Tuesday, May 7, 2013

Immortal King

they aren't forced to do anything. It is certainly the path of least resistance, but there is NOTHING stopping you from farming for your gear,diablo 3 gold, except yourself.


heh, lets get another zero to the 6000 elite kills you have, and you might see things in a different light.

Its true,blade and soul gold. If you want real progress, then at some point, there is no way around flipping, paying money either in the RMAH or to buy gold, or you cheat.

That simple.

Farming alone? MAYBE(!) with a hell lot of luck, you might get an BiS item with awesome stats, for one of your slots. But that was it. how likely is that? Not very much anyway.

You know, I think the real issue is that players have in D3 no real goal infront of them. When I am comparing Diablo 3 and Diablo 2 directly, then I can see clear goals in D2. And in ever situation, that was the awesome part! There have been nice items for normal,blade and soul gold, nightmare and hell, some items that would be seen as decent, like most set items, Immortal King, Tal Rasha, Natalya etc. or the high end stuff like high runes and rune words. All of those, had one thing in common though. There was little to no randomness. A Dol rune, was always Dol rune and an Phul always an Phul. An IK hammer was usually always "decent" for the set as whole. Many items became very common at some point, because of duping,diablo 3 gold, lots of players, bots,wow gold, farming etc. But that was for the usual player never really a problem. What made the items interesting was the fact that you had a goal to go for. Like if you wanted to get an nice runeword together. Even if it took you half an year or more. But you had a goal. And consdering how long I am playing D3 already, by that time I would have certainly a few BiS items on my char either with trading or even finding something in D2.

There is simply to much randomness in the gear it self, where certain legendary/set items, for a class dont even roll always with class specific stats! And some of the Legendary items dont even have the potential to be great because the affixes on them are so bad,d3 gold.

There simply is no fun in finding 8 echoying fury or 4-5 mempos, 3-4 Skorns etc. but all of them beeing garbage. Because it makes the experience like on a slot machine, and not like a treasure hunt.

This is the MAIN difference between Diablo 2 and Diablo 3. Diablo 2 was a treasure hunt, with A LOT of garbage,d3 gold, but once you got something awesome, then it WAS really awesome. Diablo 3 is a slot machine. You can get one mempo after another ... and a lot of them will be outright useless.

I agree with you to an extent, but the Mempo is a poor example,tibia gold. If anything, it sands at the pinnacle of what a legendary SHOULD be, imo. An amazingly rolled one is BIS, a "poorly" rolled one is still pretty great, just not BIS. High primary stat, high AS, life %, AR, +socket. GUARANTEED. Nothing "garbage" about that.

Tell that to the people that got an mempo with 90 in their main stat and without any CC.

Seriously. An Mempo IS an useless item if it has not

1. VERY high main stat (like 260 and more)

or

2. CC

Thats the reality at the moment. Maybe 6 months in the past a "normal" mempo was awesome. But thats not true anymore. Thats the issue when you create a slot machine as itemisation and make the content stronger like with the MP levels, but not giving people a chance to actually get their hands on the gear to play it. I mean Diablo 2 was sure not perfect. And I many times had the feeling it was ,diablo 3 gold... boring. But I never had honestly the same level of frustration that I currently experience with Diablo 3.

this +1

Monday, May 6, 2013

World of Warcraft

Whether you are a hero of Sanctuary, a Blacksmith in New Tristram, or an artist intent on illustrating the demonic invasion from the Burning Hells, you need to come prepared with the proper passion,tibia gold, tools, and vision to get the job done. But great art doesn’t make itself, and a lot of work goes into crafting a truly epic experience.

This week’s community spotlight showcases artist Robert Maldonado and his dramatic Blizzard fan art.

Robert’s artwork includes everything from concept work and 3d models to fantasy paintings and fan art inspired by Diablo, World of Warcraft, and Starcraft. We caught up with him to find out more about he and his art.

Q. How long have you been making art?

I would like to start off by thanking you for this opportunity!

I've been painting digital concept art since the beginning of 2011. I taught myself how to use the Wacom tablet with Photoshop, which was challenging. I'm so used to looking at where my pencil meets the paper and all that.

I taught myself how to paint traditionally back in mid/ late 2007, and at the beginning of 2008 I held my own solo art showing at an art gallery here in So Cal. However, I feel that drawing since I was 7 years old is where it all started.

