MMORPGs often utilize very similar combat systems – but are these still up to date?
A bar at the bottom of the screen shows the abilities that can be used in battles depending on time. Meanwhile, the character usually also attacks automatically with standard attacks, while only the learned special attacks and spells are in the so-called “hotbar”. The system works, no question about it. And yet many gamers turn up their noses these days when a new MMO is announced that relies on a traditional hotbar combat system.
The advantages are obvious: On the one hand, it is a proven system that MMO fans know from World of Warcraft or The Lord of the Rings Online . Therefore, it is easy to find your way in a fresh game that relies on the familiar. Additionally, these combat systems allow for many tactics and good teamwork within the group. Hence, it is quite feasible to play effectively. Moreover, it is particularly suitable for online games, as these demand a system that does not depend on reaction speeds due to latency and possible lags.

Overused Combat Systems?
Nevertheless, there is a lingering feeling that the system is outdated. It seems old-fashioned, worn out, with nothing new left to discover. Many RPGs use different character systems to give players something to delve into. Something new that they need to learn and master. Many also wish for something similar from a combat system.
If you are always presented with the same thing, it will eventually get boring. Some developers are trying to add more spice to the system. For example, by integrating a random component into the gameplay, like in the upcoming (MMO)RPG Shroud of the Avatar. The game mixes the familiar hotbar combat system with a collectible card game. This has sparked heated discussions in the community. Some find the system acceptable because it at least brings some fresh air, while others long for a classic hotbar system.

Active combat systems, where there are dodge rolls and each click of the mouse represents an attack – much like in the RPGs of The Elder Scrolls series – are interesting. However, this could cause latency issues. If you click and the action is delayed, the entire strategy could fall apart. Especially in MMORPGs that place great importance on competitive elements, it is crucial to maintain fairness and a certain balance.
That it can work is shown by Age of Conan, Vindictus, DC Universe Online, or TERA. Tactics may take a back seat in these games, but the action remains in focus, and you feel like you are genuinely participating in a battle.
With WildStar a MMO has recently been released that continues on this path and, similar to its predecessors, focuses more on dynamic combat sequences and targeting, although attacks are not executed with the mouse button.
In a passive system, as offered by most MMORPGs, there is a feeling that you do not really embody the character, but rather just give commands that will eventually be executed. This detaches the player from their character. You are not a hero but merely an observer; giving a character commands instead of embodying it. However, there is no simple solution, as player preferences are too varied.

Andreas says: Combat systems in MMORPGs are a controversial topic. On one hand, hardcore gamers want as few changes as possible to play effectively. On the other hand, there is often the feeling of seeing the same game over and over again in different clothes. New, exciting combat systems bring a fresh wind to the genre, which it desperately needs. Because nobody wants to ride on a dead horse, and that applies to game systems that have been used for so long that they have simply become boring.