Greetings, glorious testers!
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.
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.
Blocking
Bond
Member, Alpha One, Alpha Two, Early Alpha Two
As far as I understand it, blocking as is gives you a % chance to avoid 20% of damage. In my opinion, this is so ineffectual as to be irrelevant.
The result is, as can be seen, shields being largely redundant and not particularly utilized.
Obviously this is an ‘icing in the cake’ level tweak for down the road, but interested in people’s thoughts for what it should end up looking like.
Idea/discussion prompts:
- 100% damage when procced?
- Synergistic effects from gear etc that proc on block?
- Chance to also avoid cc as well as 20% reduction?
The result is, as can be seen, shields being largely redundant and not particularly utilized.
Obviously this is an ‘icing in the cake’ level tweak for down the road, but interested in people’s thoughts for what it should end up looking like.
Idea/discussion prompts:
- 100% damage when procced?
- Synergistic effects from gear etc that proc on block?
- Chance to also avoid cc as well as 20% reduction?
0
Comments
1) proc based abilities. (After block, X can be performed)
2) Active mitigation. Boss starts up a big attack, you activate your 'block' to negate some/all damage.
Personally I'm a fan of both of these being used, and there are probably more interesting things this game could explore.