Fixing the Aura Stacking + Pumping Single Skill Problem

"
Racthoh a écrit :
I'd rather see more supports added specifically for curses, auras, and totems so there are more appealing options to stacking auras and pumping a single skill.
I'm not sure that would stop skill spamming, but that's actually a far more healthy attitude about the whole aura-stacking business. Maybe a light aura nerf, but we don't want to nerf them so hard people don't find them useful anymore. Instead, we should be focusing on new, interesting, non-aura skills that reserve your mana; these new skills would compete with auras and make group play less predictably "I have every aura active because I'm in a party."
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
"
ScrotieMcB a écrit :
"
Racthoh a écrit :
I'd rather see more supports added specifically for curses, auras, and totems so there are more appealing options to stacking auras and pumping a single skill.
I'm not sure that would stop skill spamming, but that's actually a far more healthy attitude about the whole aura-stacking business. Maybe a light aura nerf, but we don't want to nerf them so hard people don't find them useful anymore. Instead, we should be focusing on new, interesting, non-aura skills that reserve your mana; these new skills would compete with auras and make group play less predictably "I have every aura active because I'm in a party."


I'd quite like to have a support that turns curses into auras and reserves the mana cost, a lesser version with no increased mana cost and uses the curse AOE for the aura radius, a greater version doubling the mana reservation but applying the curse on hit.

It wouldn't be confusing, considering half the monster auras are just curses.
IGN: Asser, AssDelver, Assphobic, AnointedAss, BetrayedByMyAss, CrackedAss, FracturedAss, FulcrumedUpMyAss, ImpaledAss, IncursionOfTheAss, WarForTheAss, UnleashTheAss, ScreamingAsshole, SwampAssKing, Yui
Dernière édition par Wooser69#4318, le 30 mars 2013 à 22:17:42
"
Wooser69 a écrit :
It wouldn't be confusing, considering half the monster auras are just curses.
I totally disagree there; it'd be super confusing in a party with multiple people taking it... any time they get near each other, monsters start flipping what curse is on them based of distance or some other odd mechanic. And allowing more than one curse per monster, without the usual work-arounds, would be OP as hell, especially if you didn't need to take time out to cast them.

Something like a curse-on-hit support gem that makes the curse reserve mana (at some cost multiplier) would be cool though. The normal problem with suggesting a cast-on-hit support gem is that you worry people could trigger too many casts by supporting lots of stuff... with curses it's a lot simpler, due to curse limit, therefore not OP.

I think the most depth for new reserve costs comes from entirely new skills, not trying to make wacky supports that turn old mana costs into reserve costs.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Dernière édition par ScrotieMcB#2697, le 30 mars 2013 à 23:34:43
I would just like to remind people that aRPG has nothing implicitly (or explicitly) to do with cooldowns. There are aRPGS with cooldowns, there are aRPGS without cooldowns. aRPG stands for action role playing games, they are games which have role playing elements, however the games play out in real time (hence why there is action in it)

Saying cooldowns is not a good solution because some aRPGS don't have them is not an argument
Maybe it's me but it seems this game gives the player little choice other than "skill spamming", at least without it being somewhat frustrating.

I guess it happens in other games as well though
"
gonzaw a écrit :
Maybe it's me but it seems this game gives the player little choice other than "skill spamming", at least without it being somewhat frustrating.

I guess it happens in other games as well though


In some aARPGs, yes, in others, no

At the end of the day, if you give (almost) all skills no cooldown, this is always going to happen, because you are giving skills as little differentiation between them as possible, which means the skills with the most AoE,spread damage will always be the ones that are going to be single skill spammed (which is the FP/EK/LA)
But take some examples from other games:

Imagine a Fire skill gives you lots of AoE and damage and stuff. Cool, you keep spamming that shit then right?

Yeah, but then you encounter a fire-immune monster, what do you do? You use a Cold skill, which would do less damage in a normal situation, but since that guy has fire immunity and is fire-based it actually does better damage overall (and you can't use your trusty Fire skill).

That situation itself was presented to you by the game, the game made you have a variety of skills to use and not just have a single skill to spam.
The game would have to give you an easy way to have both the Fire and Cold skills of course


There doesn't seem to be anything like that in this game. In both cases, there is little that "restricts" the use of the same skill you spam, even if that happened there is little that makes it clear your skill isn't working fast and in a way that's not frustrating, and there is little that gives you an easy and fast way to switch to the actual skills that are useful in those scenarios.

Without any of that....yeah of course people will just choose the "best" skill and spam the hell out of it.

EDIT: By the "take examples from other games" I meant like other RPGs and stuff where that holds. Just take any random Final Fantasy perhaps
Dernière édition par gonzaw#3022, le 31 mars 2013 à 02:59:45
"
gonzaw a écrit :
But take some examples from other games:

Imagine a Fire skill gives you lots of AoE and damage and stuff. Cool, you keep spamming that shit then right?

Yeah, but then you encounter a fire-immune monster, what do you do? You use a Cold skill, which would do less damage in a normal situation, but since that guy has fire immunity and is fire-based it actually does better damage overall (and you can't use your trusty Fire skill).


If you are suggesting immunities, that is a ridiculously stupid idea, as it makes certain builds completely unviable in solo play just on the basis its impossible for you to kill the monstor

D2 went there, we do not want to follow D2 in this area.

Heck even with immunities in D2, you still had characters based around single skill (i.e. Ice Orb sorcerers). Ice Orb sorcerrors wasn't forced to get fire skills, they just got ice skills

This doesn't fix the problem at all
Dernière édition par deteego#6606, le 31 mars 2013 à 03:42:36
"
gonzaw a écrit :

There doesn't seem to be anything like that in this game. In both cases, there is little that "restricts" the use of the same skill you spam, even if that happened there is little that makes it clear your skill isn't working fast and in a way that's not frustrating, and there is little that gives you an easy and fast way to switch to the actual skills that are useful in those scenarios.
"
gonzaw a écrit :
"
gonzaw a écrit :

There doesn't seem to be anything like that in this game. In both cases, there is little that "restricts" the use of the same skill you spam, even if that happened there is little that makes it clear your skill isn't working fast and in a way that's not frustrating, and there is little that gives you an easy and fast way to switch to the actual skills that are useful in those scenarios.


Yes and I am saying that immunities did nothing to solve that issue, it existed in D2 and it made no difference

Signaler

Compte à signaler :

Type de signalement

Infos supplémentaires