Thanks for your reply!
In this approach tanking is more loosely based off the melee archetype as a whole. Casters and other classes have their own set of roles that complement them. The idea of other casters temporary alleviating aggro from a tank for a short time is an interesting course...
Thanks for your reply!
It's a video game and high fantasy after all. The suspension of disbelief is kind of out the window when you throw magic in the fold. But nonetheless, it doesn't take away from having some immersion factors embedded into the gameplay and the world.
The way I am...
Because I asked a question and wasn't sure what it was? That's ridiculous. And no I had posted the other thread previous to this and had a few negative. Oh well.
Interesting. Thanks. I post a thread about game design and I have -3 already.. trolls on this forum run wild I guess. It seems to me that it's rather difficult to have a civil discussion on this board as a whole.
Thank you for your reply and actually reading the OP!
There would be two distinct layers in which the AI will have to strategize and behave. The outside layer of how the NPC's behave together within a group and the inside layer of how the NPC's behave against the player when they're in 1v1...
Vanguard was a decent game. I had fun. It had some interesting class ideas as well. The problem with Vanguard is they launched an unfinished game and that's why many people consider it a bad game. At it's core it wasn't.
As much as I was in dire anticipation for Vanguard when it was released, I told my self to never put my self in the same situation. I'll patiently wait for Pantheon. What I am most curious about is their class design and combat mechanics.
If you're referring to the spell combo system, there are other distinct abilities. The Spell combo's do not give new abilities, they just merely enchance dps and effects of spells.