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.
Mage Blink Being Cut Short By Terrain and Collision - Feels Bad More Often Than Not
Sockski
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
I have loved playing mage so far, but one piece of feedback I have is that the way the blink ability gets cut short so easily often feels pretty bad. I understand that neither the skills nor the combat systems are in their final designs, but that is why I'm giving feedback while I can. I don't think the blink should collide with mobs/players/terrain as long as you can see where you're going to land.
The concept of being a mage and being able to "blink" to another place makes me expect that collision won't be a problem. So it is quite immersion breaking and generally disheartening when I blink and am blocked by something that causes my blink to only go a tiny distance.
If I want to blink behind a mob while fighting it, which would be a very normal "I'm a mage that can teleport, let me disorient you by going behind you" use case, I can't do it if the mob is in the way.
If I'm trying to blink up a hill, or even just straight ahead on flat terrain, but there is a little mole hill or rock in the way, the blink stops short, which feels really bad.
Thank you for hearing me out, and keep up the great work with developing AoC!
The concept of being a mage and being able to "blink" to another place makes me expect that collision won't be a problem. So it is quite immersion breaking and generally disheartening when I blink and am blocked by something that causes my blink to only go a tiny distance.
If I want to blink behind a mob while fighting it, which would be a very normal "I'm a mage that can teleport, let me disorient you by going behind you" use case, I can't do it if the mob is in the way.
If I'm trying to blink up a hill, or even just straight ahead on flat terrain, but there is a little mole hill or rock in the way, the blink stops short, which feels really bad.
Thank you for hearing me out, and keep up the great work with developing AoC!
2
Comments
At the very least, not being able to blink past/through enemies is an absurdity that must be fixed for that spell to have any use.
a known blinklike ability i know from a other game was a backstep teleport it did teleport the user backwards a few meters so useing it to run away from other players was a tricky task cause you had to turn around use the skill and turn around again to get away. the blink currently leaves every direction open so the attacker doasnt know in which direction you teleport and with no colition with other users you could also teleport behind him so he looses you as a target.
i would like to have some directional locks on it for balancing reasons so that it may only be useble for backwards blinking or diagonal backwards