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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.
Let’s influence the augments
Gimlog
Member, Alpha Two
Well guys I think it's about time to share and compile some ideas of augments to influence the dev of IS
Or at least give them a data base where they could pick some ideas.
ARCHETYPE: Rogue
ABILITY GENERAL MECHANISM: Sneak in the back of the enemy target through his shadow. ( if IS make shadow not base on day time and position of the sun )
Add X% critical damages.
CLASSE AUGMENT/TANK : activate on a ally target. For X amount of time being able to sneak in to ally shadow by recasting the spell.
And add damage mitigation for X second
Show your creativity!
Or at least give them a data base where they could pick some ideas.
ARCHETYPE: Rogue
ABILITY GENERAL MECHANISM: Sneak in the back of the enemy target through his shadow. ( if IS make shadow not base on day time and position of the sun )
Add X% critical damages.
CLASSE AUGMENT/TANK : activate on a ally target. For X amount of time being able to sneak in to ally shadow by recasting the spell.
And add damage mitigation for X second
Show your creativity!
0
Comments
How can we influence the augments before we even see the skills that the augments are going to go on?
This has to wait until the NDA on Alpha 1 drops so we can even see what we are working with.
Skill: 3 cast ability. First is a jab, second is an uppercut, and the final cast is a downward smash.
Tank Augment: First is a jab, second is a shield bash, and final cast is a a downward smash.
Second cast stuns the target for 1s and final cast knocks the target down.
Fighter Augment: First cast is a charge attack that jabs the target and slows them by 35%. Uppercut cripples the target, reducing their armor for 2s.
Mage Augment: All casts apply Blaze. Upon hitting 3 stacks of Blaze, your target becomes ignited. Ignited targets take bonus burn dmg, and also take bonus dmg from fire type attacks for 3s.
Rogue Augment: Becomes a two cast ability. First cast is a jab that does bonus dmg if you're behind the target. Second cast slits the target's throat dealing bonus execute dmg.
Ranger Augment: First cast becomes a kick that interrupts the target. Second cast is a jab to the heart, that bleeds the target. Final cast is an arrow-shot that knocks the target down, flinging them several feet away.
Summoner Augment: Becomes a two cast ability. First cast becomes a charge attack that pierces the target marking them for 1s. Second cast makes you jump back and all your summoned weapons attack the marked target, dealing less dmg per additional weapon that strikes the target.
Cleric Augment: First cast cleanses you of all debuffs. Heal for a portion of the dmg dealt by each cast.
Bard: I have no idea.
personally, that's exactly the minor effect additions i don't want to see. ost of them still play exactly like a fighter would. This will just result in a number crunching exercise to determin what class should be played in which situation. Each class should have a distinct feel to them, that changes they playstyle significantly.
I do like the 3 hit jab a lot as a base ability though
But I'm sure with your knowledge of the game and your MMORPG experience you could come up with some general ideas who have a high probability to be representative of a skill and augment that will be in the game
And if not there's still the ability of APOC that we can play with.
Alacrity:For the duration of this stance, your successful attacks will increase your run speed
Rogue augment: For the duration of this stance, your successful attacks will grant you stealth for Xsec
But has Warth say , it's maybe not enough of a change to feel the difference between class...
@CaptnChuck
to provide an example of what i mean:
Tank: 3 jabs allow him to deflect the next 3 projectiles or spells within x Seconds.
Summoner: jabs 3 times, each time flinging 2 spectral blades along a narrow line. (either dealing high magic damage or moderate damage + debuff) - Like Jett's ultimate from valorant
(he generates spectral blades through other abilities)
Ranger: 3 jabs, a stack of bleeding each and a leap 10m back
Rogue: (removes global cooldown) allows the shadowblade to jab the vital organs of the enemy 3 times in quick succession. Apply a debuff If all 3 hit successfully, that will increase the severity of bleed effects for x seconds.
Fighter: Charge, slow, knockdown.
Mage: jabs the air 3 times to shoot 3 freezing pulses in a 10m long frontal cone: 1. slows, 2. roots, 3. adds a combo effect to your next fire, wind or lightning spell
(Avatar ish)
https://youtu.be/1VERMyFiuqg
at 35 seconds
Bard: each jab reduces the remaining CD of your other skills by x seconds.
Cleric: restores mana and health with each jab
Augments are supposed to augment your abilities. Not completely change them into diff abilities. I think the rogue and summoner change is as far as I would go when it comes to changing the ability fundamentally.
@CaptnChuck you are right. Mine deviated a bit too much
@Gimlog
i have corrected them to involve both the jab and the triple cast of the primary
I agree 100%, it's bad to get hasty and try to influence the game prior to having any real understanding of the real game. It can backfire if IS decides to use these ideas and they turn out to be OP or underwhelming since the ideas relative to other augments don't operate with the same design mindset.
They'll have to ask specific dev questions if they want my feedback on it.
U.S. East
One of us may have some cool original ideas that IS could us the general ideas that as been share and us it with some tweaks to make it fit into one of there class designs.
If at a certain point they need inspiration to find some last skill or augment for a class , they could end up in this kind of post to find some ideas.
If some of us had his brain going crazy while learning about augments and want to share those crazy ideas , they can share it in this post.
And maybe a dev in his spare time read this ideas and find some useful stuff in it.
They will not make one brainstorming and get a full class out it.
Brainstorming/finding new inspiration/Brainstorming again and so on until they have some things they're happy with, ect ect
It seems fair to say that augments will alter the appearance, effect, values and (perhaps rarely) the behavior of a skill. I presume some of our talents may alter the functionality/limitations of our skills. Sharif described a Mage talent that made Blink's direction dependant on keystrokes rather than the direction your avatar is facing, If we were to couple this with an augment that creates a nova of damage and/or CC at the beginning and end of the Blink I would be satisfied with how distinct it would be over the original skill.
If we use the Blink augment of Charge it wouldn't be hard to imagine a talent that extends it's range, the duration/damage of its status effects, or (prohibitively*) a unique change that would allow the Battle Mage to reach targets where a conventional path for the base skill doesn't exist.
IS have industry veterans, passionate leadership and thoughtful goals for such an immense project. I have faith that we'll be able to help them iterate on the skills and augments they produce. I happily encourage speculation into the skills we discover (Sharif may have 'accidently' moused over the tooltips on his Tank hotbar during one of the most recent videos).
*I say 'prohibitively' because I personally dislike suggesting things that may increase development time and like to suggest things that cleverly increase complexity without too much effort
That's what i fear as well.We might end up with 8 classes with a couple of different flavours instead of 64 classes which would be quiet sad in my opinion.
It isn't something I would fear. If the augments fit thematically within the classes that AoC is projected to have it would satisfy me, full stop.
I also think we'll be able to somewhat fulfill the holy trinity roles our primary and secondary archetype offer. I infer this may be the case because all classes can use all gear in the game. There are certain skills that require certain pieces, but I think we may be able to outfit our characters to bolster 'unconventional' playstyles.
- Charge = now blinks you to the target, and reduces your defenses by 10% for 5 seconds.
-
- for a ranger, if penetrating shot is combined with a fireball (mage), the effect could be damage + explosion which puts a fire dot on all players in that area (damage over time)
the side effect should be that it no longer penetrates the armor that increased its critical damage.
Too many games just keep on giving and giving, I think it's time we start to get some trade-offs and have to think about what we are giving up.
I never said otherwise, I said we should wait to see the skills in action first before trying to influence the game with augment ideas.
There is little chance that they design a skill and make it playable for putting it in to a trash bag if it doesn't work as antedate , they will tweak it and make it work.
So to me to early is better than to late...