Q. You created some amazing Blizzard fan art! Which piece was the most challenging for you,d3 gold?

I would have to say the traditional painting of Imperius vs. Diablo I did with the time lapse video.

Traditional paintings are always going to be harder because there is no Ctrl – Z with acrylic on canvas, and you only have 1 layer. I was nervous going into that painting but as soon as I started I knew I was at home.


The no carebear game play thingis a fact in Wizardry Online. PvP is always on and there is no option to turn it off. Players will see a dialog box asking if they're sure they want to attack another player but there is no "permission" to attack nor is there an option to decline an offer of attack. It's simply there.

But there is a caveat to those players who wantonly run around attacking any and all others: Notoriety. Rampant PvP killing of others will see players earn the 'criminal' title and city guards will attack those players on site, forcing them into the less-reputable parts of town when they need a break or to sell things.

"The higher your level, the greater the chance at permadeath."

That's pretty scary sounding but permadeath is not quite always permanent from the standpoint that a player will be able to attempt to bring a character back from death. There is a big statistical chance that this will not happen, however, and players are only given two chances to do so before a character is gone for good. The bright side of this is that all dungeons unlocked, all finished quests, storyline elements, etc. are part of what the developers call 'soul rank' and will move on to other characters owned by the player. Phew.

In addition, the bounty system will curb the enthusiasm for out-of-control killing. Any player can put a bounty on any other player. Any player can accept that bounty and try their hand at bringing down the criminal. According to Todd, the higher the bounty, the better the chances are that the criminal will be taken out.

While PvP is an integral and important part of Wizardry Online, it's not the whole package. WO also places a high value on dungeon crawling. It's a hardcore game about stats and customization.

"You're going to love it and hate it at the same time. It's similar to Dark Souls, if you've played that." Todd told us.

A love hate relationship? Neato!

There are five races in Wizardry Online: Human, elf, dwarf (only male), gnome (only female) and, as Todd said, "the cute Japanese anime character" that lots of players love. Players pick a class alignment but no race is locked into any specific alignment. The only requirement is having enough attribute points to make it a viable choice. Players can customize their character's skill tree and select how their characters progress.

We were told, "It's all about the numbers."

Players will need to band together when setting off on a dungeon crawl,runescape 2007 gold. Groups will start off in a city hub that is the jumping off point for dungeoneering. There is no traversing continents to get to combat. You get to the action right away. Again, we were told, the emphasis is on combat, not 'adventure'. Beware the dungeons though. They are open and anyone can join them. They are open world areas that can hold alot of players before another one spawns.

"Bring your friends, or run away." Todd simply stated. After watching the demo, it seems like sound advice.

Wizardry Online has a mature rating for its dark and somber environments. There is evidence everywhere of decapitations, blood, dead bodies and more that requires a 'Mature' rating. I would have said that the stress of permadeath would lead to a Mature rating but whatever.

Wizardry Online seems like the type of game that will appeal to a very specific, very hardcore, very niche group of MMO players. With the constant threat of permadeath, with PvP always turned on, players will have to be on guard at all times.

What about you? Does the style of gaming that Wizardry Online is bringing to the MMO-space appeal to you or not? Let us know in the comments!

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runescape 2007 gold how to finish making your teched claw - MMORPG.com Blogs

[it',runescape 2007 gold;s late, i know, but here are the screenies to create dim essence orbs. as you will see, it is the same as creating any other resource! first, harvest the , bring up the , and proceed to the orbs. easy peasy!!! ]

well, it's time to get this teched claw made! after you get your orbs and carapace, it remains only to gather the needed materials to make the claw itself. you need bronze and malachite.

you should be very familiar with finding and making bronze bars. don't forget to check your vault for stragglers, that's how i saved having to fetch and make bronze.

you also should be familiar with the way to the gem cave and gws. if you need a refresher, is. however, chances are very good that you will not find malachite in the first cave, or if you do, it will not be enough. you will need to go into the second cave to find some. just head down the r at the back of the first cave. it's a , but eventually you will in the . you should find plenty of malachite here, including a motherload and a rich node. gather the needed uncut malachite and head back up the to the , out to the road and on to the gws to make the cut gems.

