Mageek
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#1
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I think this game would feel way more fun for ranged classes if you could cast while moving, so it would be more like a third-person shooter. It only makes sense that if the melee classes imitate close-combat action games, the ranged classes should imitate shooters.
Now, I know that the first reaction of everyone reading this thread will be "OMG but how are the melee classes ever going to touch ranged then??!?!".
Well I have a lot of ideas to solve this problem:
1. Give every melee class a charge & stun or a pull like lancer to reliable get a few hits off now and then.
2. Implement an "accuracy" mechanic for ranged. It could be implemented exactly like it is in Mass Effect - while you are moving the reticle becomes reaaaaly big, and there is a random chance that the shot will land in any direction within that circle. This way you would be missing a lot while trying to kite and you would *have* to stop in order to get a guaranteed shot off.
3. I would still prefer solutions 1 + 2, but if all else fails, at least give ranged a short cast bar and if you move before it completes the shot gets cancelled.
4. You could increase "casting time" or rather "time between shots". E.g. think of Sorcerer's fireballs as a missile launcher shots - it shoots very rarely and the projectile is fairly slow compared to a moving target.
All in all, I would much prefer to be randomly missing or having my cast cancelled while moving rather than being stuck in one place. The current implementation feels very clunky and quite far from a smooth action combat experience. Personally, I think the accuracy idea could be implemented fairly easily and would require the least amount of re-balancing, if any at all.
So here's to hoping other's like the idea as well and the developers listen.
Now, I know that the first reaction of everyone reading this thread will be "OMG but how are the melee classes ever going to touch ranged then??!?!".
Well I have a lot of ideas to solve this problem:
1. Give every melee class a charge & stun or a pull like lancer to reliable get a few hits off now and then.
2. Implement an "accuracy" mechanic for ranged. It could be implemented exactly like it is in Mass Effect - while you are moving the reticle becomes reaaaaly big, and there is a random chance that the shot will land in any direction within that circle. This way you would be missing a lot while trying to kite and you would *have* to stop in order to get a guaranteed shot off.
3. I would still prefer solutions 1 + 2, but if all else fails, at least give ranged a short cast bar and if you move before it completes the shot gets cancelled.
4. You could increase "casting time" or rather "time between shots". E.g. think of Sorcerer's fireballs as a missile launcher shots - it shoots very rarely and the projectile is fairly slow compared to a moving target.
All in all, I would much prefer to be randomly missing or having my cast cancelled while moving rather than being stuck in one place. The current implementation feels very clunky and quite far from a smooth action combat experience. Personally, I think the accuracy idea could be implemented fairly easily and would require the least amount of re-balancing, if any at all.
So here's to hoping other's like the idea as well and the developers listen.