Tenets of Pantheon – Combat is Immersive with Engaging Group Mechanics

Hello again. I apologize for my absence from this series. The holidays and life got a hold of me, but I am back and excited to continue my analysis of the Tenets of Pantheon.

This is a relatively straight forward topic as I am sure most games strive to be immersive. I don’t think that’s the key point here. Having fighting encounters isn’t the same as having immersive group mechanics. By focusing on the multiplayer aspect of encounters, the developers are ensuring that groups will be needed for the vast majority of game play.

Group mechanics involve buffing allies, debuffing enemies, cures, stuns, interrupts, feign death pulls, and a multitude of other things. These need to engage the entire group. They should utilize all of the abilities of a group at various times. It’s not required that every pull utilize these tools, but they should be frequent enough to make us choose a variety of abilities with our limited skills. Pantheon’s average group encounter should require players to pay attention to audio clues, visual spell effects, and the actions of the mob or mobs they are fighting.

By putting this tenet forth, it seems that the developers are heading in the direction of making use of a full range of player utility choices and it is yet another step in the right direction for Pantheon: Rise of the Fallen.

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