Glorious Alpha Two Testers!
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.
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.
Comments
What do rogues do in the other 99% of PvE grouping that do not involve secret dungeon doors?
I agree completely with the rogue/rogue getting an advanced version of stealth since they would give up a substantial amount of customization.
This is a valid point we've already seen in multiple AoC videos where the players and groups just ran / trained the dungeon until they reached the area they wanted. I will say that the description of dungeons in AoC sound very similar to how EQ played where you go in and fight to a specific area/room in that dungeon and camp it for xp/loot. We also do not know if the secret doors are going to respawn multiple times per day or only once per day, it could very well be mostly useless if once found it offers no benefit until the door resets. So now the only benefit to bring the rogue is constantly negated by the lack of reason to bring the rogue.
Master Assassin
(Yes same Tyrantor from Shadowbane)
Book suggestions:
Galaxy Outlaws books 1-16.5, Metagamer Chronicles, The Land litrpg series, Ready Player One, Zen in the Martial Arts
Why?
Why can't stealth be a utility? Make abilities from stealth just be utility things, either setting up traps, shadowstepping to other targets, incaps, stuns. The real frustration is just dying from some backstab-esque burst out of nowhere with no real opportunity to fight back.
That's bad design, I don't care how much you've enjoyed being a Thief in GW2 or a Rogue in WoW or an Assassin in Age of Conan.
There's no reason though why a Rogue class couldn't bring some sort of damage reduction, control, AoE blind mechanic to make mobs miss, etc. Someone interrupting/incapping/etc. doesn't need much damage to contribute to a fight, but if they WANT to do damage, make it an option that gives them stand and fight tools like parties and such.
This isn't a binary design paradigm, there's all kinds of flexibly you can give a class without tripping and falling into "they can kill someone from stealth without a fight but nothing else well, so I guess we can't make them fun to fight against without making them unplayable".
Give the rogue 10x warrior hps, 10x mage DPS i'm sold.
Master Assassin
(Yes same Tyrantor from Shadowbane)
Book suggestions:
Galaxy Outlaws books 1-16.5, Metagamer Chronicles, The Land litrpg series, Ready Player One, Zen in the Martial Arts
Sarcasm doesn't help game design or conversation either.
The stealth is traditionally a rogue's key feature not their utility which multiple posts including yours seem to suggest it should be.
There is a purpose to the class system and once you start stripping/nerfing key features from a class there is less reason to use them.
Master Assassin
(Yes same Tyrantor from Shadowbane)
Book suggestions:
Galaxy Outlaws books 1-16.5, Metagamer Chronicles, The Land litrpg series, Ready Player One, Zen in the Martial Arts
Stealth is just another tool in the kit, and should be treated as such. Not some lofty untouchable ideal.
Master Assassin
(Yes same Tyrantor from Shadowbane)
Book suggestions:
Galaxy Outlaws books 1-16.5, Metagamer Chronicles, The Land litrpg series, Ready Player One, Zen in the Martial Arts
But you thought I was just nerfing the class for some reason. I want a balanced, fun experience, what exactly do these rogues want?
Is disarming traps and spotting hazards a key feature, would the key feature of the assassin be stealth or spotting traps? Would the key feature of the swashbuckler be stealth or having a archetype with their primary class just like everyone else can?
This thread was posted by someone who is claiming stealth is OP not rogues crying about something being taken away from them. I'm simply making the point that the feature in the OP being worried over is arguably the key feature to playing a rogue.
Master Assassin
(Yes same Tyrantor from Shadowbane)
Book suggestions:
Galaxy Outlaws books 1-16.5, Metagamer Chronicles, The Land litrpg series, Ready Player One, Zen in the Martial Arts
Its the primary toolkit they fall back on after using the bits and bobs that comes from being an assassin or swashbuckler. So an assassin is surely built for killing other players but they still have the essence and base skills of the rogue archetype, same is applied to the rest of the classes with rogue as the primary archetype.
That is at least how I would figure they build the classes.
And I'm arguing it should be balanced as a feature.
When you look at the class chart then you can see rogue-rogue archetype is called assassin.
There should be plethora of choices about how a rogue would want to open from stealth. Also any PvP player can tell you that opening from stealth with ability that is not crowd control is basically trolling or oneshotting
So far you should be overjoyed, because ashes is going to provide you with the most useless iteration of stealth from any mmo you might have played. So far stealth is a cooldown you basically want to use inside a combat to break enemy tab target and make it harder for them to aim with skillshots. However if stealth is able to be used only outside of combat, then dont worry - nobody will use 30-45s cooldown stealth that you can see from distance if you are trying to find the rogue and you are not literally blind
― Plato
I don't get what you are trying to convey here by pointing that out.
