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Wildstar WildStar locks you down for a look at crowd control

This is amazing it is going to make for some very interesting mechanics and combinations. Love that they are moving towards more and more skill based combat.
 
I wonder if your weapon comes back to you after the disarm timer is up, or if you have to go get it no matter what. I imagine someone getting disarmed then leaving the weapon there and running off. Will it de-spawn? can anyone else pick it up? or will it magically come back to my hand after the timer is done.


I think more important what happens if your on a cliff or ledge and you get Disarmed can your weapon fall down or go into water/lava?
 
I think more important what happens if your on a cliff or ledge and you get Disarmed can your weapon fall down or go into water/lava?
Ooooh, that's a really cool concept idea. Disarming near hazards to make it even harder to obtain weapon.
 
at the same time they could have still had a miss mechanic like GW2 did where your next attack missed, even skill shots.
Yeah, Gaffney stated not too long ago that they felt if you target and the person is within the attack range, it will hit. Having some arbitrary randomized figure of hit/miss ruins the combat style they have in place and makes things less fun. At least crit can be somewhat justified in the sense of "weak spots".
 
Yeah, Gaffney stated not too long ago that they felt if you target and the person is within the attack range, it will hit. Having some arbitrary randomized figure of hit/miss ruins the combat style they have in place and makes things less fun. At least crit can be somewhat justified in the sense of "weak spots".
to be honest i would not mind having crit being removed as a stat as well. they could still put it into abilities but as a stat it does add quite a bit of randomness which i dislike.
 
to be honest i would not mind having crit being removed as a stat as well. they could still put it into abilities but as a stat it does add quite a bit of randomness which i dislike.

For some classes like tanks, steady damage is what they need, but others, like stalkers, need the burst damage to quickly take down targets. I think crit can be balanced in such a way that the classes that need it can obtain levels that are somewhat predictable without getting overpowered.
 
With the double jump ability and some of the boosters to vertical movements located around the world, how do the CC and skill shots will work when you're way up in the air? Is it essentially a dodge? Also, can you aim at people in the air and hit them?
 
With the double jump ability and some of the boosters to vertical movements located around the world, how do the CC and skill shots will work when you're way up in the air? Is it essentially a dodge? Also, can you aim at people in the air and hit them?
They haven't said yet for pvp. Some targeted stuff from mobs get smaller the higher you jump. We have seen that in vids.
 
With the double jump ability and some of the boosters to vertical movements located around the world, how do the CC and skill shots will work when you're way up in the air? Is it essentially a dodge? Also, can you aim at people in the air and hit them?

I imagine that there are some effects that could be dodged by jumping, but I would expect the timing to be tough to master.
 
For some classes like tanks, steady damage is what they need, but others, like stalkers, need the burst damage to quickly take down targets. I think crit can be balanced in such a way that the classes that need it can obtain levels that are somewhat predictable without getting overpowered.
burst damage does not only come from crit chance, it also comes from abilities with cool downs, resources, and combos. the point i was trying to make earlier is that i don't like the inherent randomness that crit chance as a stat adds to the game the same as a miss chance would. i am completely fine with abilities that for example make the next 2 abilities crit or abilities that crit if you are behind your target, but chance to crit just adds randomness to gameplay. i don't like it when a battles outcome is decided by how many times i get lucky crits during the fight, so mechanics that allow crits but don't involve RNG in my opinion are much better.
 
burst damage does not only come from crit chance, it also comes from abilities with cool downs, resources, and combos. the point i was trying to make earlier is that i don't like the inherent randomness that crit chance as a stat adds to the game the same as a miss chance would. i am completely fine with abilities that for example make the next 2 abilities crit or abilities that crit if you are behind your target, but chance to crit just adds randomness to gameplay. i don't like it when a battles outcome is decided by how many times i get lucky crits during the fight, so mechanics that allow crits but don't involve RNG in my opinion are much better.

No randomness is 100% boring IMO
 
i like my randomness to come from player skill, npc mechanics, and dodging not RNG. a chance at a bigger number is not exciting to me. maybe thats just me but it is how i feel.


If I punch you in the right cheek (just saying), it'll leave a bruise... then when I go to punch you in the left cheek my punch will not have the same force, maybe a little more maybe a little less and the cruise will not be the same either. I hate things that are static... as for crits? Maybe I miss and punch you in the temple XD
 
burst damage does not only come from crit chance, it also comes from abilities with cool downs, resources, and combos. the point i was trying to make earlier is that i don't like the inherent randomness that crit chance as a stat adds to the game the same as a miss chance would. i am completely fine with abilities that for example make the next 2 abilities crit or abilities that crit if you are behind your target, but chance to crit just adds randomness to gameplay. i don't like it when a battles outcome is decided by how many times i get lucky crits during the fight, so mechanics that allow crits but don't involve RNG in my opinion are much better.

I agree that basing your entire strategy on crit chance isn't the best idea, but I think you can have viable builds that include high crit chance and high crit bonuses. In D3, I go toon up over 40% crit chance and 300% crit bonus and it is just beastly.
 
Such a great dev video. Definitely adds more depth to combat. Would be cool if you have to retreat and collect your weapon instead of it rearming itself. Unless you could craft/discover something like weapon chain where you could pull your weapon back to you.

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