a FPS/TPS type model with left click to fire and right click to zoom. Action keys shouls be to change weapons/gadgets. But, for traditional fantasy type melee/ranged combat I prefer tab targeting and action keys fro abilities... but i really don't like button mashing anymore which most modern MMOs tend to be.
Im not a hater of TSWs combat system but what i miss with this new minimalistic trend in combat systems is the other 20-40 effects i could master while in combat.
With the reduced number of buttons to press, it feels like im doing the same things over and over.
While i see, that TSW has a deep combat system that wants you to make your own way of using builders and consumers, it always leads to the same thing, you press the buttons in another way over and over again.
I like to press my own configured buttons to give the combat my own style, color, whatever you wanna name it ..
In my opinion, what really is the essential problem with TSW's combat (aside from animations, which don't bother me at all; dunno if everyone else is playing a different game ...) is the fact, that the deck building and the overall combat pacing is great and complex, but the actual combat is so incredibly dumb that it hurts.
Builder, builder, builder, builder, builder, finisher. Rinse and repeat, folks! Throw in the occasional cooldown and done is the typical solo build you'll use 80%+ of your game time in TSW.
Of course, I exaggerate, but what is missing is the distinct difference between weapons. Sure, each has its own focus, strenghts and weaknesses, but they PLAY the same. Every ranged weapon, every melee weapon. I get that they did this so you can theoretically combine each weapon with another and still manage to pull off something decent, but I'd really like to see some sort of ammunition system for the guns (like, introducing a simple 'auto-attack' which you can power up with different magic bullets for the next few shots) or being able to charge up certain magic spells (by holding down the skill button for as long as you feel like)to increase their effect or let them cause something completely different. There is so much potential!
If we're talking about a combat system to completely replace the current one, I'd go with GW1's combat system, which is basically the foundation TSW's system is based on (it feels like this for me, at least). Sure, the 'action' combat would be gone, but the more slowpaced combat would actually help to have a balance between the complex deck building and more tactical combat than what we're stuck with.
Neverwinter is 100X better then Tera Combat and has the best combat of any MMO I have ever played. It really feels like a true action adventure. Tera is too slow which exacerbates the self-rooting issues. GW2 would be a close 2nd for me but only with the Immersive Combat Mod installed (http://wesslen.org/ICM/)
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
How anyone would even mention TSW having anything good is just mind boggling. The combat of TSW is a pure clunkfest. Might as well try to drive a car on square or triangle shaped tires, which would perform 100,000 better then the combat of TSW. As for the best combat system made, Dark Age of Camelot. Nothing else comes close.
lot of those comments about TSW combat seem to come from PVER
and i must say if i was anywhere intrested in pve i would probably think that TSW combat is quite repetitive
builder builder builder builder builder finisher A builder (Elemental Force (EF) trigger) finisher B
in PVP i dont remember last time i went up to 5 resource. is a 2 resource + finisher A + 1 resource + elite + finisher B or many ohter combo type as the enemy doenst run to you and face you like a dumb NPC
he run away take cover try to LOS lure you into enemy line nothing ever go according to plan there is no 5 builer + consumer mentality in PVP and that's why very very very few people use EF in PVP
you can do it i have one PVP built with EF but is a very specific one and i have to have a semi dedicated healer in my group is really not my typical built
people that really think TSW combat is 1+1+1+1+1+3+4+1+1+1+1+1+3+4 are PVEr and i agree pve combat is not the most entrataining around... especially with the looser mentality nowday of min max always everything instead of play "as you like/as is fun"
Originally posted by Ortwig Interesting coming back after a week -- seems AoC and GW2 are the big preferences, and I'm actually kinda surprised TERA and some of the console systems rated lower. I still am coming away with the thought that it's not so much TSW's combat system but the animations and perhaps the builder/consumer mechanic that bugs people. Still think TSW has one of the most interesting combat systems around, but understand why it's not everyone's cup of tea. Very few comments on GW2 combat. Is it mainly the animations that people like?
