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Suggestion: 4 part attack animations

Anonymous332Anonymous332 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?

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Comments

  • CROW3CROW3 Member, Alpha Two
    How are you defining ‘parts’?
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  • Anonymous332Anonymous332 Member, Alpha One, Alpha Two, Early Alpha Two
    edited July 2022
    CROW3 wrote: »
    How are you defining ‘parts’?

    The 3 diffrent swings with greatsword and dagger in the basic attack demo = 3 parts
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  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    I don't think it will be a problem with 3 attacks once they get the directional transition between attacks and movement polished. It will likely feel more like 12 attacks rather than 3 if it is executed correctly.
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  • CROW3CROW3 Member, Alpha Two
    Meh - these are just basic attacks. Three is fine, given the number of active skills we’ll be weaving into the overall attack pattern.
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  • AsgerrAsgerr Member, Alpha Two
    edited July 2022
    I think a good idea would perhaps be to have the number of attack parts and their animations be linked to Class.

    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.
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  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I mean, Ashes is balanced around an 8-person group.

    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.
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