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Докладване на проблем с превода
Me too, to be honest. Sometimes the simple solutions really are the best ones, lol.
I then figured out that i needed to startegize how and when to use spells, when to sit, when i could let their health go a little lower and get one more tik, do i really need to cast shield on the ranger when he starts to get hit when in fact he is going to retreat and use his bow and be fine. I also learned to cast my mana spell when my mana was barely low enough to benefit from it, so the cooldown will be done by the end in case i needed it again.
Regen is fine.
Eventually you will master to a level where you start initiating people into the "purple club" (where they die, see the purple bar, but then the heal hits and they stand back up).
Not sure if that is possible in this game to be honest, but there were some healers I have ran with in past games that had this down to a science and it would freak people out. lol
For about half of any given fight you're pushing keys at an APM equivalent to Classic World of Warcraft.
But yeah, the other half the TTK is long enough, and your ability cooldowns long enough, that you effectively have nothing to do except examine the battlefield.
Ultimately it's a little too high for my comfort but both Pantheon and Classic WoW are able to flex enough to accommodate the old and decrepit. Without us dragging down too much the group.
So, this is the type of game style this game is built around.
Kind of my concern. If the cycle is too fast, the concept of downtime as a play mechanic becomes non-existent.
He wants you to not change "his" game.
A game of resource management that is more than just "in fight" management which is basically what all modern MMOs are.
If you can go constant fight to fight and only a "minute" amount of downtime on extremely difficult long fights, then there is no management to consider between fights.
So mob spawn times (ie breaking a room and trying to hold it) becomes a non-issue, not to mention the risk of pathers, or fights taking too long where re-pops become an issue concerning your med time.
Also, this causes management within the fight (ie people simply dumping all of their resources every fight because the recovery phase after the fight is minimal).
It is an interesting game play dynamic that really only existed in older MMOs that had this camping game dynamic.
I want to not eliminate game play.
While restricting it to the gameplay you want. We know
We've always viewed down time as just another mechanic. I have no issues maintaining my enjoyment level during downtime.
Today I got in a few sessions with my favorite economic simulator. Guess what my APM worked out to be?
Guess what I did when classic World of Warcraft sped up the combat, removed resource regeneration relevance between combats, and shortened the cool downs on all your abilities?