once you have all the materials you need (bronze bars, cut malachite, dim ess orbs, and beetle carapace), head back to the dragon crafter's cave [i use recall, but run if you like! ;-} ]. i am sure you remember where the scale forge is, directly behind and to the right of kerian's pedestal. bring up your , choose the dragon's breath technique from the list at the top middle of the screen and click the down arrow underneath to add it to the creation requirements, then proceed to make the new claw. take a couple steps back and talk to kerian to get on the head.

and that's all there is to it!! make sure you equip the claw, tell you why next time!

for some reason, the last screenie is not showing for me, so here it is:

used

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runescape 2007 gold Character

Date: 12-20-2012 Views: () Comments: ()

What's new in AION 4.0

Today, the newest official expansion 4.0 (part 1) went live on Korean's Aion servers,runescape 2007 gold! Please enjoy the two new video trailers. Later a ton of official multimedia including screenshots of new content, concept arts will be updated. Stay tuned.[2012-12-20]

Aion 4.0 Related Page


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�� Mountain Fortress
�� Plains Fortress
�� Rune Entrance

Instance
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Character

New Class
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�� Survival Reinforcement
�� RvR Reinforcement
�� Charged Skills


Items/Gear



Special Weapon Skins
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K-Pop Idol IU as Aion 4.0's Spokesperson

Video

More Information will be added...

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Sunday, March 10, 2013

rs 2007 gold Gameplay and Interface old school rs gold

Free-to-play games have a certain stigma attached to them by most people, at least in the West. They tend to have less content, fairly simplistic gameplay, and are often little more than mindless-grind fests. I've played a number of these types of games in the past, and every time I do, I question why I haven't learned my lesson yet. Runes of Magic has shown me why: because there's always the exception to the rule, and hopefully one that will be a trend-setter. It is far from being a perfect game, but many gamers out there may find that Runes of Magic has enough to it to hold their interest.

While Runes was developed by Taiwanese company Runewalker Entertainment - it was localized for the West by the German company Frogster - it shares a surprising amount in common with Western MMOs. In fact, I would say that Runes of Magic is an excellent example of a formulaic, generic MMORPG. Everything from the classes, the world, the story, the quests, the combat... It is all very generic. Honestly, even the UI looks like it was ripped right out of World of WarCraft or Warhammer Online. Yet, the game does do a few interesting things to it and it does come at the low, low price of $0 a month. That's hard to argue with.

Characters

Before you begin playing you must, shockingly, create a character. Runes provides you with the choice of one race - a number that will likely increase as the game continues on, and more content becomes available on North American and European servers - and six classes. The classes are all rather straight forward: Warriors hit things with pointy objects and cause large amounts of damage, Rogues stab and poison things for more damage, Scouts use bows and arrows to attack at range, Mages use magic to deal damage at range, Priests heal and buff party members, and Knights make great tanks.

The class choices are pretty straight forward, but this is actually one of the areas that Runewalker threw in an extra, very welcome feature: dual classing. If you've ever played Final Fantasy XI, this system will be somewhat familiar to you although Runes has a number of differences. Once you reach level 10, you can pick up any of the other classes in the game as a Secondary Class. You will then be able to use a limited, though decently extensive, amount of the secondary class's powers, along with special Elite powers that are only open to specific combinations of classes. If you want a warrior that can heal a bit, you can become a Warrior/Priest. If you need a Mage that can take a few hits, try a Mage/Warrior or Mage/Knight. This leads to a wide variety of options available, and the different secondary class options actually seem to make a pretty fair impact on how your character plays. As an added bonus, most of the combinations seem pretty viable as well, which is something I did not expect.

Much like in Final Fantasy XI, you do not raise your secondary class as you level up your primary class. Instead, you switch your secondary class to your primary, and your primary to your secondary. So, if you have a Priest/Scout, but you want to level up scout for a while, you will need to switch to Scout/Priest. This is nice in some ways and a pain in others. On the positive side, it is a bit like having an alt that shares the same name as your main, and you don't actually need a second character to check out another class in the game. It does, however, mean that you will need to level up, basically, two characters to hit the max level, so you will be looking to repeat content. Luckily, content is one area that wasn't skimped on.

Quests and Content

When it comes to quests in free to play games, my expectations are pretty low. If I see five quests between levels 1 and 10, I'll be pleased. So, when I say that Runes of Magic would have been pleasantly surprising quest-wise if it were a subscription-based game, you can safely assume that I was impressed.

