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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.
QOTD: What type of Abilities do you think melee oriented weapons should have?
Yuquiyu
Member, Alpha Two
curious since we know that melee weapons in AoC will basically be a cleave what abilities do you think will fit into AoC considering that?
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Comments
This is my personal feedback, shared to help the game thrive in its niche.
Hopefully melee gets plenty of leaps, sprints, whirls and a decent amount of crowd control to boot so they are viable without getting blown up immediately in medium to large scale PvP like what happened often in L2 or Archeage when they would try to get close. Hopefully we will be able to tailor viable melee trains to really synergize with each other and the rest of the group in a meaningful way.
Ill speak for fighter since I dont like rogues.
With fighter I hope that the devs trully make the class a master of weapons and provide a larger variety of abilities (than other classes) that can be slotted when the proper weapon is used. Perhaps not so much for daggers and bows.
I dont want to see too many particle effects, colourful slashes that hide the weapon artwork and screen clutter.
I want to see moves, let's say with swords, that are masterful, above the common soldier. Physical, impressive, but not magical/superman.
Not the BDO craziness, not the ESO boredom. A proper medium. For me the Warrior/Slayer/Berserk from Tera and the Gladiator from L2 were good examples of what a master of weapons should be like.
Another thing I dislike is abilities that turn your character red all over, to project 'rage'. ESO did a terrible job with abilities ruining character looks, turning them totally black, red, grey, blue etc etc.
Due to combat mobility over the years, gap closers are a must and so, Fighters rightfully should have that tool.
Rogues should be better at it.
I'd like to see CC tied to some sparta kick, the ultimate humiliation move, showing your oponent how much physically superior you are as a Fighter.
I dont want to see ranged attacks without a bow for the fighter. Maybe 1 anime ranged slash with appropriate cooldown and MP cost, but the class should remain melee, except for the Hunter morph.
DoT would be preferable to Tanks (wear down your enemy) and Rogues (poison bleed).
Fighter should stick to physical strength, devastating blows for raw dmg tied to various cool looking weapon animations, with appropriate CD and MP costs to keep you in the fight.
A couple of self buffs depending on the secondary selection. Rage? Heroism? Focus? Warcry?
Appropriate animation.
Lastly, when it comes to stats I think fighter should:
Have high HP like the tank, but not high defence/magic def or HP regen.
The highest physical dmg, but not good crit modifiers or high atk speed(replace high atk speed with low ability CD when appropriate) as the Rogue.
High CC/debuff resistance but no death defiying mechanisms (like tank sturdiness, rogue evasion, healer divinity etc etc).
Traditionaly, Fighters are more PvP focused classes or early solo PvE progress.
In organized PvE, fighters dont provide the constant DPS that mages or archers do, nor tank functions.
In organized PvP fighters are more like cannon fodder, while other classes like bards healers and rogues shine better strategically.
Fighters are for lone players, seeking 1v1 fame or small scale adventures a d gorilla warfare.
(Personal opinion from experience and totally offtopic. Soz).
Yes, I get that RPGs are fantasy. For me however unarmed melee takes things from fantasy to silly. Classes like monk are just a septic pit of bad tropes, and almost never fit in well with the settings they get shoe horned into. Don't give me any of that crap about knuckle, gauntlets, or headwraps. That is like putting a coat of spray paint on a turd.
This is my personal feedback, shared to help the game thrive in its niche.
Bleeds, Stuns, Interrupts, Knockdowns.
I never really liked the gap-closer thing for a melee-user, as it removes the one benefit of going ranged.
If ranged has a reasonable gab breaker its perfectly fine. A leap back, a trap, a slow, a movement speed increase. I think combat is more interesting when melee has a gap closer, keeps me on my toes.
I normally main ranged myself. I have not encountered a game where I felt like I was dead in the water as ranged.
This is my personal feedback, shared to help the game thrive in its niche.
The wiki already says they are gonna be maneuverable with plenty of gap closers which is good because without gap closers melee just get nuked down while they try and get close during a mass pvp event. Fighters need gap closers or they will be useless.
Ranged should have defensive abilities they use when a melee gets in, or they or the driver make the call over comms for a peel of some kind, or they kite the melee, or their group prevents the melee train from even getting into the squishies using CC and/or focusing the melee train.
Can't think of basically any games with bad ranged, but I can think of a couple with gimped melee.
Stun / hamstrings / interrupts
Attack speed increase for user
Attack speed debuff for defender
Poisons / Bleed
Defensive buffs / parrying (bonus points if timing req)
Smaller AoEs (hammer slams and such)
Small elemental buffs
Other abilities I feel should be connected to class abilities / augment. Rushes / teleports / other gap closers. Elemental attacks. Combo abilities.
Ooooh, I wonder if you'll get your first member!!!
Hopefully not all cleaves. Melee need some single target abilities just like everyone else. I can see an all AoE class posing a number of issue for people.