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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.
How to make the best combat the MMO community has ever seen
Borus
Member
Hi Ashes team,
In my own bubble I've also come up with my dream game, surprisingly they are quite similar (nodes and caravans). I called my game the wildlands
Here's how I envisioned combat: increasing player power level from the average game
Break away from the 1.5s GCD meta and make abilities have longer animation (cast) times. If i'm a mage, let me have the option to cast a 30s mega aoe ability that lasts for 2m (and maybe have group strategy revolve around protecting large spells). Players should get boss like abilities that need to be dodged. Giving players dodge and block abilities with varying usefulness would allow players to choose aggression vs defense in the moment. If you're caught out by a dodge able ability without blocking, it would create a fair way to include one shot mechanics (which everyone loves giving but never receiving).
How to balance this in large scale pvp:
World power: the magic in the area that powers your spells and abilities
Have world power that increases when there are fewer players in an area. Increasing that world power would allow you to cast these heavy damage (graphically intensive) spells. If there are many players in an area everyone would have low world power and be restricted to graphically less intense spells.
In sieges you could have the leaders (captains in my mind) have access to more world power. Your gear and items could also increase your access to power
Abilities: (easy examples)
Bard: A bard could start channeling a song that requires the enemy to stop him, if he gets the song off to completion then he and his allies deal increased damage. (increase the damage of the party, heal everyone and give immunity bubbles, empower the bards blades, summon a tough minion ect..
Cleric: A cleric could channel a prayer or bless x amount of allies within touch range and perform some sort of ritual to give themselves divine power for a duration. (channeled through song, summon divine minions, protect allies, shroud allies and increase damage
Fighter: A fighter could drink a potion or have a chain kill ability or a victory rush mechanic where the prerequisites are difficult to get (generate x total rage in combat then go berserk).
Mage: A mage is the easiest, long channels with cool effects (dodge able meteors, slow moving beams, aoe frost effects, mist)
Ranger: After channeling (drawing arrows) give the ranger the ability to multishot one or many targets. (create misty areas, smoke bomb, disorient)
Rogue: Depending on how you balance rogues, they would be the top class in preventing casting of these abilities and controlling the game for your teammates.
Summoner: Another support class, creating waves of allies in an effort to slow the enemy down while you cast long cast time spells. Ability to summon more minions increases with World Power.
Tank: Maximum health taken by any one ability reduced to 20% of total health. Increase party defense, taunts that work on players and silence.
Increase the power of abilities and cast time of abilities so positioning, cool down usage and teamwork become more important than maximizing dps, hps and instantaneous
Mages might be best defending a seige, rogues and tanks best for attacking, summoners best for open world, rangers best for cc, fighters all around good, clerics essential. Give classes strong strengths but leave everyone with weaknesses. (mages no dodge/block, warriors weak against multiple targets ect.
In my own bubble I've also come up with my dream game, surprisingly they are quite similar (nodes and caravans). I called my game the wildlands
Here's how I envisioned combat: increasing player power level from the average game
Break away from the 1.5s GCD meta and make abilities have longer animation (cast) times. If i'm a mage, let me have the option to cast a 30s mega aoe ability that lasts for 2m (and maybe have group strategy revolve around protecting large spells). Players should get boss like abilities that need to be dodged. Giving players dodge and block abilities with varying usefulness would allow players to choose aggression vs defense in the moment. If you're caught out by a dodge able ability without blocking, it would create a fair way to include one shot mechanics (which everyone loves giving but never receiving).
How to balance this in large scale pvp:
World power: the magic in the area that powers your spells and abilities
Have world power that increases when there are fewer players in an area. Increasing that world power would allow you to cast these heavy damage (graphically intensive) spells. If there are many players in an area everyone would have low world power and be restricted to graphically less intense spells.
In sieges you could have the leaders (captains in my mind) have access to more world power. Your gear and items could also increase your access to power
Abilities: (easy examples)
Bard: A bard could start channeling a song that requires the enemy to stop him, if he gets the song off to completion then he and his allies deal increased damage. (increase the damage of the party, heal everyone and give immunity bubbles, empower the bards blades, summon a tough minion ect..
Cleric: A cleric could channel a prayer or bless x amount of allies within touch range and perform some sort of ritual to give themselves divine power for a duration. (channeled through song, summon divine minions, protect allies, shroud allies and increase damage
Fighter: A fighter could drink a potion or have a chain kill ability or a victory rush mechanic where the prerequisites are difficult to get (generate x total rage in combat then go berserk).
Mage: A mage is the easiest, long channels with cool effects (dodge able meteors, slow moving beams, aoe frost effects, mist)
Ranger: After channeling (drawing arrows) give the ranger the ability to multishot one or many targets. (create misty areas, smoke bomb, disorient)
Rogue: Depending on how you balance rogues, they would be the top class in preventing casting of these abilities and controlling the game for your teammates.
Summoner: Another support class, creating waves of allies in an effort to slow the enemy down while you cast long cast time spells. Ability to summon more minions increases with World Power.
Tank: Maximum health taken by any one ability reduced to 20% of total health. Increase party defense, taunts that work on players and silence.
Increase the power of abilities and cast time of abilities so positioning, cool down usage and teamwork become more important than maximizing dps, hps and instantaneous
Mages might be best defending a seige, rogues and tanks best for attacking, summoners best for open world, rangers best for cc, fighters all around good, clerics essential. Give classes strong strengths but leave everyone with weaknesses. (mages no dodge/block, warriors weak against multiple targets ect.
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Comments
Trust the devs to find out what the BEST is for the majority of people. They will make sure that the combat is fun before they launch the game.
With this simple trick this guy revolutionzed combat in MMORPGS.
Click this link to see how he did it.
you almost made me spit my drink out. well played
Play a Berserker in TERA Online online and you’ll see how shitty this is. It is the most boring gameplay in an MMO, to just sit there charging up before attacking. And that’s not even close to 15s, let alone 30s. Even a few seconds stinks. This is just a flat-out terrible idea. It is not fun to anyone.