You won't find much of a shortage of quests here. Each zone is packed with quite a few to run through - in fact, at least during the earlier areas of the game, you'll have no problem leveling up both of your classes without running out of quests to do. To make this even more true, the game is chock full of daily quests right from level one and on.

I should note though, that while there are plenty of quests in the game, you shouldn't expect anything special out of them. The background of the world is pretty thin and quests stories are far from works of art, but rather just serve to get the player moving along. If you're not the type to obsessively read every quest dialog, then you're not missing out on anything. The quests themselves are also rather generic, as per the theme so far, and feature primarily just kill and FedEx quests.

Gameplay and Interface

Combat works in the tried and true method of using abilities attached to a hotbar. Your abilities will use up points from either your mana or endurance bar, depending on the power, and a number of them also have cooldown timers as well. As you start the game, combat can come across as being really bland, but you do gain more abilities as time goes on, which helps things out. Group dynamics work like they do in any other game, although having your tank backed up with healing spells of his own can be quite handy. The dual-class system allows for some interesting and more varied tactics to be used in combat. In the end, I've played games that have much better combat systems, but I've also played games that have much worse systems too.

I'm not much of a crafter, so I always have a hard time really reviewing this aspect of a game, but Runes does feature a crafting system. The actual system itself isn't anything you haven't seen before, but it does work out well enough. You can collect resources, put them together, use some items to add magical properties, and bam, you get an item. One neat thing, though, is that you aren't restricted to any one craft. You can actually go up every crafting line, if you would like to do so and are masochistic enough to put yourself through it. You can, however, only master one line. Still, the fact that you can basically switch to a new craft whenever, with no real penalty, is great.

While the gameplay is fairly bland, the interface is actually rather nice. Many Asian games use a point-and-click method for movement, which is something I never cared for. Runes of Magic is no exception, except that it allows you to use the keyboard to move as well, and also allows you to move forward by holding down both mouse buttons - which is something I've been fond of since Star Wars Galaxies came out. If you find yourself accidentally clicking on the ground next to your target, instead of your target, or for some other reason you just hate having the option to point-and-click for movement, it can be completely disabled in the options menu.

I found the UI to be pretty pleasing overall, largely due to things like that. The UI itself looks like WoW and WAR, but that isn't actually a bad thing. It has a number of nice features as well. For example, if a bunch of PCs are crowding around an NPC quest-giver, you normally would end up clicking on one of them instead. Hit shift+click, and you'll be selecting the quest-giver through them. The equipment screen is very nice, allowing you to hover your mouse over any equipment slot, which brings up a list of what you currently have equipped, as well as every item you are carrying that can go into that slot. You never need to hunt through a bag to find the best piece of equipment you have. I also never thought I'd compliment a game on how easy it is to ignore people, but Runes is hit pretty hard by spammers selling gold. In the chat window, just right click their name and then click "Add to blacklist." Just half a second of effort removes the spam from your window.

Graphics, Microtransactions, and The Little Extras

Graphically, the game isn't technically impressive at all. It does, however, have an art style that appealed to me well enough, which helped to make up for it. They went with a somewhat cartoony look that helped make the otherwise unimpressive graphics seem more acceptable. The graphics work well enough, and while they aren't hugely impressive, I can't complain too much about them in a free to play game either.

I do believe some of these areas that Runes of Magic is lacking in are helped by some of the miscellaneous features in the game. For example, player housing is nice to see and not something you find in every MMO. You get a home, a busty French maid to call your own, the ability to buy and place furniture in your house, and extra storage space. Furniture can also give rested XP and TP (used to buy ranks in skills), as well as increasing the XP earned when crafting in your house.

Housing is actually one of the areas that microtransactions start to come into play. You can buy certain upgrades to your house, such as the ability to include more objects, and the ability to name your house something other than the random string of numbers it is assigned. You can also do things like buy additional bag space, add the ability to speak on the World channel, and even purchase items with real money. You also can improve existing items by spending a bit of real world money as well, even boosting low level equipment up with high level stats, meaning that they can still be worn by a low level character. You can also do this, however, with tokens that can be earned in-game.

Microtransactions are a tricky thing to use when targeting a Western audience, as there's a lot of pre-existing baggage that comes with it that turns people off. Simply put, a lot of people aren't willing to try a microtransaction-based game. However, I think Runewalker (and Frogster depending on how much was localized) did a pretty good job of it. If you don't want to spend a dime, you never have to do so, and you aren't actually barred from anything by choosing to keep your money,rs gold. You still get a house, you still get mounts, you still get tons of equipment drops... You'll be comparable to someone who has spent money. You just won't likely look as stylish, is all. Plus, you won't have the bag space, but you should be able to get along fine without it, too.

