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.
Suggestion: 4 part attack animations
Anonymous332
Member, Alpha One, Alpha Two, Early Alpha Two
3 parts as of now could end up becoming stale and "lacky" in the long run as combat is very animation driven. Someone in discord even mentioned 6 parts, but i wouldn't expect that other than it would be amazing.
I am curious if there would be any downsides to adding more parts to the basic attack animations?
I am curious if there would be any downsides to adding more parts to the basic attack animations?
0
Comments
The 3 diffrent swings with greatsword and dagger in the basic attack demo = 3 parts
So an Archwizard may have a 2 (random example) part basic attack, whilst a Battle Mage may have 3 part one.
A Weapon Master could learn a 4 part attack, slower and heavier (with more damage), whilst an Assassin could learn up to a 5 part attack (however dealing lower damage).
I believe that with the appropriate testing this could lend itself to having a more accurate representation of the specific class fantasy (Weapon Master dealing big attacks, Assassins dealing a flurry of quick slashes etc).
All whilst also informing other players as to what Class they're PvPing against, and keeping people on their toes and needing to learn the attack patterns of everyone you battle.
I expect to be checking on the colors and sizes of the damage my group is doing to decide who I should synergize my abilities with, so I'm not sure how one opponent is going to be able to focus on and recognize the attack patterns of multiple people in my group - especially when my synergized attack is likely to be an Active Skill, rather than a basic attack.
I expect Weapon Skills to provide procs. I expect Enchantments to also provide procs.
So...I think we will already have some of what you're asking for in terms of complexity, but, we won't be memorizing attack patterns in PvP.