... a general skill for affliction tracking, limb-damage tracking, and/or class-skills for determining when a kill path has been properly set up?
It seems to me that since many classes' kill paths require a person to have certain afflictions stacked or limbs prepped, we should also have a way to determine that our adversaries have these conditions. I mean, I know that people have client-side systems that attempt to do this, but why don't we have this server-side? There are traits for them--expert diagnoser and sawbones, etc.--but, these have a penalty associated with them.
Some kills require a person to have <50% health or mana and we all have access to Assess and Contemplate, with traits that make them balance-less. Why do we not also have equivalents for limb- and affliction-tracking?
Maybe I'm missing something, but from my experience at combat as a relative newbie (combat-wise), not having these critical abilities just steepens the learning curve tremendously and unnecessarily. If we got them, the best combatants in the game would still be the best combatants in the game, but at least those of us that are not script-savvy--or willing/able to collect and compile loads of data or pour over thousands of lines in logs or find 3rd party systems just to achieve even a sliver of combat viability--will have some combat viability. Hell, at least we would maybe be able to kill some of the highly artied fighters that are just standing there. The amount of meta-gaming that is required to function competitively in Achaean combat is insane.
Combat is already incredibly complicated without having these unnecessary (especially in this day and age) hurdles.
Give them a cooldown or something if everyone is afraid that it's too easy to abuse. I have no idea why someone would think this. I append Assess/Contemplate to every one of my combat hits--I'm essentially useless without them. This would be similar thing to that.
edit: I also think this would, in general, encourage a lot more people to participate in combat, leaving plenty more competition for those of us that are incapable of going toe-to-toe with the big boys and girls. There are a lot of people that swear off combat because of its overwhelming complexity. This would at least give everyone the ability to see clear markers of where they are in a fight.
So much of Achaea is hidden to its own and many players' detriment.
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Disappearing from Achaea for now. See you, space cowboy.
smileyface#8048 if you wanna chat.
You won't win this fight, along with most of the fights IG.
Yes, I'm overaly bitter on this and sure the usual suspect(s) will tell me I'm wrong. Its a very enjoyable part of the game but also the most frustrating and infuriating. Just because its better now than it used to be, doesn't mean its still actually any good. We have about 10 people who actually enjoy fighting anymore, the power creep from artefacts and talismans ensure that while most people start getting into combat, it's ultimately a pretty fruitless endeavour.
You could also be a Priest and - wish comes true! They can instantly check for almost every win condition they have with Contemplate and their ability to fully diagnose their enemies.
And as Saonji pointed out, a lot of people actually like the complexity - and I'm definitely one of them. If you aren't a fan, there's always monk!
A lot of the 'skill' for combat comes from working with the inherent ambiguity. Very few people have affliction tracking that is fully precise, and their goals can be accomplished well before that. I don't think any classes outright require affliction tracking, some of them have tight windows (maybe because of how much affliction tracking CAN help) but there aren't any that can't be done manually. There are definitely some that push these limits, I would never suggest trying to manual shaman/bard or anything with a lot of moving parts or timing for someone new, but it can definitely be done. A lot of the newer classes and revamps were done with this in mind and do a good job of reducing the margin between automation and not.
Most limb damage in particular has ambiguity built into it. A lot of defensive strategies come from being able to properly throw off the information you're relaying, and these sort of mind games are important for upper tier combat. There have been discussions about making limb damage easier to approach by making the information gathering process easier, but full precision would make some classes a lot more ridiculous while neutering others.
There's definitely a high learning curve and ceiling, but that's a big part of the appeal and why you have people who have been playing this game for a decade+ and still find new things to try and work with.
Immersion and balance are factors here.
Achaea is an immersive roleplaying world first, world's best fighting game second. To turn it into a mathematical metagame would suck the enjoyment and mystery that most of the playerbase enjoys - us combatants who think in numbers get joy from cracking formulas or finding imbalances are a minority. The effort taken in finding out the things you're asking for ourselves are the big accolades.
Given formulas and abundant kill checks in a text game draws the success rate of rng based kills (see: rapid momentum) too close to 100%. It minimizes player skill and promotes automation.
Think back to Expert Diagnoser in the hands of a Serpent or a Knight. Even a simple tool as that eliminated 50/50s and 33s to secure 100% kills. A game breaker. Now that is nerfed and the game is better for it.
Here's an example of what a chart could also look like. When I'm learning a new class/route, or when I'm teaching someone one of them like is the case in this picture, I'll chart like this. I'm a kinesthetic > visual learner, so actually doing the charting helps me understand it while referencing the picture while practicing helps me find my errors.
I have a retire value of 27k. So 54k cr.
1st class + artie weapon (level 3 for some, though level 1 or none is fine for others) is 350 ~ 1600.. Aldar is is 1k. Buckawns isn't necessary, but is nice, so 800. Wings are also nice, so 800.. so 850cr for first class, lets assume 1600 for the best weapon, 2600 for buckawns + diadem + wings... Throw in an SoA for good measure, for another 800... level 3 bracelet for 1400, 1k for con belt level 2, 1250 for level 2 str or int... that puts us at 9.5k.. 50k is not at all required for winning fights.
Definitely does reduce the number of people willing / able to do combat. You could always become a thief though! It's sorta like PvP, but even more fun!
There are also a lot of pre made scripts, entire curing systems that only require you to get/figure out prios. Can we stop blaming coding? It helps, sure.. but generally it comes down to time spent learning the classes and how to fight different opponents. Can you make a char, .sign on, and own Proficy? no. buy half the "coders" cant either.
Even moreso understanding your enemies and how their skills will effect you.
Some classes do have a higher need for coding if you want to track things intensively, but even limb classes can be monitored by knowing why x effects person with y to get z
You can be genuinely effective with some aliases and diversity, over a scripted kill button, it just requires time and investment into learning your class.
Or, you can just spam a few macros and be generally useful in groups and not in 1v1, or vice versa.
Just depends what you want and where you want to be. I manual everything, and I don't feel inept, just not stellar.