Conclusion

Runes of Magic is probably the most middle-ground, average game I have ever played. It seems for everything that they do right in the game, there's some niggling problem that brings it down. Yet, at the same time, for every fault I find, I can find something else that can make up for it. While the graphics might be far from impressive, the UI is quite nice. The combat system isn't very exciting, but the dual-class system can make for some fun combinations. The world isn't very interesting, but there is plenty of content.

Yet, for a free to play game, what it brings to the table is far beyond what you normally see from those types of games. Frogster claims that they've hit one million registered users in North American and Europe, and I can understand why. While there are better (and worse) games that cost $15 a month, Runes of Magic is still pretty impressive for not having a subscription fee. Taking value into mind, it is hard to not recommend it for a spin, given that there is no cost of entry.

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rs 2007 gold QKgold.COM buy gw2 gold using vault storage for th old school rs gold

well, you prolly have some stuff you want to hold on to, but don't want cluttering up your inventory. time to make the acquintance of the which you will become very familiar with. as an experienced gamer, i am sure you are familiar with the bank or vault concept, and istaria's is no different. it is personal storage you can access from many places within the game, including on your own plot/lair.

on new trismus, you will find the vault in the main town. from the dragon caves, head up the road. once you reach town, you will see the in a block on your left. the center one with the moneybag sign in front is the vault.

enter and head to the back of the building,buy gw2 gold. there you will find , the vaultkeeper for new trismus. her and listen to her. keep the last part in the back of your mind - she is telling you how to get your vault upgrades. when she is done, right click on her and choose .

as with most things in the game, when you fopen your , you will the about . t is a t of , as it is im!

once you know what's what, you can start to move items from your inventory to the vault. open your inventory, (to pick multiple items, hold the ctrl down while you click) and from your inventory to the ,rs gold.

close your vault and you can get back to bizniz!!

that's it really for the vault, so head back to kerian and get your next quest! find out more next time!!

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rs 2007 gold RuneScape Gold Guild Wars 2 (GW2) Class Overview Revealing the Ranger - MMORPG.com old

The breakneck pace of Guild Wars 2 reveals continues today with the unveiling of the Ranger profession. ArenaNet starts out by describing the Ranger profession as a “jack-of-all-trades and a master of them all as well.” OK. You’ve got my attention already. The Ranger is a familiar fantasy class to most MMO gamers, and ArenaNet doesn’t look to have strayed too far from the archetypal Ranger with Guild Wars 2. Typically, the main difference between the implementation of a Ranger class in most games is whether or not it has access to pets, and just like the original Guild Wars, Guild Wars 2’s Ranger will also have access to pets, rejoice!

A Ranger's pets are designed to help him adapt to his opponents strengths and weaknesses, and he can have up to three pets stored, however, only one may be active at a time. Similar to the original Guild Wars, Rangers charm their pets in the wild and bond with them, and the process is relatively simple. The must simply seek out a juvenile version of the animal they wish to charm, and get to it! Pet options will include bears, moas, devourers, and most interestingly of all, sharks (perhaps an Asura Ranger can mount frikkin’ lasers on their heads?)! Thankfully, a pet’s base health, armor, and damage will also scale along with the player, though there is no word on whether or not the pet will inherit stats from gear as well.

Unlike the Warrior’s Adrenaline, the Ranger won’t be required to manage a unique resource in combat, instead,RuneScape Gold, they’ll simply have to worry about managing the modes of their pet, which currently include the simple but effective aggressive, defensive, and passive toggle modes, as well as the attack, heel, and stay commands.

Pets will feature customization options as well. Described as “evolution levels”, a Ranger’s pet can evolve up to 20 times, or 20 evolution levels. The pet gains XP towards this levels in tandem with the player’s XP gain (the pet must be active). Evolution levels grant the pet a variety of bonuses specific to the type of pet itself. For example, a bear might receive increased health or increased damage as an evolution bonus. Pets will also unlock up to four ability slots throughout the course of their progression, allowing the player to customize them with a variety of active pet abilities.

Enough about pets! What else can Rangers look forward to in Guild Wars 2?

