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.
Weapon Master / Fighter feedback
Weapon_Master
Member, Alpha Two, Early Alpha Two
With the basic weapon attacks released, and it looked absolutely spot on by the way!! I am a big fan of the fighter class in mmo's and dnd. When I heard that the weapon master class was used in the weapon attack demo I was thrilled. I am still thrilled like everybody here. This is my input as a fighter at heart on what I saw from the couple class abilities. These are just my opinions and feedback and may not represent how others feel.
The dash looks great, it's good for a fighter to have good footwork and maneuverability.
The magical looking hammer attack was okay, but I really like my fighters to steer clear of any magical looking type attacks, especially my weapon master, fighter fighter class. When you think fighter, particularly weapon master, usually you think of someone with great martial prowess and physical training, not magical skills aiding him unless it was from a team buff. I think you can achieve the same attack effect without the magical looking hammer. Perhaps a leap that crashes down and ripples the ground exploding at the same point. Or perhaps using your weapon or fist to punch or hit the ground twice as it ruptures at the point of impact previously shown. I know it could be a lot to animate for each weapon, so perhaps do it by weapon class, light medium heavy, or another idea.
The dash looks great, it's good for a fighter to have good footwork and maneuverability.
The magical looking hammer attack was okay, but I really like my fighters to steer clear of any magical looking type attacks, especially my weapon master, fighter fighter class. When you think fighter, particularly weapon master, usually you think of someone with great martial prowess and physical training, not magical skills aiding him unless it was from a team buff. I think you can achieve the same attack effect without the magical looking hammer. Perhaps a leap that crashes down and ripples the ground exploding at the same point. Or perhaps using your weapon or fist to punch or hit the ground twice as it ruptures at the point of impact previously shown. I know it could be a lot to animate for each weapon, so perhaps do it by weapon class, light medium heavy, or another idea.
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Comments
Clerics have the Castigation whip.
Tanks have Javelin
That's my point I think fighters with magical attacks are anti thematic. Just because they do, doesn't mean they should. Atleast in my opinion.
Wielding magical weapons is different than using spells to do magical attacks. For example the lvl 1 noob weapon wouldnt be magical yet they can do magical hammer attacks with it. And it just so happens that all the weapons in the game have the same magical hammer ability attached to it? It is a stretch
This seems more appropriate for a battle mage type character or even the high sword
I'm not sure why the level 1 weapon wouldn't be magical. I can agree that all weapons having the same skill effects is a piss poor way to implement the skills though. If we take the Padawan from Star Wars they can still use the force at 'level 1'. just not as well as a Jedi or Jedi Master. A level 1 lightsabre would still be a lightsabre.
Getting back to the fighter, it could be the amalgamation of the fighter with the weapon which cultivates the magical attack. If the fighter can still perform the attack without any weapon held then the theory would be quashed. However, my own beliefs are that magical spells are still weapons.
In theory, the fighter should be able to take magical spells from anywhere/anyone else and learn to use them. Such is the way of a Weapon Master.
Ranged combat https://ashesofcreation.wiki/Ranger_timeline
*Takes Hopium canister from @Mag7spy and takes a big pull*
I'm with you, clear distinction between weapon skills effects and class skill effects is warranted, and, I hope that the magic effects are toned down, as much as possible, so as to not obscure or confuse players about what is happening in encounters.
The yellow hammer looked placeholder in every way. It was swift, horrid looking and very hit and miss. That withstanding, I feel the weapon does need some sort of aoe ability move at close range.
The yellow hammer is better than a thrown weapon or a grenade - weapon masters could use grenades, but, overall I had a good feeling for the current combat system as far as melee was concerned.
A golden light effect makes me think more of a highlord than a weapon master.
There was no archetype, there was just the weapon skills. You are complaining about the Two Handed Sword from the information I gleaned in my brief browsing - not the Fighter. I still can't quantity or qualify the reason why the Two Handed Sword has a Hammer Skill Effect though. It is out of place in every way.
Ok still my Bad then. But yeah if you told me that what we saw was the two handed skill with an hammer form it's a bit weird. Still arguing that animation and Artistic direction should be more precise, no need to do complicated thing.
In Ashes, Fighter has at least one magical attack.
I heard go to the forum for feedback so here I am, got a problem with it go make your own forum and chat there xD
Some things will be tweaked.
At this point, expect anything that is a fundamental change to the original design to add more than one year to development.
Did you listen to the video?
"Hammer Strike" was a Fighter Active Skill.
The Tank version of that Active Skill is Javelin.
The Cleric version of that Active Skill is Castigation.
P.s. i didn't watch it all it was very repetitive.
I already gave feedback as to how they could easily apply the changes while keeping the ability. It would not add a year to development. It is very clear they are in early class design so that is why I am giving feedback now. I don't think one singular hammer attack is a fundamental year or more long change. Not sure why you are so obsessed with the javelin and whip and everything of classes im not speaking of. Regardless I saw a video of the javelin the other day and it didn't even look magical. Perhaps it was a old video? Not sure why you think everything has to be this one set way. It would be better feedback like the other guy had, where he said weapon masters should be masters of all kinds of weapons even magical ones like the big hammer. That made sense. Your feedback is, no everybody needs to have this one special attack and it has to be exactly like this! Why? Because it does and if its not it will add a year to dev.... If you say so.
One of the devs state in the video that we're seeing the Weapon Master kit. We don't know if they added any augments onto that Rush.
Below is a description of the Fighter Primary Archetype:
The Fighter is really a mobile physical DPS. So they're able to traverse the battlefield. They're able to close the gap quickly. They're able to deal damage from a physical perspective... The Fighter is in your face. You try to get away from me I'm going to close that gap. I'm going to deal this burst damage to you and it really doesn't matter if I'm behind you or if you're bleeding or if I've snared you per-se. I am there. I am in your face. I'm doing this damage.
---Steven
"I didn't watch it all..."
Says the person who complains about people not reading his posts.
The problem you have is that Dygz would back a pink moon if Steven or the devs said the moon was pink.
Of course, color is not a fundamental change to design. Changing colors won't add significant time to a game development schedule.
On top of that, like the predator video, the devs often just take a toon and claim its a full class (Primary and Secondary Archetypes combined). Its easy to promote the holes and make a combat system look more advanced than it actually is. Until we get a class overview of the Fighter like the old Cleric, Tank and Mage reviews we did I will not accept that the Hammer was a Fighter skill. For a start the skill move actually spawned with the Two Handed Sword.
My suspicions are that the 'Ranger' review in September will just be bow weapon skills like the Two Handed Weapon. One can state anything when one controls the medium. It just doesn't add up. I could accept these parameters if both you and Weapon_Master had both claimed it was a fighter skill but you're claiming its a fighter skill on a Weapon Master between you.