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.
Parkour, are some Archetypes more equal than others?
McMackMuck
Member
The UE5 walkthrough suggested that Ashes may have parkour, a change of direction from our previous understanding.
In a tabletop RPG some characters are better suited to parkour than others, whether it's dexterity, athletics skill or a movement spell. We accept that every class has limitations because that is the nature of the game.
If we put aside self interest ("I want my character to be able to do everything"), do you believe that Ashes should make all characters equally able to parkour?
Should there be a basic level for everyone, with some able to move/climb/spell across a parkour area slightly quicker?
What do you think?
In a tabletop RPG some characters are better suited to parkour than others, whether it's dexterity, athletics skill or a movement spell. We accept that every class has limitations because that is the nature of the game.
If we put aside self interest ("I want my character to be able to do everything"), do you believe that Ashes should make all characters equally able to parkour?
Should there be a basic level for everyone, with some able to move/climb/spell across a parkour area slightly quicker?
What do you think?
0
Comments
Isn't this taken care of when classes like rogues, fighter, ranger would parkour for their attacks but classes like like mage, cleric, bard would just wave hands and sing rather then flips and cartwheels for the same?
We saw Steven use the Mage "blink" ability to jump forward during the UE5 walkthrough. Without a cooldown that could be a significant Parkour advantage. Floating isn't necessarily OP if it is slow movement or long cooldown.
Yeah, it was the Blink ability
https://ashesofcreation.wiki/Blink
Although, now I wish I'd been funnier and was referencing the fireball. Thanks very much...!
Just a thought!
But every class should have their own perks, like its harder to level a tank than a AOE mage but at high lvl you have more value on group invites, healers dont hit hard but they have infinite sustain... that kind of things.
I know this game aims to be very varied in classes and playstyle, but I just don't like when everybody can do everything, you lose class personality and uniqueness.
Isn't this supposed to be a rogue ability?
If I see some dude parkouring his way up a mountainside, what happens when I shoot him? Does he fall?
My expectation would be that someone who takes damage would be able to keep climbing unless they lose all of their HP, or the attack has some component that moves them in some way (like a "knock down" effect).
That might be a nice augment for a ranged attack.
Right? I’m thinking this would be good for using the environment to your advantage in open world pvp, but also thinking about sieges, if say rogues can climb walls to take out elevated defenses.
Perhaps one of the 'traps' that can be set would be a sleep spell trap. That would be a nice defense to put around your node's walls. It would be interesting if a high-level crafter working with a high-level cleric could craft such a spell into an item which could be placed, temptingly, high on a wall....or just hidden well up on a wall for the rogue to stumble across during her climb.
Mages actually was planned to have a floating bubble ability. You can see them showcasing that in the pre-alpha videos before Alpha 0. It was removed.
Speaking of parkour, I don't think every classes should have a super efficient parkour ability. Maybe climbing ledges, as basic parkour, is enough for all classes. The same video I mentioned above also showcased a Mage having the ability to move rubbles and open the entrance to the dungeon. A class without that ability but with a parkour ability, might be able to traverse around and find an alternate entrance.
Parkour being a secondary class ability should help alleviate issues regarding it being unfair. With that, everyone have the choice, a give and take situation.
Being able to climb would just be par for the course.
PvP you will know which stragglers to pick off next! And learn quickly where, and when to run!
It would be interesting if rogues could climb walls during castle sieges and get to the top of the wall to attack defenders instead of breaching the wall. Of course, it would also be interested if that player could fall and die from fall damage if a warrior rushed them at the last moment and had a knockback ability. I think they are interpreting the mantling as parkour.
I also wanted to see similar, and in addition that one specific class only could climb the wall and open the gates leading the defending team to keep on their toes!
Apologies my original post is factually incorrect; limited parkour was planned for Ashes - there's evidence of jumping from platform to platform in pre-alpha and in alpha 1. Crouching disappeared after Apoc 'Tea-bagging' fallen enemies became popular with some players. UE5 walkthrough re-added crouching (subtle differences in the animation make a big difference!). Catching hold of a ledge and pulling yourself up (mantling) has been added in the UE5 walkthrough. I haven't seen recent evidence of climbing since pre-Alpha rogue Archetype video footage, although the UE5 walkthrough makes it seem only a small additional design increment (my laymen's perspective).
Best if it's different methods based on race, class and social org.
I’m just hoping they aren’t shoehorning in something that doesn’t fit the rest of the game and ends up getting underutilized or even becomes a hindrance.
I’m reserving my judgment until I see it in testing though.