Muligan
Trakanon Raider
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So we do have a sense of trinity in the game.... do we know what the group size will be?
So we do have a sense of trinity in the game.... do we know what the group size will be?
quadrinity: Tank, Healer, DPS, Utility.So we do have a sense of trinity in the game.... do we know what the group size will be?
That's such bullshit. Honestly. Does it hitch? Yes. Other then that, what are your issues? Because I only have two. It hitches, and the server is a graveyard.This it still runs like shit with 6 core I-7, 2x toxic 7970 Ghz edition (the ones with 6 gig of vram) and I put the whole fucking thing on 32 gig RAM disk still runs like ass...
Brad said 5 or 6.So we do have a sense of trinity in the game.... do we know what the group size will be?
Decent update. It sounds like a combat system somewhere between EQ1 and EQ2.
If that's how it is, then the game is going to be totally awesome.So it's MTG meets EQ. Okay.
That's what it sounds like. Colors of Magic associated with abilities, and you have to have that color available to use:If that's how it is, then the game is going to be totally awesome.
For instance, abilities all have a color influence based on their magical school and adding an ability to a set may require an ability of a certain color before it can be slotted.
So we have 7 base classes with 14 paths. I haven't had time to separate roles but we can do that once everything is announced.In general the classes of EverQuest kept their identities which made for varied memorable experiences as players took on challenges in different ways. It is these moments that have driven our class and combat designs. Here is a list of the roles that will exist in Pantheon.
Tank: Tanks are the defenders of their groups. When it comes to taking damage they do it like no other. If a group mate is in trouble, tanks are there to attract the attention of their foes with a timely shield bash or a quick snap of their blade. They care not for the glory of highest damage only that the members of their group survives long enough to tell the tale.
Healer: Feeling ill and need a pick me up? That is what a healer does. From buffing your health and curing a deadly disease to stitching up those 'flesh wounds' this role is the cog that keeps the group machine rolling through its enemies like a steam train.
DPS: Adept at dealing death, those classes that fit in the DPS role are revered for their ability to execute both burst and sustained damage. Not big fans of taking damage, DPS classes leave the job of tanking to the tanks so they can focus on what they do best...crush their enemies and you know the rest.
Utility: While tanks can take damage and healers can help recover that damage sometimes the situation can get out of control. When this happens you may need some crowd control, or maybe a haste buff or two, maybe someone can sing a merry tune. The utility role includes the classes that don't care about doing big damage or making a mob angry at them, these classes enjoy managing the chaos that comes with a fight. They enjoy manipulating all of the variables that can affect the outcome of things, as if they were playing a grand piano. In this sense I guess you could say the utility class is the maestro of their group.
Skill chains from VG too, that you have to experiment to unlock.Decent update. It sounds like a combat system somewhere between EQ1 and EQ2.
Had a LOTRO flashback reading that part for some reason.Skill chains from VG too, that you have to experiment to unlock.
That's true, but EQ1 spells were color coded and I never felt it was "Magic: The Gathering"-like.That's what it sounds like. Colors of Magic associated with abilities, and you have to have that color available to use:
I'm not saying I didn't get the motherfucker to run no I got it to run flawlessly by the pure brute force of my machine I saying it used alot of system resources to get it to run that way hence it ran like shit.That's such bullshit. Honestly. Does it hitch? Yes. Other then that, what are your issues? Because I only have two. It hitches, and the server is a graveyard.
But this does to me:That's true, but EQ1 spells were color coded and I never felt it was "Magic: The Gathering"-like.
Abilities in Pantheon are very special. Each ability was used by a powerful hero. These heroes are no longer around but their essence imbues the world of Terminus. When harnessed, these abilities can be used in many combinations with other abilities.There are two types of abilities regular and enhanced. Regular abilities are the common abilities that will be executed more frequently. Enhanced abilities must be powered up through the use of regular abilities.
Regular abilities are all defined with a color and power level, on top of what they do. The color represents the magical influence of the hero. Power level represents how powerful that ability is relative to other abilities.
For most of vanguards life i played on an intel core2duo e8500 running around 3.75GHZ, 2 different video card setups. Launch ( 2X 8800GTS ) , then moved to a single GTX570. Built a new machine a couple years ago intel Quadcore 950 @ 4GHZ with a GTX670.This it still runs like shit with 6 core I-7, 2x toxic 7970 Ghz edition (the ones with 6 gig of vram) and I put the whole fucking thing on 32 gig RAM disk still runs like ass...
They are adding skill chains think Chrono Trigger or FFXI's Renkie, that was one of the more innovative things to come out of FFXI that I really loved, that and the way the handled the class system. Basically, certain combination of skills compliment others and when cast in order or at the same time give a stronger effect. Can't really find a great example.
here, let me give you an EQ1 example of this.I hate all that shit.
Can we have one game were they aren't trying to re invent the wheel again??? sounds like the same bullshit they tried with Vanguard.
Just make classes with set skills/spells. No fucking choices, and roll with that shit. Let the players create new possibilities that they devs didn't think of like they did in EQ.