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.
Let's talk combat...
derp
Member
With the upcoming update possibly going to showcase some combat, I'd love to hear from you all which combat mechanics you all loved in other games, along with things that you think are quintessential to creating both an enjoyable PvP and pve game.
I'll start, for me movement and "counters" are both very important. Being able to dodge and then unload your DPS is unbelievably satisfying.. that feeling that you have just outplayed someone. Ive played lots of games in my time but I think league of legends captures this perfectly - so many clutch plays, ways to dodge/become invulnerable for a second/ways to go invisible/parry damage etc etc. All of these things make you think about other people's cooldowns and create a dynamic PvP experience.
For pve I think any way in which abilities feel meaningful and not just "press 1 for line DPS, 2 for cone DPS, 3 for big single target DPS" is important. I like abilities that have a purpose and distinction from other classes.
What do you guys think? What's important for you and what will you be looking out for with future AOC combat updates?
I'll start, for me movement and "counters" are both very important. Being able to dodge and then unload your DPS is unbelievably satisfying.. that feeling that you have just outplayed someone. Ive played lots of games in my time but I think league of legends captures this perfectly - so many clutch plays, ways to dodge/become invulnerable for a second/ways to go invisible/parry damage etc etc. All of these things make you think about other people's cooldowns and create a dynamic PvP experience.
For pve I think any way in which abilities feel meaningful and not just "press 1 for line DPS, 2 for cone DPS, 3 for big single target DPS" is important. I like abilities that have a purpose and distinction from other classes.
What do you guys think? What's important for you and what will you be looking out for with future AOC combat updates?
1
Comments
I would prefer action, immersive movement, blocking dodging and landing skills on a target. It's more exciting.
I would not want to see esos action combat, in which you could dodge, land a hit, switch weapons and block, all within 1.5s
I would prefer it is in AoC actions and reactions had consequences, unlike esos STANDARD rotations.
If in AoC you are about to land an attack, but at the last second you decide to block or dodge, the attack animation you were performing should be cancelled as well as the dmg output, in order for the block animation to take place and effect. Just like in Tera Online.
I wouldnt want to see BDOs combat either. Personally the animations look like freeze frame slides shots and Im not fond of the super armor or iframes while performing a handful of valid, competitive skills and the rest are never used since they dont provide any form of invulnetability.
Iframe and super armor spam is cancer, I'd rather people not have every move stuns and it isn't cat and mouse of whoever cc first wins the fight. What is good about bdo is the flow of movements and directional combat, and the mobility on skills. Doesn't need to be to the level of BDO but having some of the mobility really allows you to have some out play and skill involved in battles.
The less RNG based actions the better. Overall I prefer systems/features that reward skill over luck.
Games where you just stand still in one place without an active dodge and unable to move during skill use are just too boring and it feels old.
Again, league of legends items are a prime example here. Some items offer hp% DPS whereas others might offer flat DPS/crit for fighting squishier targets. Changing your items for different encounters would encourage more trading/gear farming/crafting and increase the games playability. Heck - the only reason league of legends is so successful is that the wide range of abilities/items make what is technically "groundhog Day" into a fresh experience every game just due to the fact you have to adapt your build/items to your environment every game.
Support and healers should still have a full clense. While other classes should gain partial clenses in forms of skills, and maybe even gain temporary buffs from clensing themselves from certain CC.
Like a ranger being able to clense disarm, and gaining temp attack speed.
Rouges clensing root and gaining movement speed.
Mages clensing sleep and gaining mana regen.
Stuff of that nature, that makes particular CC less effective on certain classes overall.
And then i would like some CC redirection. If tanks and fighters could take on the effect of CCs other party members were hit with. Could lead to a complex, fulfilling combat system. Leaving pleant of CC in the hands of the players, and having enough countermeasures to not have to nurf every class into the ground
So far my understanding is it will be a modernized version of GW2 when you have the reticle mode activated.