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The holy Trinity

There could still be something that is mathematically best. The difference would be whether or not is executable. Players could have wildly different dps with the same build because of skill. That was true in WoW also. Even though everyone who knew what they were doing specced and geared the same, some still couldn't produce.
True. In WS skill will be much more of a factor. Because of this it will allow for much more room in what is considered "Best Build" since the top players can build so that their playstyle compliments their build and the down time they need to include from moving jumping and dodging.
 
True. In WS skill will be much more of a factor. Because of this it will allow for much more room in what is considered "Best Build" since the top players can build so that their playstyle compliments their build and the down time they need to include from moving jumping and dodging.

Even with all the movement, I expect preferred and optimal cooldown rotations to emerge. Unlike WoW, WS seems to encourage constant movement by letting most abilities be cast while in motion, very different from WoW's stand and shoot model. The most efficient players will learn boss skill telegraphs and use strategies that allow them to move to the correct areas while breaking their rotations as little as possible. Since there are no auto attacks, improper skill management will severely cripple a player or group's effectiveness, especially when pushing new content.

The limited move bar reminds me somewhat of Diablo 3, where you have to choose which abilities to take. You can use any number of combinations, but there are a few for every class that are either necessary or highly recommended, leaving 1-2 slots as discretionary. I expect the WildStar system to be pretty similar to that.
 
The most efficient players will learn boss skill telegraphs and use strategies that allow them to move to the correct areas while breaking their rotations as little as possible.

Gaffney has called this the synchronized swim and has stated many times that Carbine is trying to prevent that by making boss encounters more dynamic and reactive. I expect that there will be lots more communication on the fly and less knowing the fight before hand.

All of this plus the way combat is supposed to work is being done so that cookie cutter specs, while mathematically the best, won't be required.
 
I wonder if we will see less healers than in other games. I think it will be the most difficult and frustrating to play effectively since it is going to be more dependent on other player's proper movement. Tanks and dps target mobs which are much more predictable in their movements than players.

Will WS force a higher caliber of player overall, or will Carbine be forced to dumb it down to placate a base of skill-challenged players?
 
I wonder if we will see less healers than in other games. I think it will be the most difficult and frustrating to play effectively since it is going to be more dependent on other player's proper movement. Tanks and dps target mobs which are much more predictable in their movements than players.

Will WS force a higher caliber of player overall, or will Carbine be forced to dumb it down to placate a base of skill-challenged players?


If Funcom manages to do this right, I can see Carbine doing it as well. Also I hope that the people who play Wildstar, play it because they want challenging gameplay. And the people who want this the most are healers/tanks from Raidfinder of WoW and I´m pretty sure they want to see the new mechanics.

edith says: "Hope is the first step on the road to disappointment"
 
Gaffney has called this the synchronized swim and has stated many times that Carbine is trying to prevent that by making boss encounters more dynamic and reactive. I expect that there will be lots more communication on the fly and less knowing the fight before hand.

All of this plus the way combat is supposed to work is being done so that cookie cutter specs, while mathematically the best, won't be required.

I really hope that's true. I hope we don't see bosses with 4 abilities that we dance in between. I'd rather the bosses use abilities more/less often depending on what type of tank it is facing or the composition of the 5 man group.
 
I really hope that's true. I hope we don't see bosses with 4 abilities that we dance in between. I'd rather the bosses use abilities more/less often depending on what type of tank it is facing or the composition of the 5 man group.
So much this. A standard tank and spank is quite boring. I'd love something where even my 5th time running it or 10th time or 100th time, I still need to keep am eye on what the boss is doing instead of just having what I do habitualized.
 
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