It’s one of the oldest debates in the genre: Tab-Targeting or Action Combat? As someone who’s spent years navigating the virtual worlds of countless MMORPGs, experiencing both systems extensively, it’s time to weigh in and try to settle on a personal preference.
Like many who started their online adventures decades ago, my introduction to MMORPG combat was through tab-targeting. Games like Final Fantasy XI (perhaps more accurately described as a function-key-target system, but the core concept holds) and later World of Warcraft solidified this style for me. You didn’t necessarily need to be facing your target precisely; a simple click or button press directed your abilities once the enemy was selected.
This was the norm for a long time, but a significant shift began to emerge around 2010-2011. This period introduced many, myself included, to dedicated action combat in titles like TERA. While TERA (RIP the PC version) wasn’t the absolute pioneer – games like Vindictus had action elements earlier – those felt more like instanced brawlers than the open-world MMORPGs I was accustomed to.
Truthfully, my initial reaction to action combat wasn’t overwhelmingly positive. I could definitely appreciate its appeal for PvP enthusiasts, where aiming skills, managing range, and predicting opponent movements added layers of skill and complexity. However, I struggled to see the same benefits translate effectively to PvE. I’ll admit it now (and you’re welcome to call me out): I was mistaken, and I’ll explain why, but that was my genuine feeling at the time.

From Skepticism to Appreciation
Part of that initial impression was likely just the natural resistance to change. It wasn’t that I disliked games using action combat, but I simply preferred the familiar comfort of tab-targeting in a genre that was quickly shifting. It felt like falling behind as conversations turned to “Oh, that new MMO uses tab-target? Hard pass!”
Maybe I was a bit stuck in my ways, although I did find Guild Wars 2‘s hybrid approach interesting, even if I didn’t stick with that game long-term. Then came The Elder Scrolls Online (TESO) in 2014.
Now, I’m not holding up TESO as the ultimate example of flawless action combat in an MMORPG – at times, its system can feel quite clunky. Yet, TESO was the game that finally pushed me beyond basic questing in action combat worlds and into more challenging PvE like dungeons and trials. Healing in TESO dungeons, in particular, can be incredibly intense. The aspects of action combat I’d initially seen as beneficial mainly for PvP proved equally true in PvE.
Having to actively aim, position, and constantly adapt felt genuinely more challenging at first, requiring my brain to rewire its approach to combat effectiveness. And I found myself loving it.

The Rise of Hybrids and Shifting Tides
Things continued to evolve with games like the dearly missed Wildstar. During its early development, I got a taste of its combat system, which blended elements of tab-targeting and action combat with a strong emphasis on “telegraphs” – visual indicators showing areas of effect. It was a neat concept, and while Wildstar wasn’t the first to use telegraphs (again, GW2 came before it, and others before that), it was the first time I experienced this hybrid approach extensively in an MMORPG I was playing seriously.
Interestingly, it feels like we might be seeing a slight pendulum swing back towards tab-targeting with some recent and upcoming MMORPG projects. So, perhaps, as a “tab-target baby,” I’m finding myself right back in the thick of things.

The Verdict: Choosing a Side
Ultimately, when it comes down to a personal choice, which combat system do I prefer? Honestly, I find this incredibly difficult to answer. I’ve stared at this sentence for a good twenty minutes, trying to make a definitive pick. My most honest answer is that I’m okay with either system, provided it fits the game’s overall design and feels well-implemented.
But if you absolutely force me to choose, I’ll likely default back to tab-targeting. There’s a smoothness to it, it requires very little precise mouse interaction during combat, and I think it often gives developers a bit more flexibility when designing complex abilities and intricate boss mechanics. Not having to factor in a character’s exact facing or precise cursor placement for every single action can, from a development standpoint, simplify certain challenges.
Okay, fine. You pushed me, and I still chose tab-targeting. Now you can call me a baby if you want! But while you’re at it, drop your own preference in the comments below and tell me why you stand by your chosen combat system!