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  • Star Wars The Old Republic (SWTOR) is done for.

    Where will low income gamers game hop to then after this "is done." Serious, legit question. There's not much left for them to hop to.  (Imagines a tin of mexican jumping beans lol.)
    They might leave MMOs altogether. You have a lot of MOBAs that are hugely successful and entirely F2P if you don't need every costume / to unlock every hero. (LoL, SMITE, etc.) You have a lot of survival games that are pay once and then play forever (Minecraft, Ark, Rust, etc.) You also have some other hugely popular buy once play for free titles like PUBG.

    Why gamers on a budget would stick with such a stagnant genre is beyond me.
  • The current state of combat in MMOs is pathetic, apparently it's based solely on PVP

    The state of MMOs is based on a couple factors but here is why it's dying:

    1. The core content of every MMO developed on a AAA budget is the same core content of every other MMO developed on a AAA budget.
    2. That core content is grinding. First quest grinding for levels. And then raid/arena/dungeon grinding for gear.

    People are tired of it. It's not fun to the vast majority of gamers to play this same model over and over and over. And even less fun to people who never really liked that model to begin with.

    As my signature says. It's time for MMOs to move past stat grinding as "content".
  • Lets build a definition of "MMOG" most of us can live with

    klash2def said:
    Based on the trend, the Future of MMO is going to be on the console. Look at whats happening. So many MMOs getting console ports, new ones being developed for console, games having MMO features on the console. We will look back in history one day and say Destiny 1 was the catalyst for all of that. Our grandchildren won't play MMOs on PC.  MMO on PC is dead far as we know it. Mobile and Console is the way forward for the Genre. I'm not mad at it as long as they are good games. 

    I let EQ, SWG, WoW, DAoC etc go long ago. Time to move on. 
    Based on the Trend MMOs are dying out entirely. New MMOs are very scarce, almost entirely dried up in the west and even the asian ports are getting canceled with greater and greater frequency. That's why sites like MMORPG want to expand the definition to cover things that simply aren't MMOs. If you look at the MMOs list here, Diablo 3 is listed. 

    But slapping a label on things that aren't MMOs and saying "This is an MMO now" will satisfy true MMO fans about as much as if you took hardcore trance fans, showed them a rap song with a few synth beats, and said "This is trance now."

    You don't expand a label just because things are dying. If they are meant to die, you let them die. I have the feeling that if MMOs (true MMOs) ever die out though. They're going to pull an Obi-Wan and come back soon as something entirely different:

  • [Spoilers] Star Wars - The Last Jedi - Your Thoughts

    Anyway here is a refresher to drive home the ridiculousness of some of the things in the Star Wars universe if we assume it operates based on the same science as ours:

    Things wrong with that scene:

    1. If you freeze solid the second you step into space why are they stepping into an "asteroid" with exposed skin.

    2. How are things living on this asteroid which has no apparent atmosphere?

    3. What kind of food source is there to sustain a creature that size on an asteroid that appears devoid of life?

    Yet this is from the movie many fanboys refer to as the "Best Star Wars movie ever." The Empire Strikes Back.

    If people held the original trilogy to the same standards they held the Disney movies, they would hate them.
  • Proactive Healing or Reactive Healing

    With "proactive" healing being considered any ongoing healing effect and "reactive healing" being anything that just gives the target a big old chunk of health. I'd like to point out that "proactive healers" are responding to battlefield conditions as well.


    This was a staple skill of the first healer I ever played. While it's technically a proactive heal by the OP's definition I would use when I noticed someone was being hit by a fast attacking class like an assassin or the target of a focus fire.

    And that's personally a large part of the reasons I think "proactive" heals are more interesting. There can only be so many takes on "You cast a spell and they recover health." Proactive heals can do a lot of really interesting things and allow you to respond to certain situations with a skill more directly tailored to that situation.

    For instance from the same game as the last skill:

    Example 2

    The first skill is strongest against someone who is being targeted with a massive number of small attacks. One of the counters to it is classes that use a small number of super powerful attacks to down their opponent. Protective spirit is the opposite. It shuts down heavy damage opponents by capping the damage they can do with a single attack. A healer running both those skills can use them in conjunction to essentially make their target invincible for a short duration or, you can use them separately if you notice an ally fighting an assassin (Fast attacks) and another fighting an air mage (Heavy damage) to protect them from those specific targets.

    While a HoT healer with few bells and whistles is about the easiest type to play. I think a well built "proactive healer" is actually one of the most skill intensive and powerful classes to be found.