Ask Us Anything: Combat Q&A

Post » Tue Mar 12, 2013 7:01 am

http://elderscrollsonline.com/en/news/post/2013/03/08/ask-us-anything-combat
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Brandon Bernardi
 
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Post » Tue Mar 12, 2013 5:09 am

Just beat me! Kudos. Let's have a look see...
Wait, so you *can't* stand in the way of attacks? I'm sure they said you can. Where was that...
Oh! Yep, Sorceror class confirmed. Yay! :)
Most heals are cone effects or AoE. That simplifies things...
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Elizabeth Falvey
 
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Post » Mon Mar 11, 2013 7:49 pm

Nice! Finally some new information about combat to discuss! I especially liked the part about the group those testers formed to take on a dungeon at level 12...over all the game itself seems to be shaping up to be one of the most exciting MMO's to come along since...well since Ultima Online...I just had to say that!

This new information really makes me hope I do get into beta because ESO sounds so freaking amazing! :D
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BEl J
 
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Post » Tue Mar 12, 2013 8:09 am

Good answers, sounds fun (except the first one, that made me sad - hopefully they fix this in beta).

Oh and hooray for medium armor!!!
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Lloyd Muldowney
 
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Post » Tue Mar 12, 2013 5:56 am

Just beat me! Kudos. Let's have a look see...
Wait, so you *can't* stand in the way of attacks? I'm sure they said you can. Where was that...
Oh! Yep, Sorceror class confirmed. Yay! :smile:
Most heals are cone effects or AoE. That simplifies things...

Once you are lock on it would stand to reason another play cant stand in the way. Pretty sure someone was saying you could the other day but i really didn't think it was the case, after all that's usually how tab targeting works, soft or hard.

Healing cone effect is similar to the Bear Shammy in Age Of Conan but we know the Templar has other types of heals as well.
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vicki kitterman
 
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Post » Mon Mar 11, 2013 8:03 pm

Good answers, sounds fun (except the first one, that made me sad - hopefully they fix this in beta).

Oh and hooray for medium armor!!!

Not sure what you did not like about the first one, to me it sounded really good because it appears as long as you have the stamina that you can dodge and make your opponent waste their resources in an attempt to try to hit you. This makes the game rely on SKILL and not on cooldowns and rotation of skills, which I think is a good thing.
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Ruben Bernal
 
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Post » Mon Mar 11, 2013 7:52 pm

The first soft target comment regarding ranged said you fave to be "facing" the target. Later he says with bows you have to "aim". I wonder what kind of lock you get with a bow- does the reticle have to remain on the target to hit it, thus making ranging on the run very difficult? Or can you soft lock a target and just be facing their general direction to hit them? More damage by holding down the button longer is interesting as well. If the reticle has to stay on the target a person who could master a full damage shot while on the run would become a seriously potent dps-er. One who would be very difficult to take out.....
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Jessica Raven
 
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Post » Tue Mar 12, 2013 10:29 am

The only thing that concerns me are people spamming the dodge/roll. I realize it uses stamina, so it could run out eventually though there was mentions of perks helping stamina regen. However, considering I want to play an archer/stealth class, if a warrior 50 meters away can keep spamming dodge and closes that gap and still have stamina left to cleave my head off... Well, I would feel like I clearly picked the wrong class. Even more so if I can't move backwards at more than a crawl.
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Emily Jeffs
 
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Post » Tue Mar 12, 2013 5:50 am

Hmmm, I'd want a follow up on that final question. Does a templar with a staff have different spells than a sorcerer with a staff? I'm not talking about class abilities, but the weapon abilities. Hope they are different, otherwise there won't be enough difference between the classes for my liking.
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Felix Walde
 
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Post » Mon Mar 11, 2013 8:34 pm

So it is gw2 style, abilities linked to weapon type? Sounds good that there is plenty of abilities to use. Sounds bad you cannot use them. Hope there is an easy way you can switch "mode" of abilities depending on what you are up to.
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Darlene Delk
 
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Post » Tue Mar 12, 2013 8:54 am

This was an amazing read. It is like DAoC and GW2 had a baby and they wrapped it in an Elders Scrolls blanket. This MMO might be like a fine wine.
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bimsy
 
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Post » Mon Mar 11, 2013 8:08 pm

Hmmm, I'd want a follow up on that final question. Does a templar with a staff have different spells than a sorcerer with a staff? I'm not talking about class abilities, but the weapon abilities. Hope they are different, otherwise there won't be enough difference between the classes for my liking.

Good question but i actually think they would have the same weapon abilities that come with the staff no matter if they are different classes. I think some of the questions were not really to the point. Take the leveling up through PVP, we already know that you keep the same class abilities you entered Cyrodill with. If i enter Cyrodiil at level 25 then i get boosted to level 50 but still have level 25 class abilities compared to a level 45 who will have level 45 abilities.