Concerning the builder->consumer mechanic, I think it highlights the main issue that I see with TSW's combat. It's essentially that the combat tries to be more than one thing at a time, and it doesn't work.
While in combat, the player has to look at the ground, the world and the mob they are fighting for tells, so this is similar to action based combat. On the other hand, the player also has to look at their interface instead of the world to see how their builders are doing and how their cooldowns are doing. The player has to constantly switch back and forth between the UI and the world of the game. Now this goes on in any game. The player is going to look at their UI, and look at the world even during combat, but it just doesn't seem to mesh well in TSW.
For instance, in WoW, the player can focus almost exclusively on their UI, passively paying attention to the game world. Love it or hate it, it allows the player to focus on the game. In an FPS the player is focused primarily on the game world, passively paying attention to their UI. Most queues are presented in the game world or overlay the whole screen. It allows the player to focus. TSW doesn't seem to allow the player to do this in combat. It doesn't feel like it anyway.
I can not remember winning or losing a single debate on the internet.
Builder, builder, builder, builder, builder, finisher. Rinse and repeat, folks! Throw in the occasional cooldown and done is the typical solo build you'll use 80%+ of your game time in TSW.
.
NOT TRUE, Simply not true.
THIS is a build if you want to have a simple 5x builder consumer build, BUT not all builds are like that. Take Blood+Elementalism build for instance, Bloodshot (one of the most powerful consumers) needs only 2 resources, coupled with Fire Manifestation and Fireshot or Blaze and Cannibalism make your build very fluid and you gotta improvise a lot even during raid or group. You gotta adopt to the situation AND raid/group buffs and ADJUST your burn phase accordingly.
ITS your FAULT if you play your average elemental force build every day, there are TONS of builds which doesn't require you to fill up your resource pool to 5 and then use a consumer. AND I'm talking SOLELY about PVE.
Also pretty much everything you listed there had better combat than TSW. I love the quests in TSW, and have played the game thoroughly, but combat is just crap.
Builder, builder, builder, builder, builder, finisher. Rinse and repeat, folks! Throw in the occasional cooldown and done is the typical solo build you'll use 80%+ of your game time in TSW.
.
NOT TRUE, Simply not true.
THIS is a build if you want to have a simple 5x builder consumer build, BUT not all builds are like that. Take Blood+Elementalism build for instance, Bloodshot (one of the most powerful consumers) needs only 2 resources, coupled with Fire Manifestation and Fireshot or Blaze and Cannibalism make your build very fluid and you gotta improvise a lot even during raid or group. You gotta adopt to the situation AND raid/group buffs and ADJUST your burn phase accordingly.
ITS your FAULT if you play your average elemental force build every day, there are TONS of builds which doesn't require you to fill up your resource pool to 5 and then use a consumer. AND I'm talking SOLELY about PVE.
Like I already stated I exaggerated quite a bit. I know there are other builds and I know that in PVP there may be entirely different rules for builds ( I never PVP in MMOs, so I really can't give a grounded opinion there), but the main point of my post stands: the main problem of TSWs combat is the fact that EVERY weapon plays exactly the same, since they all follow the same builder/finisher principle, hell, they all have the very same resource and each weapon can fill that resource what, 5 times? Yea, every single one.
And if you really want to sell the choice of filling up the resource bar to anything lower than five before pressing my finisher as a redeeming factor and the best thing since sliced bread, sorry, it's not working.
Builder, builder, builder, builder, builder, finisher. Rinse and repeat, folks! Throw in the occasional cooldown and done is the typical solo build you'll use 80%+ of your game time in TSW.
.
NOT TRUE, Simply not true.
THIS is a build if you want to have a simple 5x builder consumer build, BUT not all builds are like that. Take Blood+Elementalism build for instance, Bloodshot (one of the most powerful consumers) needs only 2 resources, coupled with Fire Manifestation and Fireshot or Blaze and Cannibalism make your build very fluid and you gotta improvise a lot even during raid or group. You gotta adopt to the situation AND raid/group buffs and ADJUST your burn phase accordingly.
