Lemmiwinks_sl
shitlord
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Also, I may be alone in this, but I really liked how EQ's design was that you could only have 8 spells memorized and at your fingertips at any moment.
I wouldnt mind if a game took this idea and ran with it. Take away the skill tree(so sick of fucking talent trees, they cant possibly be the only way of progression, but goddamn if MMOs make it seem that way), gain spells/skills based on level/1hand slashing skill, and make it so a player has to decide which skills may be used. Skills and spells would be designed for longer cooldowns with more importance on the timing, packing more "punch" and "difference-makers", while putting the decision making in the players hands about which spells to use for what encounter, dungeon, or mob resist-type ect.
Edit: You don't need talent trees to "spec into" when you can choose from about 8-10 spells. Your "spec" turns into whatever spells or skills you choose to have loaded up at any given time.
Melee can have 10 skills used at one time, maybe spell casters can have 8. These numbers can be experimented with. Maybe a Diviner is a quick-casting enchanter-like class who can have more spells loaded at one time, his spells are quick-casting, but hey, his mez and charms dont last as long, while the Enchanter has fewer spells at his fingertips, but they take longer to cast and have more impact. Whatever.
Homogenizing skills and classes needs to go away. IMO, having few abilities at your fingertips would go a long ways towards:
1. Reducing button mashing (1,2,3,4 1,2,3,4 1,2,3,4)
2. Making skills more interesting, with more impact
3. Put more thought into encounter design
4. Putting decision making into the players hands (Gasp! I have to decide if I want an evac spell for my 8th slot for this dangerous dungeon or a CC spell!)
I had planned to make a more detailed post about this, but a friend is calling me to meet him up for some Pho. Hopefully you get the idea.
One last thing. I think player's avatars have gotten too powerful in comparison to the average mob. Thats a discussion for a different post though. Id like to increase mob AI and decision making abilities to counter players. But Im pretty sure that has already been hit on. This idea will undoubtedly cycle back to the "Well if the mobs are too powerful or smart then I cant solo and it takes too much time blah blah blah"
I wouldnt mind if a game took this idea and ran with it. Take away the skill tree(so sick of fucking talent trees, they cant possibly be the only way of progression, but goddamn if MMOs make it seem that way), gain spells/skills based on level/1hand slashing skill, and make it so a player has to decide which skills may be used. Skills and spells would be designed for longer cooldowns with more importance on the timing, packing more "punch" and "difference-makers", while putting the decision making in the players hands about which spells to use for what encounter, dungeon, or mob resist-type ect.
Edit: You don't need talent trees to "spec into" when you can choose from about 8-10 spells. Your "spec" turns into whatever spells or skills you choose to have loaded up at any given time.
Melee can have 10 skills used at one time, maybe spell casters can have 8. These numbers can be experimented with. Maybe a Diviner is a quick-casting enchanter-like class who can have more spells loaded at one time, his spells are quick-casting, but hey, his mez and charms dont last as long, while the Enchanter has fewer spells at his fingertips, but they take longer to cast and have more impact. Whatever.
Homogenizing skills and classes needs to go away. IMO, having few abilities at your fingertips would go a long ways towards:
1. Reducing button mashing (1,2,3,4 1,2,3,4 1,2,3,4)
2. Making skills more interesting, with more impact
3. Put more thought into encounter design
4. Putting decision making into the players hands (Gasp! I have to decide if I want an evac spell for my 8th slot for this dangerous dungeon or a CC spell!)
I had planned to make a more detailed post about this, but a friend is calling me to meet him up for some Pho. Hopefully you get the idea.
One last thing. I think player's avatars have gotten too powerful in comparison to the average mob. Thats a discussion for a different post though. Id like to increase mob AI and decision making abilities to counter players. But Im pretty sure that has already been hit on. This idea will undoubtedly cycle back to the "Well if the mobs are too powerful or smart then I cant solo and it takes too much time blah blah blah"