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.
Tanking Problems
TimmyTips
Member
Hello,
I have a concern in regards to tanking. From my experience being a tank main, when killing a boss/mob with a large party, a lot of the times the bosses attacks ground markers get mixed in with my allies abilities and I end up taking the hit I could of avoided. I've seen in some game play that some of the mages abilities take up a lot of ground space so I'm wondering how hard will it be to differentiate the two (player/mob markers). Will there a place under settings to maybe turn down the opacity of parties abilities? Or maybe even a entity hider in the settings that just turns off the ground markers for players completely.
If there is nothing, or not in your design I will trust the decision and overcome it like every other game as this mainly only affects tanks/close combat classes and would just be a quality of life fix for us.
Thank you all for taking the time to read this!
I have a concern in regards to tanking. From my experience being a tank main, when killing a boss/mob with a large party, a lot of the times the bosses attacks ground markers get mixed in with my allies abilities and I end up taking the hit I could of avoided. I've seen in some game play that some of the mages abilities take up a lot of ground space so I'm wondering how hard will it be to differentiate the two (player/mob markers). Will there a place under settings to maybe turn down the opacity of parties abilities? Or maybe even a entity hider in the settings that just turns off the ground markers for players completely.
If there is nothing, or not in your design I will trust the decision and overcome it like every other game as this mainly only affects tanks/close combat classes and would just be a quality of life fix for us.
Thank you all for taking the time to read this!
1
Comments
Edit: There is still a screen blackening skill in the latest 4k Footage, tamed down from Apocalypse but still present. I would hope it can be adjusted to not be so ridiculous, yet, if it is a CC Blind I doubt it we will be able to adjust it.
I agree but i also should rephrase my statement a bit. So sometimes like when, for instance, a boss would leave poison or fire on the ground and your mages are also leaving things on the ground, it gets hard to differentiate what is safe to stand in. that is kinda what i meant like can you turn their spells "off/diminshed" to avoid this. And also this can all come down to "Just get good kid" and thats why I'm saying it would be a quality of life fix.
You're in luck.
Mobs in Ashes won't have those stencils, or attack ground markers, so you need not be concerned about missing them.
There will be other signifiers that can attack is incoming, but not stencils.
As said, I don't believe mobs will have the big ATTACK INCOMING HERE ground markers you're worried about missing.
Second:
Generally, particle effects are greatly exaggerated during testing phases and toned down for release, so we should be seeing less intensive particle effects in-game.