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Re: (Collection of Suggestions) Are there Quality of Life features you would like implemented in AoC?
I really appreciate being able to determine the value of abilities past their base numbers, for example, as tank If i have an ability that gives me a flat % max hp shield decaying over 5 seconds that's great, but what i really want to see is how well I am using it, so if they can give me ways to determine exactly how well I am using my abilities that would be much appreciated.
Yes, very good point. I much prefer having access to numbered data. I want to know how much my dmg does, what kind of dmg, and how much armor mitigates damages, how resistances work, all in numbers, instead of just abstract terms with numbers in the coding.
Gui10
1
Re: (Collection of Suggestions) Are there Quality of Life features you would like implemented in AoC?
I really appreciate being able to determine the value of abilities past their base numbers, for example, as tank If i have an ability that gives me a flat % max hp shield decaying over 5 seconds that's great, but what i really want to see is how well I am using it, so if they can give me ways to determine exactly how well I am using my abilities that would be much appreciated.
Voxtrium
1
Re: [NA] Enveus | PvX | Hardcore | 400+ in Alpha 2
Nice, The Da has entered the building
I'm only here to post my thread... See you on discord!
God
2
Re: Download Link
There is no download link rn. It will probably be available somewhere in October
Re: Devs a piece of advice I strongly recommend!
Please watch a variety of isekai genre anime for inspiration to create the best content! Consider series like *Sword Art Online*, *Log Horizon*, *That Time I Got Reincarnated as a Slime*, *Campfire Cooking in Another World with My Absurd Skill*, and *Solo Leveling*.
We mmo players need this type of content!
No we dont.
What is the definition of "Flavor" in reference to the secondary augment system?
What do you guys think Steven means when he says the word "Flavor"?
Re: Fixing the Class system
That is mostly just semantics.AirborneBerserker wrote: »I'm worried about people being upset because the class they were promised is a sub class.
Tell us you don't understand Secondary Archetypes without telling us you don't undertsand Secondary Archetypes.AirborneBerserker wrote: »I'm worried that the lack of playstyles will amount to lower sales on launch.
Test it and find out.
Dygz
3
Re: Fixing the Class system
By design, Augments are more than just extra particles.AirborneBerserker wrote: »Telling a player after what will be probably months of play time, they get some extra particles when they twirl their sword now isn't enough or a passive effect, isn't exactly ground breaking.
Tell us you don't understand Secondary Archetypes without telling us you don't undertsand Secondary Archetypes.
Dygz
4
Re: Consternation surrounding the 8x8 Class system and how to move forward.
ThevoicestHeVoIcEs wrote: »I don't really see them as 64 classes, more like 8 classes with 8 different "flavours". I have to say THAT also the current state of the weapon skill trees makes me slightly concerned about gameplay variety.
For example, I personally hope that being a fighter cleric subclass changes somewhat the healer playstyle. So for example, I would need to stay in melee combat / do damage in order to gain a resource to perform heals.
However, I have seen too many suggestions of passives and talents which boil down to "+2% critical damage". I hope I'm going to be proven wrong in the long run.
You might get that from Cleric + Fighter, but not from Fighter + Cleric
I also hope those passives are just placeholders, or rather will only be a small part of it. They're still useful, but I'd hate if that was the main thing, just adding +%.
iccer
1