ITS your FAULT if you play your average elemental force build every day, there are TONS of builds which doesn't require you to fill up your resource pool to 5 and then use a consumer. AND I'm talking SOLELY about PVE.
And if you really want to sell the choice of filling up the resource bar to anything lower than five before pressing my finisher as a redeeming factor and the best thing since sliced bread, sorry, it's not working.
The progression is a deck-building game. The resource management is like mana-pool management in the magic:the gathering. The combat itself is extremely action based with lots of dodging and moving around. Different rotations are there tho if you dig deep into the system; not all have the patience to uncover it .I think TSW combat together with the character progression is the best in the genre and the reason number 1 why I continue to play the game with over 2000 in-game hours. What other games have better combat? I can see GW2 is among the top in this poll, how does it differ to TSW? GW2 system is just waiting for cooldowns while you spam number 1.
Builder, builder, builder, builder, builder, finisher. Rinse and repeat, folks! Throw in the occasional cooldown and done is the typical solo build you'll use 80%+ of your game time in TSW.
.
NOT TRUE, Simply not true.
THIS is a build if you want to have a simple 5x builder consumer build, BUT not all builds are like that. Take Blood+Elementalism build for instance, Bloodshot (one of the most powerful consumers) needs only 2 resources, coupled with Fire Manifestation and Fireshot or Blaze and Cannibalism make your build very fluid and you gotta improvise a lot even during raid or group. You gotta adopt to the situation AND raid/group buffs and ADJUST your burn phase accordingly.
ITS your FAULT if you play your average elemental force build every day, there are TONS of builds which doesn't require you to fill up your resource pool to 5 and then use a consumer. AND I'm talking SOLELY about PVE.
And if you really want to sell the choice of filling up the resource bar to anything lower than five before pressing my finisher as a redeeming factor and the best thing since sliced bread, sorry, it's not working.
The progression is a deck-building game. The resource management is like mana-pool management in the magic:the gathering. The combat itself is extremely action based with lots of dodging and moving around. Different rotations are there tho if you dig deep into the system; not all have the patience to uncover it .I think TSW combat together with the character progression is the best in the genre and the reason number 1 why I continue to play the game with over 2000 in-game hours. What other games have better combat? I can see GW2 is among the top in this poll, how does it differ to TSW? GW2 system is just waiting for cooldowns while you spam number 1.
I really don't want to talk bad about the whole deck-building or the depth it provides, I really don't. I like how the whole skill wheel is quite different form regular skill trees mostly because the wheel is freeform and you can learn what you want to learn.
My issue with TSWs combat is the fact that all this complex and interesting deck building is resulting in such a comparably bad to mediocre actual fighting experience, where you may be happy that your build is working as estimated, but actually pulling off the build proves to be far less exciting than putting it together. And concerning the resources: I don't understand what stopped the devs from including different resource systems (e.g. mana-esque bars for the magics, bullet system for the guns, some sort of rage/ weapon momentum system for melee). This would make the actual combat so much more complex, I think.
Being the odd man out, I liked EQ combat. Sure you were rooted so no jumping about and the animations were not very diverse or interesting (like doing flips and somersaults), but it was slow paced and allowed a player to utilize their skills and abilities as fights took awhile.
What I liked best was that a character's abilities factored in, not the player's hand-eye coordination. Strength factored into damage dealt. Agility factored into hit probability. Intelligence and Wisdom factored into a character's mana pool.
The "tense part" came when both the character's and the opponent's health got low and it was a race to see who would land the killing blow first.
Overall (the good and bad together), EverQuest did it right, in my opinion. Weird... I know
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse. - FARGIN_WAR
"The problem is that the hardcore folks always want the same thing: 'We want exactly what you gave us before, but it has to be completely different.' -Jesse Schell
"Online gamers are the most ludicrously entitled beings since Caligula made his horse a senator, and at least the horse never said anything stupid." -Luke McKinney
Comments
1. AoC
2. SWTOR
3. TERA
Im not a hater of TSWs combat system but what i miss with this new minimalistic trend in combat systems is the other 20-40 effects i could master while in combat.
