Glaucon
Prophet
- Joined
- Sep 11, 2016
- Messages
- 1,000
It doesn't compare well to an MMO. Just because vancian casting has been replaced with per-encounter and some name overlapping occurs does not validate that comparison.
That whole post just screams typical steam user looking to throw around some salt.
That's a bit of a loaded statement. WoW certainly didn't invent generic spells like Lightning Bolts, Fireballs and Frost Bolts, which it has plenty. Neither did it steal D&D's thunder much by giving Paladins an ability named Lay on Hands. Unless one of the spells is named Sylvanas' Anal Beads, I'd see this as a coincidence. Like, giving Mages an ability called Fireball simply doesn't mean "A-ha! WoW was inspired by D&D and therefore was intended from the start to be a turn-based game!" I'm not really sure why the opposite would be the case, either.
I'm not talking about generic RPG abilities, but about the naming and functionality taken straight out of world of warcraft. Sure, the concept of rogues having cc is pretty common. But one named "Sap"? There's "Whispers of the Wind" a monk ability that functions and is described exactly like "Killing Spree" another wow rogue ability. I'm sure there are more, but that's what my cursory glance over two classes brought to mind.
Anyways I don't mean to say Pillars 2 is a single-player mmo just based on ability design choices. There are other arguments one could make that would be more convincing, and that others have made. I just wanted to point out it's pretty obvious the designers play mmos (not a bad thing, btw).
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