Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Combo skills/abilities
So from how the game is (in its current state) there really doesn't seem to be a wide variety of abilities/skills for each class, and that's a little disappointing when the current combat system seems so slow. I understand that it's pre alpha, I understand a lot of things are placeholders, but I'm not sure how many abilities is intended to be included in each class.
Regardless of whether that number stays around its current value or increases as it gets more developed, I think this game could benefit from a "combo system" with the abilities.
For example, say that the mage has a fireball spell and a stone tomb spell (which would immobilize an opponent and prevent them from attacking, but significantly reduces the damage they take for a few seconds). Casting the stone tomb then a fireball on that target would cause a combo, creating a lava ball around the target which does extra damage but reduces the time the tomb traps the target. This provides some variety but also a drawback to the combo spell.
Going off of what already exists (somewhat) for the tank class, using that wall spell and some kind of lightning attack (this is all theoretical btw) it would not only knock them down like it normally would, but also slows them after they stand up.
Examples of these I think would create a much more diverse set of abilities and options for playstyles, especially when you consider the huge variety of character classes that will be available.
Regardless of whether that number stays around its current value or increases as it gets more developed, I think this game could benefit from a "combo system" with the abilities.
For example, say that the mage has a fireball spell and a stone tomb spell (which would immobilize an opponent and prevent them from attacking, but significantly reduces the damage they take for a few seconds). Casting the stone tomb then a fireball on that target would cause a combo, creating a lava ball around the target which does extra damage but reduces the time the tomb traps the target. This provides some variety but also a drawback to the combo spell.
Going off of what already exists (somewhat) for the tank class, using that wall spell and some kind of lightning attack (this is all theoretical btw) it would not only knock them down like it normally would, but also slows them after they stand up.
Examples of these I think would create a much more diverse set of abilities and options for playstyles, especially when you consider the huge variety of character classes that will be available.
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Comments
Here's to hoping the "focus bar" style weapon attacks gets changed slightly, as I'm worried people will just create macros to accomplish that without any effort and gaining an advantage at the cost of gameplay fun.