With the reduced number of buttons to press, it feels like im doing the same things over and over.
While i see, that TSW has a deep combat system that wants you to make your own way of using builders and consumers, it always leads to the same thing, you press the buttons in another way over and over again.
I like to press my own configured buttons to give the combat my own style, color, whatever you wanna name it ..
In my opinion, what really is the essential problem with TSW's combat (aside from animations, which don't bother me at all; dunno if everyone else is playing a different game ...) is the fact, that the deck building and the overall combat pacing is great and complex, but the actual combat is so incredibly dumb that it hurts.
Builder, builder, builder, builder, builder, finisher. Rinse and repeat, folks! Throw in the occasional cooldown and done is the typical solo build you'll use 80%+ of your game time in TSW.
Of course, I exaggerate, but what is missing is the distinct difference between weapons. Sure, each has its own focus, strenghts and weaknesses, but they PLAY the same. Every ranged weapon, every melee weapon. I get that they did this so you can theoretically combine each weapon with another and still manage to pull off something decent, but I'd really like to see some sort of ammunition system for the guns (like, introducing a simple 'auto-attack' which you can power up with different magic bullets for the next few shots) or being able to charge up certain magic spells (by holding down the skill button for as long as you feel like)to increase their effect or let them cause something completely different. There is so much potential!
If we're talking about a combat system to completely replace the current one, I'd go with GW1's combat system, which is basically the foundation TSW's system is based on (it feels like this for me, at least). Sure, the 'action' combat would be gone, but the more slowpaced combat would actually help to have a balance between the complex deck building and more tactical combat than what we're stuck with.
Ironically one of my favorite combat system is AoC.............. which would have been perfect for a game like TSW.
I still wondering how Funcom could get it so wrong.
My absolute favorite is EQ.............. slow combat which gave you time to chat and socialise while you were fighting.
Neverwinter is 100X better then Tera Combat and has the best combat of any MMO I have ever played. It really feels like a true action adventure. Tera is too slow which exacerbates the self-rooting issues. GW2 would be a close 2nd for me but only with the Immersive Combat Mod installed (http://wesslen.org/ICM/)
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
In a world of sharp knives, you would be a spoon.
lot of those comments about TSW combat seem to come from PVER
and i must say if i was anywhere intrested in pve i would probably think that TSW combat is quite repetitive
builder builder builder builder builder finisher A builder (Elemental Force (EF) trigger) finisher B
in PVP i dont remember last time i went up to 5 resource. is a 2 resource + finisher A + 1 resource + elite + finisher B or many ohter combo type as the enemy doenst run to you and face you like a dumb NPC
he run away take cover try to LOS lure you into enemy line nothing ever go according to plan there is no 5 builer + consumer mentality in PVP and that's why very very very few people use EF in PVP
you can do it i have one PVP built with EF but is a very specific one and i have to have a semi dedicated healer in my group is really not my typical built
people that really think TSW combat is 1+1+1+1+1+3+4+1+1+1+1+1+3+4 are PVEr and i agree pve combat is not the most entrataining around... especially with the looser mentality nowday of min max always everything instead of play "as you like/as is fun"
Concerning the builder->consumer mechanic, I think it highlights the main issue that I see with TSW's combat. It's essentially that the combat tries to be more than one thing at a time, and it doesn't work.
While in combat, the player has to look at the ground, the world and the mob they are fighting for tells, so this is similar to action based combat. On the other hand, the player also has to look at their interface instead of the world to see how their builders are doing and how their cooldowns are doing. The player has to constantly switch back and forth between the UI and the world of the game. Now this goes on in any game. The player is going to look at their UI, and look at the world even during combat, but it just doesn't seem to mesh well in TSW.
For instance, in WoW, the player can focus almost exclusively on their UI, passively paying attention to the game world. Love it or hate it, it allows the player to focus on the game. In an FPS the player is focused primarily on the game world, passively paying attention to their UI. Most queues are presented in the game world or overlay the whole screen. It allows the player to focus. TSW doesn't seem to allow the player to do this in combat. It doesn't feel like it anyway.
