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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.
Weapon Archetypes?
LockedOut
Member, Alpha Two, Early Alpha Two
What types of weapons can we expect to see in the game?
What type of weapon would you want to see implemented?
I personally really enjoy the spear archetype, but don't see it implemented well often. Usually it just ends up being a weaker version of swords.
What type of weapon would you want to see implemented?
I personally really enjoy the spear archetype, but don't see it implemented well often. Usually it just ends up being a weaker version of swords.
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Comments
For me personally, I'd like to have the option to use a two-handed or even two one-handed weapons as a tank, or even a quarterstaff.
Anything that isn't medieval weapon. For a game with 64 classes, they really need to be creative with the weapons if they want class diversity.
https://ashesofcreation.wiki/Weapons
Weapon I would want to see implemented:
They got me covered. Literally all of my favorite weapons are on the list. The potion launcher looks stupid, and out of place. I am going to try hard to not complain about it. It's not my world.
This is my personal feedback, shared to help the game thrive in its niche.
How is that a weapon? Would you swing the book around like a flail?
I'm personally a big fan of glaives and sword staffs. A good spear with a cool tip works too. Just as long as it's not exclusively packaged within the naginata/samurai/ninja aedthetic.
Yeah I didn't initiate the idea, I just read on the wiki it had been considered. You could put a law book on a chain and strike with the law lol
U.S. East
According to the wiki, dual-wielding shields won't be a thing, sadly.
That would actually be kinda viable on a Summoner, though.
Future Crafting Plans: Herbalism > Alchemy & Scribe or Mining > Metalworking > Jewel cutting (Pending)
Warhammer and maces of proper size.
Pavise.
European Great swords, japanese nodachis, chinese guan dao.
and perhaps chains and handcuffs?
Is...is there something you would like to tell us brother Triple?
There's the cleric whip skill so far but I doubt they'll add actually whips but I can't rule it out completely since they went through the trouble of animating the cleric skill. If they take away the glow effect and tweak it a bit it could work.
Future Crafting Plans: Herbalism > Alchemy & Scribe or Mining > Metalworking > Jewel cutting (Pending)
A whole legion of those guys in a siege would be epic.
Can we get DnD style with slashing, blunt, elemental, holy etc being better for different things and crit ranges and crit multipliers?
XDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
Scimitars can be under the sword classification, and would fit the desert humans well.
Hammer's don't need there own classification, it can be mixed with maces, but if it is there own, it's needs 2-hand and one-hand additions.
Buckler's should be added under the sheild catagory.
I'm not sure if poles/bow staffs are mid-evil, but if there is mid-evil ones it should be added.
There is shammans but no totems or shamman like trinket symbols things?
Not even the Halberd?
Various types of polearm would be good.
I'd also like to see several types of ranged weapons, rather than just bows and crossbows. Slings, daggers and javelins would all be good here.
To me though, I wouldn't want to see any weapon added to the game that doesn't have a mechanical reason for being there.
If polearms are not mechanically different from swords, hold off on them. If slings, throwing daggers and javelins are not mechanically different from a bow, hold off on them.
If all they are is different animations over top of a different model and with a different perk system/tree, then there is no real point in adding them. It would just be adding more paths to reach the same outcome.
On the other hand, if a javelin functions as a massive hit in ranged combat, but where a player can only carry 3 javelins on them and once thrown, they are gone, then that functions vastly different to a bow, and would be used in a different manner, by players filling a different role, and as such is really worth adding to the game. It would then be an item that perhaps tanks or healers would carry in their ranged slot to use in specific circumstances, rather than a class that is actually designed around ranged combat.
Maybe a healer could equip themselves with a polearm of their choice in their main hand, a buckler in their offhand (not that you hold bucklers, but what ever), and some javelins in their ranged slot.
Edit, something else I'd like to see - that sort of fits in here - is the ability for similarly geared players to gain an additional ability when next to each other.
Think like a legion, or a phalanx. If you are in a group of players that all have the same shield and spear, get yourself in to a formation. Force the enemy to have to take on that formation before they can take on the individual players.
Flails (think witch king of angmar)
Javelins, Charkrams, Slings, Throwing axes/kinves
Glaives (think illidan)
War scythes/Naginata/Spears Just general variety in the range of polearms
Fist weapons e.g, Emeici, Katar, Wind and Fire wheels
Honestly so many more that would be amazing in game and could be categorized then sub categorized in order to make it a more manageable system it could be similar to the class system in its hybrid capacity
You heard me right! ;D
But thank you for correcting me. I think I am simply too used to the german term for it "Hellebarde". ^^