From updated faq
Crowfall
FREQUENTLY ASKED QUESTIONS | Combat
1. Does combat use tab-targeting?
No. We've tried to make combat in Crowfall a little more action-combat focused, than your traditional MMO. For instance, we have "dashes" that you use to avoid attacks, as opposed to a passive (randomized) dodge system. Finding the right balance on this one has been extremely challenging from a design perspective, but we think we've found a mid-point. Hopefully you'll agree.
2. How does targeting work?
Generally, melee attacks happen in the area in front of the character. There is no hard "target". Attacks use various shapes such as: cones, rectangles, and spheres. You can optionally turn on or off a projected ground texture, if you want to visualize where your character is attacking.
3. What is the simulation model? Can players "walk through" other players? How are projectiles simulated?
We use a physics model for character movement and combat simulation. This means that players and projectiles move realistically in the 3D environment, with momentum and inertia.
This implies a number of interesting side effects that you probably aren't used to (like players being unable to move through each other, projectiles hitting accidental targets, etc.)There are some implications that we aren't quite ready to talk about yet. We'll go into more detail about the ramifications of this system later.
4. Does the game use the "trinity system" of class balance (tank, DPS, and healer)?
No. Some elements, yes, of course. But overall, not really.
We have characters that are more offensive. We have characters that are more defensive. We have characters with support powers. But we made the game purposefully light on in-combat healing, to make it more deadly.
And remember, we've opened up the character customization options (through Promotion classes and Disciplines) to make each character a "mixed bag" of skills and powers. Each archetype starts with pre-disposition towards a certain playstyle, but after that, the game system really opens up and allows you to adapt your character any way you like.
5. Why de-emphasize combat healing?
Combat healing effectively adds a multiplier to each combatant's effective hit points. A defender isn't just managing one health bar, his "effective" health pool is = his personal health bar * powers driven by the mana pool of every healer actively supporting him. This makes a lot of sense for games that focus around PvE combat where the monsters have thousands of hit points - especially raids. It makes less sense in a game focused on skill-based player-versus-player combat.
6. But the game will still have instanced based PvE raids, right?
No, actually. Crowfall is a game is about territorial conquest and a player-driven economy - not PvE raids.
7. Do you have boss monsters?
Sort of. Not exactly.
We have creatures that are incredibly deadly, but they don't hang out at the end of a dungeon waiting for you to come kill them. They also don't drop rare magic items when defeated - because that would undercut the player-driven economy.
Instead, they sometimes drop rare reagents, which a master crafter can use as additives to craft high-end equipment.
8. How can you allow for so much character customization, and still claim that every character is balanced?
We don't claim that! The idea that "all characters should be equally balanced in all situations" is not one of our design goals. We're giving you the control to be able to customize your character. The natural result is that some character builds will inevitably be better than others.
Instead, our goal is to create a deep, complex simulation - filled with tactical and environmental considerations and emergent gameplay. Our design goal is that no single character is better than others in every situation.
This approach means that mastery of the game relies on skill: knowing how to build your character in a way that suits your playstyle, and then seeking out situations in the game that will be to your advantage. It also means that adventuring parties will be less cookie cutter, as the roles are not as clearly defined.