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spell/ability mechanics in mmo's Options
Theodoric
Posted: Friday, August 13, 2010 6:40:19 PM


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After playing so many MMO's I have learned to appreciate the ridiculous number of abilities EQ2 has. I am currently using 6 hotbars, no less than 4 of which are all abilities/spells. After playing other MMO's for any length EQ2 can seem daunting. Many are now going a more minimalist route. AoC for instance adds directional combat and far fewer actual abilities.

I do appreciate the complexity of EQ2 yet at the same time understand those who complain about the button mashing and endless number of abilities.

My suggestion - why not have abilities that "grow" not only in power but also in effects. I do not mean passively either - these "enhancements" could be gained through quests, scripted dungeon completion, and raids - basically adding the solo/group/raid levels. A single spell may be "enhanced" in multiple ways through game advancement.

Example - Basic ability - simple area effect attack hitting up to 4 mobs 180 deg frontal. Enhancement 1 - adds 360 deg and up to 8. Enhancement 2 - double radius. Enhancement 3 - add a stun effect.

Additionally, after playing some everquest live - why the change to passively attaining spells by level in EQ2? Why zero questable spells/abilities? Why no unique abilities gained by faction? The only spells attained uniquely in EQ2 are the bloodlines chronicles ones. I prefer the old school approach, especially spells gained by quest and faction.
Cyanbane
Posted: Friday, August 13, 2010 9:37:41 PM


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One of my favorite parts of EQ1 was going to "get my spells" at certain levels. A lot of times I would have to travel to different parts of the world that I had not been to before to find a merchant. Was always an exciting time.

I love the idea of small incremental upgrades to spells based on certain quests. If the quests crossed class boundaries would be a great way to find random groups (ie I am doing quest x, who else needs it for spell upgrade points).
yaris
Posted: Monday, August 16, 2010 5:42:08 PM


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I'm in the camp that says EQ2 simply has too many spells for each class.

To be honest, GW is a nice break from EQ2 because when I look at my spell bar I just have 8 slots. I have to think BEFORE I get to the fight so I can have the correct spells equipped.
Lomax
Posted: Tuesday, August 17, 2010 2:55:31 AM


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I'm not a fan of the simplicity of other games (GW is great in some ways, but often I'd find I'd lost the fight before I'd even started in PVP if my skill picks were ineffective to/countered by the opposition, maybe that's just the danger of picking a specialised set of skills).

For EQ2 though it has tons of complexity but enough depth for it, I'd like to see more shared cooldowns myself and other mechanisms that make people think and decide.

E.g. on my Guardian I have an ability that debuffs a melee user, I also have an ability that debuffs a magic user.

Right now I can just cast one and then other other, that means that the order doesn't really matter as I'll eventually have both debuffs up on the target. But if they changed it so that both abilities shared the same cooldown it would be a different game, then picking the right choice increases me chance of success, it also means that they can make that attack hit twice as hard without increasing the overall DPS.

I know this change would annoy the macro users, but that sounds a good thing too ;) Maybe they'll get around to improve the core gameplay somepoint after they've finished shuffling things around for the F2P crowd...
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