It doesn't have to be a one shot or a hard cc. It could be the start of a rotation that you combo abilities with. For example you sneak up on the target and bonk them on the head with a sap, knocking them off balance, reducing their speed for a few seconds and giving them the dizzy condition. While this debuff is on the target you can combo it with a few other abilities that either damage, cc, or might even put you back into stealth. We don't know too much and this is all guess work on my end so anyway, my point is that there are many ways to go about designing the rogue/stealth synergy with their abilities.
I don't remember ever wanting stealth to be bad. Why are you saying this?
I guess ill take your word on it being bad? I don't get what you are trying to tell everyone with this. How about you say what it should do instead?
What I would honestly want is to have the current stealth work only if you are within predetermined distance, but to be completely invisible outside of it. Also some iconic backstab/ambush abilities or stun for the opener. I see rogues as squishier classes than casters, because they have always some spells that enhance their defenses in either cc category or just raw defensive stats
I honestly cant wait to see the first iterations of the archetypes in alpha, because for example rogue has only this official description (if you dont count the class inclusion that rogues can find hidden doors and treasures in dungeons)
― Plato
1. people have or will gain experience to spot it easily - give players more credit, lest I'm only to attack people who are afk
2. there's probably many ways to counter invisibility regardless, at least I assume so (AoE in general helps with that, and there's plenty of that from what I've seen)
3. since the rogues usually are built around this mechanic and strong openers, if the ability is useless so will the class itself be.
Perhaps this is very hyperbolic/cynical of me, obviously I have no way of knowing for sure I'm right until we get to see it play out. But I thought it would be good to mention at the very least as something to think about. If you're very set on this aspect, please think of other ways for the rogue to make up for it. Thanks
Let me point out the most important part of your post:
Let's give them the benefit of the doubt, and see how it plays!
sounds like SWTOR had a piss poor Rogue class design. But there is a simple solution to that, if you don't give a rogue full invisibility, don't hide most of its power behind landing your stealth opener. Crazy idea i know. How else can the game be a wow copy?
Disclaimer: I mained a rogue back in vanilla wow, and have switched to main mage, warlock, priest, demon hunter in the later expansions. So I understand the joy of being able to jump someone while stealthed and combo-chain them to death, and also the frustration of getting jumped by a stealthy rogue and get stun-locked to death, or watch him cloak-of-shadow + vanish away when I've managed to fight back.
That being said, since when are "rogues" masters of total invisibility??? Hell, even ninjas don't get to be invisible. Why should rogues be able to do it? Do they carry high-tech optical camouflage like Solid Snake after you've cleared the game? Are they masters of arcane and know how to magically bend light? Are they dark templars and have psionic abilities to bend light??
No, I don't think any of the above fits the "rogue" archetype. I can agree that rogues should be "sneaky", e.g. they make no noise when they move & have a 100% hit chance when attacking from behind, may be they can control their breathing and hide their "presence" (e.g. not show up on the radar of some ranger with "track humanoids" ability on), they're probably good at camouflaging and make themselves hard to spot - but giving a rogue total invisibility and allow him to sprint across an open field undetected just feels wrong.
The current implementation for stealth feels more reasonable - hard to spot, but possible to spot if you look close enough. And the rogue should not be balanced around reliance on stealth.
And as others said, we'll have to wait and see how things play out in testings
Some players will know how to spot it. Some will not. I think that's an acceptable skill gap.
Naturally this still needs to be released for full mechanical context but I dig the predator-esque look of the stealth.
1. Are you able to spot it? Yes, after some training. Higher grafics makes it easier to see the distortion.
2. Are you able to easily keep track of someone in stealth? No, you are not. Especially if you are in combat and effects are thrown around all over the place.
3. Is it fun to stealth? Yes, it is. It is really fun to stealth around.
Some tips if they keep it the way it is:
Dont run in a straight line, keep moving in a zig-zag pattern. Try to backtrack sometimes, because that throws off many people. Dont rely on the stealth.
I think that Ashes is on a good way right now. League of Legends is currently the only game though, where I absolutely love the implementation of Stealth. You are invisible until you get too close to a target, then get a silhouette and if they close in even more the stealth is then broken.
I really preferred the old mechanic more xD
(*cough* not because I mained Valeera or anything *cough*)
In a game with death penalties you can't afford to give a class the massive advantage of always being the one who picks when and who to fight.
kinda depends on how much impact having the opener has in the game. With a TTK of 5-10 seconds like in certain mmos, having the opener is a huge advantage. With a TTK of 30-60 seconds, less so.