Wildstar MMO - Page 17
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Scrandom
Canada2819 Posts
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JoeCool
Germany2517 Posts
Edit: Downloading the Open Beta right now, is there a "warlock" class? Or some sort of shapeshifter? ![]() | ||
Sufficiency
Canada23833 Posts
On May 10 2014 05:07 NonY wrote: yeah you actually need healers. esper medic and SS can all actually heal 5 man content. and in raid content they're all valuable as well, sometimes one being better than the others for certain fights. medic is most defined by being short range and having to aim all abilities so you're constantly running with your targets. esper is the least mobile, it has long range and a lot of targeted abilities (dont have to aim them). SS is long range, mobile, and has mostly aimed abilities. each of their resource systems are quite different from each other as well. should probably just play each one to lvl 10 or something to get a feel for their resource system each class is supposed to actually be proficient at each of its two roles. some classes haven't been viable in past beta patches for certain roles (although imo all 3 healers have always been viable, it's only DPS and tanks that have had serious issues), but they're really focusing on balancing the classes now. i'd suggest picking a class based on what kinda style you like, not based on rumors of which class is good at what. Thanks this is really helpful. I did notice Esper's level 1 skill seem to be very different from all the other classes. You have to be not moving to use it. It's very annoying to say the least and very different from the rest of the class designs. Are you saying Espers have tons of skills that requires not moving? That is a little worrisome. I don't want to play PvP if half of the time I can't even move. | ||
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NonY
8748 Posts
On May 12 2014 00:40 Sufficiency wrote: Thanks this is really helpful. I did notice Esper's level 1 skill seem to be very different from all the other classes. You have to be not moving to use it. It's very annoying to say the least and very different from the rest of the class designs. Are you saying Espers have tons of skills that requires not moving? That is a little worrisome. I don't want to play PvP if half of the time I can't even move. they don't have a ton of skills that are immobile. there's that one (telekinetic strike) and one other DPS ability (haunt) and then of course their innate (30 sec cd, 5 sec self root). there is a mobile alternative that does essentially the same thing but has much shorter range and most espers prefer keeping their range (they have the most tools for that). when all tools for creating separation are down, you can pop your innate for a huge absorb shield. pvp healing esper is mobile. the main immobile heal is a spammable single target heal, which you typically use for healing tanks in pve. pvp healers dont have it on their bars. in general though if you dont like finding opportunities to be immobile, then dont pick esper. esper was the class i mained early in closed beta and it turned out it was accidentally too mobile (the mobile builds were actually superior in every way -- there was no tradeoff which was obviously broken) and now they've been clear that it's supposed to be the most immobile class (though always has mobile options too). some people who don't like the idea of being immobile still play esper because you're mostly mobile, you're just relatively immobile in the context of an extremely mobile game. for pvp though, if it's big group pvp, you have enough range that your immobility isn't that much of a liability. for small group pvp, you have a lot of tools to keep people off you. | ||
Sufficiency
Canada23833 Posts
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Sufficiency
Canada23833 Posts
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DannyJ
United States5110 Posts
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Sufficiency
Canada23833 Posts
Considering how simple the character model and the environment is, I am surprised that it takes this much effort. | ||
crms
United States11933 Posts
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Battleaxe
United States843 Posts
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Darpa
Canada4413 Posts
On May 12 2014 04:32 Battleaxe wrote: Game feels pretty solid overall but I just can't see myself getting into it. Maybe I'm just jaded by the disappointment of most recent MMOs, but Wildstar feels like it pulled a lot of elements that have worked in other MMOs and made them work together, but much of what I was doing for the first 10-15 levels just didn't hook me at all. The game did feel very fluid and will probably get a decent playerbase though. This is my problem with all MMO's these days. They are are all exactly the same until max level and it just doesnt hook me. There have been two that I have been semi interested in since I quit wow in like 2008. Swtor- simply played through the whole story which i found fund (before shitty "free to play"), only mmo i have hit max level as outside of wow. Warhammer - It had such a great premise, and there was so much world pvp and good times to be had during the level process. The problem was that all end game was basically broken (and Ive heard its still broken) and it was really poorly optimized. There was a cast delay for about a second between using the spell and it happening, and the servers just lagged way to much. Plus there was no way to balance hundred of player battles when all the melee regardless of how tanky would run in, instantly get targeted by 40 players and be dead which meant basically everyone played range and because of such you couldnt take down castle bosses and such. I'll give this a try at launch, but to be honest it just looks the same as every other mmo, and NCSOFT games tend to be really really grindy, which I despise. | ||
