Monday, July 10, 2017

What's HoT, What's DoT and What's Not

The Secret World was re-launched a few weeks ago (more on the "new" version's merits some other time) so after a year's absence I've been chugging along, replaying all the old missions. Hey, at least it's less of a grind than TSW's pathetic excuse for "end-game" content, endlessly repeating the same three instances.

In the due course of "second verse, same as the first" I happened to glance at some loading screen hints informing me of a very helpful "feature." Maybe it's new, maybe it's been around a while and I never noticed. Apparently, re-casting a Healing/Damage Over Time ability on the same target will automatically complete the prior cast's healing or damage remaining on the clock.

By what definition are these abilities "over time" then? The main point of the "over time" concept is to make you consider your timing, ensuring you're not wasting resources on redundancy or long-term spells for short-term targets. Yes, you should have to think about that. Those incapable of such tactical planning should fail. Hard. Retards should suffer.

I'm painfully aware this is no isolated example. The entire history of online games since 2000 or so has been a nonstop dumbing-down and oversimplification. Older games feature epic lists of missing features, gameplay mechanics eliminated or trivialized into uselessness for fear of scaring away the mindless, spineless, clueless mass-market casual filth. Breakable crowd control, specific buffs / debuffs with specific counters, resource management, fairness, group combos, player influence on the game map, stat balancing, long-term character specialization choices, roleplaying choices, organized raids, specific gear use beyond mere stat buffs, self-sacrifice, "no classes, no levels" and anything and everything gets gutted from each game in turn to draw in the mouthbreathing, knuckledragging, brainless sub-sentient human trash incapable of even counting five seconds on their DoT's timer.

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