Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Don't consider it, do it!
RiseUnchained
Member
"The developers are considering the inclusion of dodging in a subset of universal skills that apply to all classes.[3]"
As MMORPG veteran player, I love dodge as universal skill. It is a feature that helps a lot and grants movility to all players felling good. It a tiny skill that well expended saves you in critical moments . I dont know how to explain it but feels refreshing if you can do it.
As MMORPG veteran player, I love dodge as universal skill. It is a feature that helps a lot and grants movility to all players felling good. It a tiny skill that well expended saves you in critical moments . I dont know how to explain it but feels refreshing if you can do it.
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Comments
Then should there be no movement skills or defensive buffs because there might be lag?
I'm def a bunny hopper in PvP hah. But i don't mind a small stam charge for dodging skills.
Based on NWO, I enjoy characters having one of those skills, dependant on class.
The active dodging/blocking in Lost Ark is the fun part of the game, the problems I see in Lost Ark boss figths are its reliance on gimmick mechanics.
A gimmick mechanic is one of those were you have to hop on one foot and spin clockwise for one part of the fight and the opposite for another. Adding active dodging to all classes is a necessity for the game because it allows you to design your encounter around active dodging/blocking the bosses's attacks.
Dodging really adds a different dimension to combat by opening up what kind of mechanics you can include in fights and not have certain classes hating their lives because the fight has a lot of movement.
On that point, although less exciting than dodge, I look forward to seeing what they are going to be able to do with crouch and scaling things like we saw in the UE5 reveal, and I hope we see both included in dungeons/raids.
The biggest factor, as has been mentioned in this thread, is latency. There is no point in adding active dodge if it won't work during the games signature content (sieges).
Another major consideration is the fact that Ashes is aiming for a hybrid combat system. Not action just combat, not just tab target combat. Since active dodge is 100% action combat, if the game has active dodge as a universal ability, in order to maintain the hybrid paradigm, they may need to add defensive abilities that are more in line with tab target combat as well.
A third consideration is group content. If various classes are designed around the notion of a tank holding mob in place (to facilitate a rogues backstabbing attacks, for example), having a defensive move that sees the tank - and thus mob - shift around may not be ideal.
None of the above are insurmountable (except perhaps latency - they want to increase siege size to 500v500). However, each of them either require or dictate other design decisions, and those decisions have not yet been made.
A developer could very easily say "we are developing our game around active dodge", and make a game based on that, where the commitment to having active dodge informs other decisions.
However, Intrepid have made the commitment to have a hybrid combat system, and very large scale sieges. All decisions need to be informed from those aspects first - and if there is still room after that for active dodge, I have no doubt they will add it.
Has something been said about not continuing to include it since the alpha 1 testing? Because they did have a dodge mechanic in alpha 1. Not sure if I missed something though where they decided they didn’t like it.
Therefore, even tho i believe there should be a "universal dodge"
(repositioning skill with i-frames)(every primary archetype having their own version of it)
it would need to have different Cooldowns and i-frames relative to their archetype TTK and skillset.
Aren't we all sinners?
These skills should be used to move you out of attack range but to actually dodge any attacks.
Lack of i-frames and lack of de-target on dodges would simple make Tab-target skills way stronger in the game meta.
Aren't we all sinners?
iframe skill are obnoxious especialy with action combat because you can see you skills hit however since they were mid dodge it does nothing dispite a bullet or sword is going stright through there model :P
i rather dodge offer a 0.5-1 second buff that gives dmg reduction rather than stright up immunity. New world was super obnoxious with this when dodge was literaly spammable it seemed.
Good idea, %dmg reduction would also work well to better balance the dodge between archetypes.
Aren't we all sinners?
They can certainly play around with the numbers, but I see zero reason for them to remove the dodge function again, when it worked well overall in A1.
It's specific to iframes imo but again, I don't know the technical side of things here and if a dodge roll is really any different than any other movement skill so fair play :P.
I find the boss fights to be garbage at times. You have to dodge stuff every few seconds, but have a 10 second CD on your dodge. 75% of the fight is just avoiding things
It isn't that they didn't like it, A1 was never supposed to be a representation of combat for the final game.
They just literally threw some abilities together.
I should rephrase from “did they not like it” to has any comment been made on how they thought it worked within their vision since the testing.
Going off the limited information we have(unless they did say something which is a legit inquiry not a condescending one), the fact that they included it at all in alpha 1, made animations, and implemented a system to shy away from iframes makes me feel that they are more on the “include it” side of it then the “not include it” side of it.
Of course they absolutely can decide “naw this doesn’t work” and not include it but from my perspective I would be more surprised if they didn’t in some way at this point.
Based off past comments they have made in regards to more dynamic movement be limited to classes there is also a chance they just saw it as a chance to mass test the mechanic they had and figured why not just toss it on everyone since they can do what they want.
I do agree that they are more likely to include it than to not include it - but as pointed out, it is still dependent on a few things. They won't know how it functions in a large scale environment until they get us testing that large scale environment, and they wouldn't want to say they will or will not include it until that testing has taken place.
I'm excited to see the combat prototypes so we can see what the design team has planned for combat and mobility within combat!