XXXSmOke
United States1333 Posts
On May 12 2014 02:44 crms wrote: this game has some of the best animations and combat 'feel' since WoW, every other MMO other than wow and now wildstar feels clunky as hell to me. That being said, I think I'm RIP in the MMO field, I couldn't get into the game and just can't do the play style of 'run here, talk to this person, run back, etc., questing etc. I couldn't get hooked into the game so I'll be passing but man they did a good job on character movement. Same here, I lasted about an hour before I felt mehhh. Someday someone will get an MMO right again, one that actually has consequences and is not mindless. | ||
Scrandom
Canada2819 Posts
On May 12 2014 07:32 XXXSmOke wrote: Same here, I lasted about an hour before I felt mehhh. Someday someone will get an MMO right again, one that actually has consequences and is not mindless. You always see people say "one day they will get an MMO right again" but no one ever has any suggestions or ideas. Like what could you actually do differently in an MMO? And that's not me coming at you or anything, its a real question. What can you do differently? I feel like once you've experienced your first MMO (mine being WoW) the magic of it diminishes greatly and you just wont have the same experience leveling up a character. | ||
Parametric
Canada1261 Posts
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wongfeihung
United States763 Posts
On May 12 2014 10:07 Scrandom wrote: You always see people say "one day they will get an MMO right again" but no one ever has any suggestions or ideas. Like what could you actually do differently in an MMO? And that's not me coming at you or anything, its a real question. What can you do differently? I feel like once you've experienced your first MMO (mine being WoW) the magic of it diminishes greatly and you just wont have the same experience leveling up a character. I disagree. I played many MMORPGs before playing WoW. Each one had their own charm, to me. WoW kind of ruined that format of MMORPGs for me, because I haven't been able to find one that I like as much as WoW ever since. The only other MMORPG that I've played as much, if not more so, was Ragnarok Online. | ||
XXXSmOke
United States1333 Posts
On May 12 2014 10:07 Scrandom wrote: You always see people say "one day they will get an MMO right again" but no one ever has any suggestions or ideas. Like what could you actually do differently in an MMO? And that's not me coming at you or anything, its a real question. What can you do differently? I feel like once you've experienced your first MMO (mine being WoW) the magic of it diminishes greatly and you just wont have the same experience leveling up a character. I feel that the solution lies in more realism, consequences, and player vs player interaction. An example would be something of this nature... I want a game where my guild perhaps finds a planet (out of 100s of planets on the system) That ends up being high rich in a resource that is highly trade able. We immediately set up on the planet and start collecting and selling this resource as a guild. Unfortunately, after a week of mass profit our planet has also been discovered by new guilds that want that same resource. Battles erupt in space above the planet, and on the planet as we fight over this resource. Before you know it this place has become a huge battleground and everyone wants a piece of the planet. One guild eventually takes over, but that doesn't stop the smugglers, trying to sneak onto the planet and grab some of the resources and sneak out without being killed. After two weeks of mining the planet, suddenly new aliens start spawning on the planet giving the guild in control major problems as now they have to deal with other guilds attacking them plus the aliens on the ground. Eventually the guild is overrun on the ground and the planet is deemed worthless as the aliens are in control of everything. The best MMO's in my opinion are the ones like EVE and Asheron's Call were they let the players drive the story. The devs just adapt to what the players do and basically play God. This creates the real epic experience so your not just going through some stupid lore that you dont care about. Kill 10x of these because they are taking over the space ship! Its just so fake and cheesy. | ||
Elurie
4716 Posts
Want to get to Plane of Sky for your epic quest item? Have to find a wizard and provide the porting reagent. Died somewhere treacherous and want your corpse summoned? Have to find a necromancer and provide the coffin. Got cock-blocked on a raid boss needed for attunement? Better luck next spawn. "But that's just so inconvenient. Why do I need to rely on others to do things in this game?!" Then comes the graveyard rez, instanced raiding, dungeon dailies, etc. The Kill-X-Fetch-Y questing came about because people wants to play MMO like single player games. And devs want people who wants to play their game. I just don't see the pattern going back unless everyone starts the game at max-level, and your very first mission is a group adventure. | ||
Sermokala
United States13845 Posts
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Kiernan
101 Posts
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sjon03
United States231 Posts
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