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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Archetypes, Skills, & Skill Augments for GLORIOUS!!! Combat.
Drag13
Member, Alpha Two, Early Alpha Two
Hello fellow forum goers!
Before we become to critical on intrepid it's important to realize we are still in pre-alpha development. I've heard mention from the recent "4k HD GM Gameplay" video that the combat is still a work in progress, and it's not their MAIN priority at the moment. There are bits and pieces of information about the 8 archetypes, their skills, and the augments that can be applied. Paradox Gaming Network has a recent introductory video from May 2020 (only 14 minutes).
https://www.youtube.com/watch?v=Axd1ZoQJJM4
My biggest fear for this game is the how the combat will be implemented, so I was hoping people could throw out some Ideas for possible skill ideas for an archetype, and how they would work with their favorite secondary archetype's (possible) augments. It would also be useful to reference specific games that use the same (or similar) functionality to display how you would like them to function. Keep in mind that this game will have small and large scale PvP and PvE events. I like action combat, but even some tab target abilities can make for a healthy combat experience.
FOR EXAMPLE! My personal favorite class combination for RPGs is a spellcaster with a rogue, in Ashes of Creation this would be a shadowcaster (mage/rogue) or nightspell (rogue/mage). A shadowcaster could use a mirror image spell that increases his dodge chance, then rogue augments could make the caster invisible, and spread the images to one nearby ally further confusing the enemy. An spellsword (fighter/mage) could have a leap-slam attack (ACTION COMBAT!), with mage augments it could use pull affected enemies to the center of the AoE, repositioning them for a deadly coordinated attack with your allies.
Ultimately I would just like this post to be a nice list of suggestions the developer's could draw from. Make things overpowered so they can be re-tuned later. let your imagination run wiled to stretch the mechanics as far as we can! I look forward to the madness of the ideas!
Before we become to critical on intrepid it's important to realize we are still in pre-alpha development. I've heard mention from the recent "4k HD GM Gameplay" video that the combat is still a work in progress, and it's not their MAIN priority at the moment. There are bits and pieces of information about the 8 archetypes, their skills, and the augments that can be applied. Paradox Gaming Network has a recent introductory video from May 2020 (only 14 minutes).
https://www.youtube.com/watch?v=Axd1ZoQJJM4
My biggest fear for this game is the how the combat will be implemented, so I was hoping people could throw out some Ideas for possible skill ideas for an archetype, and how they would work with their favorite secondary archetype's (possible) augments. It would also be useful to reference specific games that use the same (or similar) functionality to display how you would like them to function. Keep in mind that this game will have small and large scale PvP and PvE events. I like action combat, but even some tab target abilities can make for a healthy combat experience.
FOR EXAMPLE! My personal favorite class combination for RPGs is a spellcaster with a rogue, in Ashes of Creation this would be a shadowcaster (mage/rogue) or nightspell (rogue/mage). A shadowcaster could use a mirror image spell that increases his dodge chance, then rogue augments could make the caster invisible, and spread the images to one nearby ally further confusing the enemy. An spellsword (fighter/mage) could have a leap-slam attack (ACTION COMBAT!), with mage augments it could use pull affected enemies to the center of the AoE, repositioning them for a deadly coordinated attack with your allies.
Ultimately I would just like this post to be a nice list of suggestions the developer's could draw from. Make things overpowered so they can be re-tuned later. let your imagination run wiled to stretch the mechanics as far as we can! I look forward to the madness of the ideas!
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Comments
Augment ideas (one per class):
Fighter/Mage(Spellsword):
Charge = Turns the linear charge into a teleport attack that leaves behind a time delayed AoE.
Cleave = Normally cleaves all enemies infront of the user. The augment makes you leave behind a spacial rift that slows all enemies in the AoE for x seconds.
Tank/Fighter(Knight):
Cover = Cover, is an ability that absorbs damage. The augment turns it into a parry ability that returns a percentage of the damage.
Impale = Pulls a target to you. The augment makes you send out a spike which chains the target to a certain location for a certain duration (Like butchers ult from heroes of the storm)
Rogue/Summoner(Shadow Lord):
Dash = Dash is just a straight line lunge. The augment makes it so that you summon a pet, which you can then send in a straight line withthe same distance as you normal lunge, where it will remain for 10sec. You can reactivate the ability to dash to its position.
Dagger Throw = Normally throws a dagger to your target to inflict bleeding and crippling effects. The augment makes it so that you summon ephereal daggers that will surround you. Each time you attack a "dagger" will be used up to increase your normal auto attack range.
Ranger/Rogue(Scout):
Fleeting Shot = Normally just makes you disengage. The augment gives you extra evasion and leaves behind a trap.
Marked Arrow = normally makes the enemy only take more damage. The augment makes the target visible to all allies around you and increases their range for x amount.
Mage/Cleric(Acolyte):
Arch Lightning = Normally only damages enemies. The augment adds a knockback effect and you hit all enemies surrounding you.
Implosion = Fireball from DnD. The augment makes it to also make you emit a slight healing aura.
Summoner/Fighter(Wildblade):
Instead of summoning adds, they summon swords to fight for them or something (I am not really that interested in summoners tbh xD).
Cleric/Mage(Oracle):
CC and Battlefield control
Bard/Tank(Siren):
Debuffs and CC (pulling enemies to you etc)