I can not remember winning or losing a single debate on the internet.
NOT TRUE, Simply not true.
THIS is a build if you want to have a simple 5x builder consumer build, BUT not all builds are like that. Take Blood+Elementalism build for instance, Bloodshot (one of the most powerful consumers) needs only 2 resources, coupled with Fire Manifestation and Fireshot or Blaze and Cannibalism make your build very fluid and you gotta improvise a lot even during raid or group. You gotta adopt to the situation AND raid/group buffs and ADJUST your burn phase accordingly.
ITS your FAULT if you play your average elemental force build every day, there are TONS of builds which doesn't require you to fill up your resource pool to 5 and then use a consumer. AND I'm talking SOLELY about PVE.
REALITY CHECK
Chose other - Blade and Soul.
Also pretty much everything you listed there had better combat than TSW. I love the quests in TSW, and have played the game thoroughly, but combat is just crap.
Darkfall/Mount&Blade/Mortal/Chivalry
Guess the closest thing listed is Skyrim.
wow ?
are u guyz serious ? lol
Like I already stated I exaggerated quite a bit. I know there are other builds and I know that in PVP there may be entirely different rules for builds ( I never PVP in MMOs, so I really can't give a grounded opinion there), but the main point of my post stands: the main problem of TSWs combat is the fact that EVERY weapon plays exactly the same, since they all follow the same builder/finisher principle, hell, they all have the very same resource and each weapon can fill that resource what, 5 times? Yea, every single one.
And if you really want to sell the choice of filling up the resource bar to anything lower than five before pressing my finisher as a redeeming factor and the best thing since sliced bread, sorry, it's not working.
The progression is a deck-building game. The resource management is like mana-pool management in the magic:the gathering. The combat itself is extremely action based with lots of dodging and moving around. Different rotations are there tho if you dig deep into the system; not all have the patience to uncover it .I think TSW combat together with the character progression is the best in the genre and the reason number 1 why I continue to play the game with over 2000 in-game hours. What other games have better combat? I can see GW2 is among the top in this poll, how does it differ to TSW? GW2 system is just waiting for cooldowns while you spam number 1.
REALITY CHECK
I really don't want to talk bad about the whole deck-building or the depth it provides, I really don't. I like how the whole skill wheel is quite different form regular skill trees mostly because the wheel is freeform and you can learn what you want to learn.
My issue with TSWs combat is the fact that all this complex and interesting deck building is resulting in such a comparably bad to mediocre actual fighting experience, where you may be happy that your build is working as estimated, but actually pulling off the build proves to be far less exciting than putting it together. And concerning the resources: I don't understand what stopped the devs from including different resource systems (e.g. mana-esque bars for the magics, bullet system for the guns, some sort of rage/ weapon momentum system for melee). This would make the actual combat so much more complex, I think.
But maybe that's just me.
Being the odd man out, I liked EQ combat. Sure you were rooted so no jumping about and the animations were not very diverse or interesting (like doing flips and somersaults), but it was slow paced and allowed a player to utilize their skills and abilities as fights took awhile.
What I liked best was that a character's abilities factored in, not the player's hand-eye coordination. Strength factored into damage dealt. Agility factored into hit probability. Intelligence and Wisdom factored into a character's mana pool.
The "tense part" came when both the character's and the opponent's health got low and it was a race to see who would land the killing blow first.
Overall (the good and bad together), EverQuest did it right, in my opinion. Weird... I know
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
Dark Age of Camelot
Positional combat, with calculated detrimental effects that have chaining potential, and chained combat moves.
Nothing else can compare to it. I miss DAOC soo much
"The problem is that the hardcore folks always want the same thing: 'We want exactly what you gave us before, but it has to be completely different.'
-Jesse Schell
"Online gamers are the most ludicrously entitled beings since Caligula made his horse a senator, and at least the horse never said anything stupid."
-Luke McKinney