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SagaFamily Admin => Various Archived Boards => WildStar => Topic started by: Rumze on November 02, 2013, 08:15:08 PM

Title: Mind , magic or medicine
Post by: Rumze on November 02, 2013, 08:15:08 PM
There are three major forms of healing:
•Mind -- Espers using their psionic abilities to suppress pain reactions, and super-charge natural healing.
•Magic -- Spellslingers harnessing the Void to heal their allies with magical energy, and
•Medicine -- The Medics using their fancy healing beams, nanobots, chemicals, and other medical wonders available in the WildStar universe

This is a quick blurb from the wildstar enjin rp site - I just took the start of it because it was such a fascinating way of looking at healing and its rp possibilities.
Title: Re: Mind , magic or medicine
Post by: Elly on November 02, 2013, 09:25:17 PM
It's funny, but I've learned that I can go in with a preconceived notion of what class I want to play, but it rarely works out the way I thought. I'll likely try all three of those classes and see what works best with my playstyle. Choosing a class can't be a purely RP decision for me, I have to find a class whose mechanics feel the most natural, then retool my character's story where necessary.

Getting into even one weekend beta would be awesome and solve a lot of problems. >_<
Title: Re: Mind , magic or medicine
Post by: Gith on November 03, 2013, 01:56:25 AM
Quote from: Elly on November 02, 2013, 09:25:17 PMGetting into even one weekend beta would be awesome and solve a lot of problems. >_<

Yup.
Title: Re: Mind , magic or medicine
Post by: Talon on November 04, 2013, 04:42:39 PM
QuoteChoosing a class can't be a purely RP decision for me, I have to find a class whose mechanics feel the most natural,

I'm the same, Elly. A lot of my characters in GW2 were great to play from a character point of view but I know that mechanics of a class really affect how much fun I have outside of playing the character. Thieves, for example, as much as the character was perfect, the mechanics just don't work for me.

Mesmer, on the other hand, turned out to be splendid. I'm not finalising anything until everything's revealed for Wildstar but I'm already working on loose concepts for a few options.
Title: Re: Mind , magic or medicine
Post by: Askari on November 04, 2013, 08:51:45 PM
Quote from: Talon on November 04, 2013, 04:42:39 PM
A lot of my characters in GW2 were great to play from a character point of view but I know that mechanics of a class really affect how much fun I have outside of playing the character. Thieves, for example, as much as the character was perfect, the mechanics just don't work for me.

Yeah, mechanics mean a lot to me too. From a story/looks perspective, I love my GW2 80th necromancer, but she's not very fun to play. She's a nornish Raven spirit shaman who hunts down undead and returns them to the Underworld for Raven. I sorta enjoyed soloing with her for the "mood", but the necro mechanics really were not fun for me.

(http://i.imgur.com/2Rr0p.jpg)


Many recent games equate character movement with "fun" and "excitement". They keep the abilities pretty simple (just a small handful), and then ramp up complexity by requiring LOTS of movement (diving, rolling, dodging, evading AE templates, knockbacks/pull-ins, getting downed, rallying, et cetera). That's a problem for me, and one of the reasons I don't play GW2 any longer. Well, that... and I have seven level 80's and got burned out, lol.

For me, focusing the game on constant movement makes the game more of a physical challenge in reaction-speed and keyboard/mouse dexterity and less about quick tactical decisions (like exactly when to pop one of your 5' cooldown abilities).

WildStar will also have vast amounts of AE templates and require tons of movement, but at least they still embrace the trinity... so hopefully group combat will be more teamwork-oriented. In GW2, group combat often feels like 5 people "soloing together" and I miss the teamwork afforded by actual roles (tank, healer, DPS).

Anyway, WildStar has said in their character ability mechanics video that they want everyone (tank, healer, and DPS) to be able to move around like a "spider monkey ninja" if they want. I don't want. So I'll likely end up with a main class that has to move the least. Possibly spellslinger ranged DPS. Heck, possibly a warrior tank. Sometimes, in these AE template games, a tank actually has to move a lot less than a ranged DPS, because you can simply "step up" a smidge and be out of the AE cone.

I won't know until I try them, or more class videos come out.
Title: Re: Mind , magic or medicine
Post by: Gith on November 05, 2013, 12:54:48 AM
I see your worry Askari but I do not think the movement in Wildstar will be quite as fast twitch as other games. It is slow enough that you see the hit templates go down on the ground and you have a bit of time to move. I don't really like fast twitch game play either but hopefully, as you said, with the trinity firmly established in this game it will be more tactically oriented toward the abilities with some movement thrown in there for fun.
Title: Re: Mind , magic or medicine
Post by: Askari on November 05, 2013, 03:28:42 AM
Quote from: Val Gith on November 05, 2013, 12:54:48 AM
I see your worry Askari but I do not think the movement in Wildstar will be quite as fast twitch as other games.

Yeah, but it will still involve a lot of movement compared to any of the old tab-target games. Gamespot's WildStar video "Raiding Rampage" shows some level 20 dungeon boss fights and they are ALL about movement (with a side of interrupt-timing/stacking). The AE templates are huge, complex, and the templates themselves even start moving. It's just not my favorite style of game.  I'm old... and my mouse-wrist can't handle those types of fights well.

I miss games where ranged characters could stand still most of the fight, and the complexity came from casting the right spell (out of 30+ spells) on the right target (friendly or foe) at the right time (timing longer cooldowns and specialty abilities) while managing resources like mana and potions. Those games are more about knowing your character and making quick tactical decisions, and less about young/fast hands.

Don't get me wrong, I'm definitely looking forward to WildStar, and I think it will be a good game... it just means I will probably be picking the character class that moves the least.  ;)

After watching a few more videos today, that may end up being a Granok Warrior tank. Tanking allows me to ignore weaker AE and contain my moving to a tight circling around the foe, with the occasional "roll out/leap back in". I'll just have to experiment with classes.
Title: Re: Mind , magic or medicine
Post by: Gith on November 05, 2013, 01:32:07 PM
I actually like the type of game you are describing. I like the ones where you can focus on your abilities and not movement. But games just seem to be going toward the fast twitch movement stuff lately. Maybe it will swing back to traditional sometime in the future when everyone starts getting carpel tunnel or something lol.
Title: Re: Mind , magic or medicine
Post by: Gith on November 05, 2013, 01:33:28 PM
On topic to Rumze's original post, I did notice the distinction and I do like the Magic tree most which is why I will most likely go Spellslinger unless something drastic is newly released.