Zwiebelchen
Hosted Project GR
- Joined
- Sep 17, 2009
- Messages
- 7,234
The ability limit: why it sucks & solutions
So, I have been thinking about new abilities for future updates and - as always - could not help but notice all the flaws the current system has:
So, the more I think about this, the more I realize that there should be some major changes here, especially with the new abilities coming up and even more hotkeys taken (and semi-useless spells getting unlearned).
So, here are some solutions I came up with after some hours of brainstorming:
1) Combos and ability chains
This system will basicly get rid of the 9 ability limit and the spellbook requirement by chaining abilities into combos that make sense, compressing the hotkeys and ability buttons required into 6-7 useable slots.
For example, 'Revenge' and 'Heroic Strike' would share a slot, as soon as 'Heroic Strike' was used, 'Gaping Wounds' would take it's place for a number of seconds (lower than the 'Heroic Strike' cooldown).
A link to a possible layout for that: click
Pros:
- simplifies hotkeys
- easy to implement
- feels intuitive (no explanation required, no complicated menus to set it up)
- newly added abilities must not neccesarily be as strong as early abilities; allows for a certain amount of redundancy in abilities
- easily expandable with new abilities
Cons:
- highly situational spells like dispel magic or spell mirror would present a problem, as they don't neccesarily fit into combos or skill chains and require to be readily available
- requires some minor tooltip changes to show follow-up abilities
2) Abilities selected via talent choices
This idea works on the premise that you can learn new abilities as mutual exclusive choices just like the talent system. Abilities would be grouped into pools in which they always present viable choices in context.
For example, one pool could have 'Fireball' and 'Water Globes', of which you can select only one.
The second pool would have 'Meteor Strike' and 'Magic Missile'.
The third pool could have utility spells, like 'Dispel Magic', 'Fire Shield', etc.
A link to a possible layout for that can be found here.
Pros:
- simplifies hotkeys, as mutual exclusive choices can share a hotkey
- easy to implement
- maintains hero customization
- can be build directly into the talent system to provide more stuff to do on level ups (for example: a new choice at level 3, 7, 13, 17, etc...)
Cons:
- some spells are core abilities that are crucial for class functionality; these would require a choice that feels equivalent
- thus, it would require a lot of ability redesigning
3) Status Quo & Selectable hotkeys
This idea would basicly make use of LUA to auto-generate duplicates of existing abilities with different hotkeys, to allow customizing hotkeys.
Pros:
- elegantly fixes the hotkey clutter
Cons:
- fixes none of the other problems like popularity of low cd spells over high cd spells
- significant hit on performance, as every ability would require 9 identical copies
- rearranging the icons in the spellbook to match the QWER ASDF layout is extremely difficult to do
- requires a lot of retroactive changes to existing code
- saving hotkeys would be a pain in the ass
So, I have been thinking about new abilities for future updates and - as always - could not help but notice all the flaws the current system has:
- general-purpose abilities are naturally way more popular than situational abilities like spell mirror or stone skin
- low cooldown abilities are naturally more popular than high cooldown abilities
- less and less hotkeys available
- abilities inside spellbooks can not be re-arranged
- spellbooks have unfixable flaws like closing automaticly when mana is depleted
- vendor costs for relearning abilities are pretty arbitrary and not dependant on character level
- certain talents affecting abilities are useless if you haven't learned that ability
So, the more I think about this, the more I realize that there should be some major changes here, especially with the new abilities coming up and even more hotkeys taken (and semi-useless spells getting unlearned).
So, here are some solutions I came up with after some hours of brainstorming:
1) Combos and ability chains
This system will basicly get rid of the 9 ability limit and the spellbook requirement by chaining abilities into combos that make sense, compressing the hotkeys and ability buttons required into 6-7 useable slots.
For example, 'Revenge' and 'Heroic Strike' would share a slot, as soon as 'Heroic Strike' was used, 'Gaping Wounds' would take it's place for a number of seconds (lower than the 'Heroic Strike' cooldown).
A link to a possible layout for that: click
Pros:
- simplifies hotkeys
- easy to implement
- feels intuitive (no explanation required, no complicated menus to set it up)
- newly added abilities must not neccesarily be as strong as early abilities; allows for a certain amount of redundancy in abilities
- easily expandable with new abilities
Cons:
- highly situational spells like dispel magic or spell mirror would present a problem, as they don't neccesarily fit into combos or skill chains and require to be readily available
- requires some minor tooltip changes to show follow-up abilities
2) Abilities selected via talent choices
This idea works on the premise that you can learn new abilities as mutual exclusive choices just like the talent system. Abilities would be grouped into pools in which they always present viable choices in context.
For example, one pool could have 'Fireball' and 'Water Globes', of which you can select only one.
The second pool would have 'Meteor Strike' and 'Magic Missile'.
The third pool could have utility spells, like 'Dispel Magic', 'Fire Shield', etc.
A link to a possible layout for that can be found here.
Pros:
- simplifies hotkeys, as mutual exclusive choices can share a hotkey
- easy to implement
- maintains hero customization
- can be build directly into the talent system to provide more stuff to do on level ups (for example: a new choice at level 3, 7, 13, 17, etc...)
Cons:
- some spells are core abilities that are crucial for class functionality; these would require a choice that feels equivalent
- thus, it would require a lot of ability redesigning
3) Status Quo & Selectable hotkeys
This idea would basicly make use of LUA to auto-generate duplicates of existing abilities with different hotkeys, to allow customizing hotkeys.
Pros:
- elegantly fixes the hotkey clutter
Cons:
- fixes none of the other problems like popularity of low cd spells over high cd spells
- significant hit on performance, as every ability would require 9 identical copies
- rearranging the icons in the spellbook to match the QWER ASDF layout is extremely difficult to do
- requires a lot of retroactive changes to existing code
- saving hotkeys would be a pain in the ass
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