How about an interesting array of weapon options? Not only can the Ranger wield the shortbow and longbow with great efficiency, he can even wield a two-handed greatsword! Additionally, the Ranger can equip a sword or axe in his main hand or an axe, dagger, torch, and warhorn in his off-hand.

Rangers will also have access to traps. No surprise there. The Ranger can place traps such as the Spike Trap on the ground, which will cripple and inflict bleeding damage to an enemy who sets it off. A player can only have up to one trap active at any given time and he must remain in relatively close proximity for the trap to remain active.

Spirits make a return to Rangers in Guild Wars 2 as well. Players will have access to a number of nature spirits that can be summoned to influence enemies or players in its immediate proximity. For example, the Sun Spirit grants allies within its range bonus fire damage to all their attacks. Spirits can be slain in battle and are short-lived, disappearing on their own after a brief duration or if the Ranger steps too far away from it.

Much like the previous class reveals of the Warrior and Elementalist, ArenaNet is also quick to tease us with a few clips of a number of the skills at the Rangers disposal, which you can view by clicking the images below:

Whirling Defense

Barrage

Hunter's Call

Spread Shot

Serpent's Strike

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Saturday, March 9, 2013

blade and soul gold regarding archeage, i have a friend who was in beta 4 and 5, i played a little,

Originally posted by Nemesis7884

-snip-

regarding archeage, i have a friend who was in beta 4 and 5, i played a little, i can tell you a few things

- the combat system is very very classic tab targeting - aka world of warcraft style

- the skill system is interesting as it lets you choose several decks (3) to select skills from, so its somewhat open

- all the open world features such as housing are highly exaggerated in the sense that i think people believe its way better than it actually is...cause you got just fields with a bazillion of the same small houses on them...so...

- there are some neat features to the game, sea fights etc. are great and everything...i just think a open world pvp system NEEDS a good engaging combat system more than anything else...i have the same issue with archeage that i had with tsw - fantastic game but really boring boring combat system...cause after a pretty short time (shorter than many people believe) you will have seen all the open world features in archeage, and what stays is the pvp combat...and that simply isnt that good...darkfall for example was way better in that regard (but worse with most other things)

so i guess it depends what youre looking for...i either know people that think archeage is really boring or fantastic, im rather in the first group...i think if you like a game like darkfall, you will not like archeage and if youre rather the "slow builder" type of player who likes eve or likes games like 4x games (that might sound weird), you will like archeage...because its more about exploring and building than fast combat...

but for me, the combat is just not engaging enough that i would want to heavily inves time into the game...besides the fact that there are some serious community issues in the game

*** i also got this response from goblin works:

Thanks a lot for your impressions of AA's combat. Think I agree with you on that. But I don't agree that it's a black and white Twitch = good, Tab-target = bad dichotomy. Perhaps what we've had of Tab-target:

1. Too stale by now

2. Too similar to other combat systems

3. IMO: Neither that strategic nor that dynamic.

=

I'm fine with pathfinder online not being twitch and if it's got a lot of strategy/depth to it, it will be a better combat than a mmo-twitch also I hazard saying. 1. Tons and tons of contexts 2. Personally slowing combat down so thinking time can be had 3. Body target in the UI for decision-making strategy eg block-avoid-damage-disable-counter etc... But I will be disappointed if the combat is tab-target and feels identical to other tab-target mmorpgs. No question.

Originally posted by Scalpless


Of course, for a game based on D&D, dice rolls are an expected "feature" and I'm sure they'd piss some members of their target audience off if they made this game too twitch-focused.

Exactly, as that link I provided above for DPS - complex and interesting and different appeals to these ",blade and soul gold;members". And I agree with that.

Originally posted by Magnum2103

I'm also a bit upset that Pathfinder Online seems to be going with a slower paced more traditional MMO combat system, albeit with a few changes here and there. Slower paced isn't necessarily bad (I enjoyed Pirates 101 tactics esque combat system), but the combat doesn't seem to be radically different from what we've been seeing in MMOs until all but recently, and I'm frankly just sick of that style of combat. I'm still keeping watch on the game as there are a lot of features that sound like they might be pretty neat (I even backed the Kickstarter), but the combat right now is a huge deterent to me at least with the current information about it out there.

Yes, on balance the spread of features is impressive. Combat if good would a jewel in the crown - is the context I see it. But agree with highlighted vehemently.

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