WildStar ability mechanics were shown today in a new DevSpeak video. At the end of the video the devs solicited feedback, so here are my honest thoughts direct at Carbine. First, let’s watch the video.
I understand the direction. You want mobile combat where the user feels like they are ‘actively’ participating in combat rather than ‘passively’ commanding their character to use abilities.
In the video I saw a few things that bother me. First, the ground targeting indicators. In every fight I saw the floor lit up with different shapes. Every ability looks like it’s an area of effect attack. Whether it be a cone, a straight shot, an arc, etc., it all looks spammy to me. Ever play Hi-Rez Studios’ MOBA called Smite? The combat looks exactly the same. I’m not saying that’s bad, but something about it gives me a janky vibe… spaztactics, as I call them.
Second, I hate combat devolved into nothing but running around trying to skill-shot. I can’t remember which MMO it was, but everyone just ran around in circles spamming their instant cast abilities. The battlefield looked like a game of bumper cars. Heck, even GW2 was ridiculous with people rolling around dodging attacks (maybe it was GW2 I’m thinking about?). What are you doing to avoid your combat becoming nothing but instant cast circle strafing?
And lastly, I’m worried about it becoming spammy. You specifically mention rapid taps, and reacting different to abilities. Is this a game I need to drink a gallon of Mount Dew before playing, or can I expect some degree of ‘give me a second to think about what abilities I want to use rather than mash them all’?
Those are my concerns. Readers, please feel free to share yours.