All they would need to do is to allow players to link their PC account with their xbox account. I don't mean their PC NW in-game account, but the actual account that has your information in it, like purchases made and such. The in-game accounts would still remain separate (characters and such) but they could just give…
It's still not a full-on, "official" launch, so his point still remains valid. Even if it officially released, what's it been - like a month? Too late?...really?....
When trying to heal players who are grouped up, The philosophy of "work smarter, not harder," comes to mind. Instead of trying to specifically target individual players, let the heals work for you. Drop a forgemaster's flame on the enemy they are grouped up on, and let it heal them all. Also spam Astral seals so players…
This is either a balance issue that Cryptic will need to address, or the Cleric was never intended to be a healing machine, but rather a damage mitigator, buffer and/or a supplement to player's ability to heal themselves. Besides, doesn't gear effect these numbers, both in the potency and frequency of heals? A potion can…
In regards to sticking "true" to DnD, the cleric does behave similarly, but I don't think many people care about that aspect. They chose a healer because that's what they want to spend most/all of their time doing - healing. Overall, Clerics aren't really devoted clerics, but more like a "Battlepriest" class. I actually…
Well, I believe it depends on your definition of "bad." If you were to swap that word for say, "optimal," then it has a much more specific meaning, since there are in fact optimal and poor character/race combinations, regardless if players are able to excel in them or not.
Then why do MMO's have servers marked "RP server?" Because the 'role playing' aspect of RPG's, is not a game mechanic - it's a human one, and it should be known to people who do or do not wish to engage in that sort of environment up front - "there's roleplaying in here!" Especially (in the case of the Foundry) since…
pffft, speak for yourself. I have played my fair share of rpg's/mmo's, and I tend to do very little reading in them, especially mmo's. My philosophy is "look for floating punctuation mark, click on NPC, ignore all text he has to say, and click 'accept.'" I put over 2000 hrs into WoW (I haven't played in years) and I still…
But in the same regard, if you target a player and he dies before the heal goes off, then it could be said you need to get better and planning heals ahead of time, or keeping players alive long enough to get that heal off. Each method has a skillset, they just focus on different player skills. And as someone who almost…
That's all common knowledge stuff for healer/support/cleric players - where's the part where it showcases how this new targeting system is going to work better than the standard approach, since after all, that is what the thread is about?
And many players that play support/healing, enjoy this aspect. You think if they wanted to be "in the thick of it" fighting, they would have chosen a healer, especially since most games have some sort of agro system? The last thing they want is to be noticed. Now with a Cleric, the class is more designed to fighting and…
First off, why should healing be difficult, especially in a PVE setting? Second, saying the old way (or the tried and true way) is "boring" is simply painting it in a bad light. I am personally a fan of targeting individual players - It gives me more control and lets me know that my spell will hit them. It also allows for…
Perhaps healing classes can just do it better? Maybe getting rezzed via a scroll or non-healer class, ust gives you the bare minimum, while a healer class can revive a player with full health or maybe without a rez penalty?
Not to stray off topic, but Guild Wars was always more about character building and acquiring skills, than story, thus the fast leveling up of characters is intentional. Even in the sequel (which has more roleplaying and story than the first game) is still focused around building a character, and using your abilities (vs…
- excellent character creation system - intuitive controls and UI - customizable UI (like Guild Wars had) - a lvl progression system that doesn't feel drawn out and "grindy." - customizable gear appearances (stats remain the same, appearance is changeable) - a game that puts a little more thought into low and mid-game,…