Glorious Alpha Two Testers!
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.
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.
Questions about the specifics of combat system and abilities
Grom1
Member
The melee combat looks pretty similar to the combat in GuildWars2 and I like it but I have few question about the visual clarity, skill design, combat speed.
I'm asking all of this because I'm worried about visual clarity in bigger fights (3+ players on each side) and about the movement speed system combined with targeted aoe abilities.
- How do you want to handle the problem of visual clarity in bigger fights and what is there any focus on visual clarity right now?
- What are typical values of casting times of basic attacks for different group of weapons? What is the frame data of abilities(startup, active, recovery frames)? I'm asking about the distribution and not exact values.
- Would you balance the abilites by increasing/decreasing casting frames rather than balancing by decreasing/increasing damage values + special effects?
- What is the basic movement speed and is it depending on the weapon, being active in combat, etc?
- Do you plan to decrease/increase base movement speed compared to the speed showed during last presentation?
- What is the current stance on access to aoe abilities and duriation of them?
- Are you going to limit them to increase visual clarity? What do you mean exactly by player agency in the context of combat system?
- What is the currect stance of passive abilities and what visual representation will they have?
- Is there a list of passive abilities, status effects?
- Do you plan to introduce class specific status effects or passives in form of buffs or debuffs? If so, what visual indicator will they have?
I'm asking all of this because I'm worried about visual clarity in bigger fights (3+ players on each side) and about the movement speed system combined with targeted aoe abilities.
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