Do i level up in Cyrodiil and each time i level do i have to leave Cyrodill to go and pick up my new class abilities because if they were auto then surely my class abilities would change while in Cyrodiil.
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+++CAZZY
 
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Post » Tue Mar 12, 2013 4:25 am

So it is gw2 style, abilities linked to weapon type? Sounds good that there is plenty of abilities to use. Sounds bad you cannot use them. Hope there is an easy way you can switch "mode" of abilities depending on what you are up to.

Nope only 2 slots on your abilities bar are linked to the weapon you have equipped the other four are actually class abilities which are not static.
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Marine Arrègle
 
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Post » Mon Mar 11, 2013 10:33 pm

This was an amazing read. It is like DAoC and GW2 had a baby and they wrapped it in an Elders Scrolls blanket. This MMO might be like a fine wine.

GW2 is a mess it's more like DAOC rvr and Tera's combat with a twist.
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Stat Wrecker
 
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Post » Tue Mar 12, 2013 1:26 am

From what I read, it sounds like they might have a potion system in place similiar to the one seen in Path of Exile (you have 5 potions in your 'belt' that you can slot with magic/health/both/or a number of buffs to speed. etc. and they fill up as you kill/damage monsters). Which could be good or bad. I don't want to see people just potion spamming in PvP. But I think a very limited number of potions used this way could be awesome and really make for a very unfogiving PvP experience (in a good way, to me at least).

Also, it sounds like the way weapons work is VERY similiar to Guild Wars 2 in that each weapon has a specific set of skills and you are limitied to that weapon type if you want to use those skills. Personally, I hated that in Guild wars 2. I don't like being limitied to certain weapons to do certain roles. I was my skillbar to dictate what role I am playing, not my weapon. Hopefully they have some way to work around this and not completely bottleneck our choice of weapons.

This is all just pure speculation on my part so who really knows. What do you guys think?

Edit: Also, about the dungeon. They were all Lvl 12(ish) running a lvl 12 dungeon. I know everyone will hate me for using this anology, but here it goes. In WoW, I could run Black Fathom Deeps (a low lvl dungoen) and tank with my shaman wearing leather and a shield easily. Trying something similar in a high lvl dungeon I would get steamrolled no matter what. Point being, having a bunch of hybrids, off class specs rolling though a low lvl dungeon easily doesn't prove anything, it most certainly does not prove that those same characters, assuming they continued on the same off class spec, would not be steamrolled in a higher lvl dungeon because they are gimped in end game.
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Antonio Gigliotta
 
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Post » Tue Mar 12, 2013 12:01 am

It sounds like we have class abilities which are linked to our weapon and which we can slot in the hotbar

AND

Weapon abilities which are just left click and hold left click which are the same for every class using the same weapon.

I'm stoked. Gameplay sounds awesome.
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Alan Cutler
 
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Post » Tue Mar 12, 2013 6:50 am

Hmmm, I'd want a follow up on that final question. Does a templar with a staff have different spells than a sorcerer with a staff? I'm not talking about class abilities, but the weapon abilities. Hope they are different, otherwise there won't be enough difference between the classes for my liking.
I'm pretty sure that the abilities given by a weapon are going to be the same regardless of who's holding it. No worries though, each weapon's going to provide enough of them that it'll be okay. Heck, each ability even splits into two!
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Chenae Butler
 
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Post » Mon Mar 11, 2013 7:39 pm

GW2 is a mess it's more like DAOC rvr and Tera's combat with a twist.

I just meant in terms of loot and XP sharing in cooperative combat situations. I do not play GW2 anymore. I maxed out everything and got bored quickly. No sense of solid community is a game killer for me.
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A Lo RIkIton'ton
 
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Post » Tue Mar 12, 2013 6:45 am

Nope only 2 slots on your abilities bar are linked to the weapon you have equipped the other four are actually class abilities which are not static.

Ok, only half gw2 style. By the way, never played a character depending on resource pools that this game will use. I better like it since i just upgraded my computer for this game.
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Darian Ennels
 
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Post » Tue Mar 12, 2013 6:36 am

GW2 is a mess it's more like DAOC rvr and Tera's combat with a twist.

Nothing wrong with GW2. And the combat sounds more GW2 than Tera. Not necessarily a bad thing so long as they offer more choices for weapon skills. I too think it sounds like a mix of DAoC and GW2 and maybe a bit of Warhammer. Again, nothing wrong with being influenced by other games. The game is taking bits and pieces of other games and is putting them together and (hopefully) improving them.
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Kanaoka
 
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