WoWs combat is too fast paced for an MMORPG, that stuff needs to stay in MOBAs and highly competitive games

An MMORPG has its roots in Dungeons and Dragons and then other games that came forth from that. These games focus mainly on the long term decisions that players employ such as which gear to use, which stats to distribute, which spells to cast, and which choices to make in the story.

A player’s efficacy in combat relied on the rolls performed, not on reaction speed, dexterity (IRL), and honed attention. The fast paced combat that we see now is comprised of attributes of different genres which have slowly made their way into the MMORPG space mainly from WoW post-wotlk. Even classic WoW was more similar to its predecessors in that the combat was fairly straightforward and wasn’t trying to make you cast an ability every global cooldown.

The history of MMORPGs, which have it’s spark originally from Dungeons and Dragons progressed into Runescape, Everquest, Ultima Online all of which had similar combat experience, that of slow paced decision making. MUDs have an auto turn based combat as well. The simplicity of combat wasn’t boring, it allowed for a more immersive roleplaying experience rather than feeling like Galaga. What made your character in D&D and Everquest was not quick skill (with some exceptions in Everquest being mezzing multiple mobs on big pull, charming as enchanter, etc). This brings me to another point of why combat in WoW is flawed:

In WoW every pull is a diablo style AOE fest. This is another more recent development in the MMO space that took place mostly post wotlk. Enemies are no longer intimidating and they don’t command respect because they are inconsequential and numerous. This also hurts immersion as players don’t appreciate each of the enemies and instead probably can’t name trash mobs from 5 man dungeons. If there were few and focused enemies, people would pay more attention to the details. This is also a common argument against flying. When you traverse the environment quickly, there is less time to actually see it. This reduces the appreciation of the artistic design choices employed in the environment that the developers worked so hard to create. All the details are destroyed as the game becomes more and more fast paced, whether it be quickly traversing through the air or bulldozing trash packs in a dungeon.

The fast paced combat in WoW is more important to highly competitive games such as FPSs and MOBAs where physical skill (dexterity), mental alacrity, and quick problem solving and strategic planning (MOBAs) come into play.

Of course there is no absolute definition of what an MMORPG is, and even if there were, doesn’t mean it shouldn’t be strayed from, but if we look from a historical lens at what the genre is and what it means, we see that as it drifts closer to fast paced competitive gameplay style, it simultaneously drifts away from immersion and away from the roleplay aspects.

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So then we got your opinion on it. Okay, that’s fair. But I disagree. This game isn’t that fast paced to be compared to an FPS or a MOBA.

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in Lineage. the abilities are called ‘special attacks’. because they’re special, not something you mash 2 while watching the proc on a third… with two more cast on cd.

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I’m somewhat inclined to agree, and the pacing of combat has had downstream effects.

There’s been a lot of discussion about the great ability “pruning”, reintroduction of abilities, and bloat over the years. It wasn’t uncommon after these talent tree revamps to see (depending on spec) complaints about ability bloat.

I think this originates from the need to have so many things hotkeyed. There are a lot of abilities that are “gotta press this this instant or disaster/failure” than there used to be, and I think that originates from the gradually increased pace of combat over the years, be it from the introduction of haste, shortening of the GCD, and reduction of cast times overall.

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Thanks for sharing.

I agree to an extent, but i do believe an mmo should attempt to accommodate multiple playstyles, from simple, to hard, and in-between. I think it may be the community overall that is focused on hyper efficiency, rather than taking things in, and playing slow and steady. I think reactionary gameplay is important. I do, because imo its the most engaging style of rpg.

I think the moment to moment gameplay is fast but they ‘generally’ give a good build up (normal > heroic > mythic then m+ and LFR to mythic in raids).

This gives a scalability to combat which I can get behind.

Having actively playing FF14 for a few years now also I do feel WoW gives players more chances to learn when/if to use kicks/etc before they become a danger in content comparatively. Class complexity is lower in exchange for more critical moment to moment action.

In Ff it was like ‘easy content, easy content, I need to study and practice hard to beat this’.

“Well ya know, thats just kinda like your opinion man”

Similar gameplay for years in a wildly succesfull mmo that has hundreds of thousands of players. Didnt read past the title. Maybe go play another game?

Play classic then bro, sit and watch your char auto attack while you make soup

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There is no set speed for how fast combat should be.

If your preference is for slower paced combat, there are mmorpgs out there that fill that niche.

Embers adrift just released recently and watching gameplay footage of it, the pace of combat is glacial. Stand in front of a bear, push auto attack, wait 90 seconds for combat to finish, rest for another couple of minutes to regain health and rinse repeat forever.

Sorry, I only read the headline. I agree with it. I loved the slow pace of the original version. I do like the new stuff, but something in me longs for the slow, simple, in-depth, adventurous, relaxing pace of how it used to be. Maybe we’re just getting old, my friend.

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haste is a dumb stat that is a symptom of poor spec/class design!

/ducks

D&D came out almost 50 years ago. Things change.

But combat is at odds with the original game design. Complicated rotations ( more so than big attack, small attack, dodge ) Multiple builders, multiple spenders, multiple CD’s, reverse CD’s where you can only use something when something else on CD, and this is happening in a frantic run out of fire environment with extremely busy visuals with constant required movement.

You pay attention to the environment, you miss what’s happening with your abilities, you pay attention to your abilities, you’re standing in fire and missing mechanics.

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Okay, so as a counterpoint, here’s what I’m going to need you to do:

  1. Open up a new browser tab.
  2. In the search bar, type “looking through old pics and found this classic wow.”
  3. Click on that first result. The reddit link.
  4. Go ahead and read the image.

Video games once had it’s roots in highscores, but were like far past that.

angry speedrunner noises

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