Greetings, glorious testers!
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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.
Comments
All in the balance, to achieve balance requires skilful hand to eye coordination between the both tab and action skill, hopefully this can be achieved in Ashes.
Players will find the easiest option to kill, make it skilful make um work for it
Very little
true, i agree on that about esports
One of the main concerns is class balance. Some classes would undoubtedly benefit more from tab targeting, while others might gain a significant advantage from action-based combat. Ideally, there should be a balance across all classes, ensuring that each one feels flexible and competitive, no matter the system they use. I don't think the game should completely favor one system over the other, but action combat does offer a more skill-based experience. Landing abilities, tracking opponents, and having them dodge or avoid attacks makes the combat feel more realistic and rewarding.
For example, it's easier for a mage to use tab targeting against a melee class than for a melee class to rely on action targeting against a mage. The real question is: does this create a fair competitive environment in PvP or PvX scenarios? Balancing these dynamics is crucial to maintaining a competitive and enjoyable experience for all players.
One idea I have for enhancing action-based combat is introducing a "focus mode" that locks onto a target. While it might resemble tab targeting, it would feel more organic and realistic. Essentially, players could lock onto an enemy like an aim-assist, but maintaining that lock-on would depend on managing their stamina. Actions like dodging, rolling, or using other high-stamina abilities would drain the stamina bar. When the player's stamina falls below a certain level, the assist mechanism would degrade, forcing them to aim manually or risk losing track of the target altogether. This approach could strike a balance between skill-based action combat and accessibility, while adding an extra layer of strategy with stamina management.