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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
I certainly do hope it isn't copium, considering how combat is an essential concept for any MMORPG possible the aspect players have to engage with the majority of their in-game time and it was stated it is going to be presented in smaller pieces.
Aren't we all sinners?
Ya but it could be like a small piece every 2-3 months xD. Tab target combat - more classes- shown augments shown - more skills shown - movement - mounted combat - navel combat.
Give all those 2 month each that is over a year x.x. But i'll hope for the best haha.
Then what exactly is the point of having Action Combat? Again if there is no difference between the two then no one is going to use action at all because aiming your skills no matter how great your aim is, will never be a for sure thing like tab targeting in GW2. Then you have a situation where no one uses action because it's not guaranteed. So I disagree, if you're trying to make it so both things are viable, especially in pvp then action combat should have an advantage over tab targeting because it requires more skill to aim, lead and predict movements.
I never said anywhere, it's the ONLY skill needed. Not sure how you got that from my comment, the main point I was making is you need to give advantage to action BECAUSE if you don't then no one will use it like in GW2 and honestly, I probably won't play the game as long as I want to because of it. Just my opinion.
We are both living in countries of free speech
I dunno what you mean by "no difference".
Free aim is different than Tab Target.
Active Block is different that Passive Block.
I also don't know what you mean by Action Combat being guaranteed.
And no... if anything... character build should trump player skill in an RPG.
Ashes is not an FPS.
But...the Hybrid Combat that Steven hopes for is not going to have one designed to have advantage over the other.
And once again since action combat requires more skill because you need to aim, people won't use action combat like they don't in GW2 if tab targeting is just going to always hit. You need to balance the fact that tab skills and attacks will always hit while attack combat will vary depending on your skill, if you don't anyone competitive won't action combat and will just tab and going back to my point, what's the point of having action combat if tab targeting is just going to out play them every time by default?
Especially since Action Combat is not just about aiming.
Tab Target doesn't always hit.
And, like I said, neither Tab Target nor Action Combat will be designed to outplay each other.
They could easily have stats to help balance things out further, but I'm unsure if they will do separate pvp and pve stats. I feel soft targeting is the best thing they can do for range action combat and make it so you need to face your target even in tab so you have a slower back peddle then running full speed and spamming skills with 0 efforts.
And that is stated my my post . Still shouldn't be able to run backwards not look at who you are targeting in pvp and just mash attacks. 0 skill involved and complete easy mode on kiting, unless melee classes can heavily slow down you from running full speed.
That is not true, being able to run at full speed without needing to use aim to shoot someone or look in their direction and use all your skills to attack and kite will easily beat action combat.
Its pretty clear even if you have a miss chance you can move out of action combat attacks while doing max damage. How would action combat have an advantage over that they both work the same except one you miss and one you do not.
Only element that is better suited is the fun aspect over everything always hitting your target and adds more skill curves and just a more fun experience to most people.
If an Action Combat player character has Passive Skills that mitigate Tab Target abilities, the Tab Target abilities will be mitigated.
Same for gear.
Both Action Combat and Tab Target abilities can miss.
Like Corruption... test it and see for yourself, but...
Some people are still going to whine until we test it.
That could be a thing but we don't know stats till we see it. The will be the main point when Alpha 2 releases and testing so they get the right balance. Though I don't think we will see stronger balance points until more towards the end of alpha 2 and in beta 1.
Seems that you want a FPS game like Counter Strike or Battlefield rather than an mmorpg with all the "360 noscopes" and "skillshots"
The game will die so extremly fast with a way to high skillceiling.
I rather lower the skillceiling and have an even playinground for the masses than having a skillceiling only 10% of the playerbase can excel at.
I find combat where i use my "attackskills" positiioning and tactics more fun than where i land more headshots than my enemy.
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Please quote me where I said headshot. Typical comment trying to skew what I'm saying to mean something else all together.
Though yes i want a high skill ceiling with in-depth combat where you can dodge, use skills and out play people. I want it to the point where if you are bad at the game you can't beat a player that is good 100% of the time with equal gear or less gear. *ie if you are both lvl 50 if someone has better gear than you there is still a chance to win if you are skilled. I want a reason for people to learn the game systems and learn the combat as well so its something people can have fun improve on and playing generally.
I just find it interesting how you think attack skills, positioning and tactics aren't a thing when you have a good combat system in game. Granted I find it interested because I'm sure you know that those exist in it but you are worried you can't keep up with more skilled people, so you want to lower to skill ceiling so its a lot more basic. You don't need to be the hero, gameplay is balanced for groups, just like you will fight good players you can meet good players to work with as well.
You have a false perception that because its action its going to be overly fast where you can't keep up but that isn't true they will balance speed at a fair rate. And you have tab you can use anyway if you want a more easy mode.
I am not about to illustrate these to anyone. If you wish to spec mostly tab in Ashes for what you perceive as a PvP benefit, have at it.
Not sure if it will nip it in the bud, but agree on the detargeting. In WoW, Feign death for hunters and vanish / smoke bomb for rogues were incredibly helpful in arena (and frustrating when fighting those classes).
I was going to say one of the biggest advantages to action combat is that my swing can connect with an opponent independent of my focus/target. Accidentally de-targeting an opponent in arena and not connecting an attack at a critical moment was just frustrating AF.
Back peddling at full speed and shooting arrows at someone without needing to aim or look in even their general direction. As you can walk away from their skills and have some of them miss you because of the player missing a attack on top of it. While you are able to do maximum damage to them does not make any sense on how you see a benefit for a action based melee player. The effort they have to put in to be as effective is night and day compared to tab when it comes to pvp.
Actually like most people I'll just give feed back and people can do plenty of test and show the amount of damage and ease of combat through testing when using tab. People will talk about it and things will get balanced further so there are more benefits for the action skills you are using.
Common sense would say if you use a skill that you can miss and the person can dodge, there should be more benefits than using a skill that automatically hits the target while your camera isn't even facing them and you are running forward to kite. Its like saying I have aim bot but you have a sword so its ok and balanced.
Obviously it'll have to be tested in Ashes, cause I can already imagine a few ways of going around this mechanic, but all those ways depend on how exactly the whole combat system will work. Yeah, I've had a few bad fights that I lost just because I pressed esc one too many times, detargeted my enemy on accident and didn't use a crucial skill in time. But, imo, that's just the skill ceiling showing itself. A true pro player wouldn't make that mistake, or would at least minimize the amount of such mistakes across multiple battles.
Just don't come complaining when you constantly lose in PvP.
This brings nothing to the conversation.
As I said, I am not going to give anyone that can't see it any assistance - why would I help you out now, when instead I can kill you even more easily in game and take your stuff?
I can see clearly, tab lock use skills and they hit. Much easier then someone using attacks. Either way I'm sure the design choices will be good for action combat and they will balance things out since they are already reducing accuracy for tab target skills. Devs will make the hybrid work and balance through the test so the extra effort you put in to landing your action combat will have meaning.
If tab stuff even just turns your character to aim at the target, I can already see how you might be able to combine action skills with tab targeting, while running away from your enemy.