Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
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.