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.
Comments
Neither the Spear nor the Dagger will be leaving those cleave marks in the ground.
Spears won’t be doing the Dagger slashes.
You can’t tell the difference between the Weapon attacks and the Active Skills in the Alpha Two Basic Melee Weapon Attacks demo??
Expect to see more Weapon Combos in future demos.
These are just the basic combos - not the advanced combos.
Hence, the title of the demo.
https://youtu.be/t3LydR8VssY
I'm with you on wanting different animations for these different weapons. My reason for talking against you is you mentioned ESO's method of handling this problem by not including the weapons in the class ability
animations at all. I'd rather the awkwardness of some weapons share animations in the beginning as they build the game than them avoid weapon animations entirely.
@Dygz When I wrote the above, where exactly did you get confused? Why are you linking me known material and known facts? Why are you always stating the obvious, even in cases like this, in which people already make a mention of the features in the shown videos?
"Daggers and spears wont leave ground marks"
ffs what does that have to do with anything regarding distinct gameplay. Is this your idea of distinct gameplay? The decals? You are always so irrelevant. Posting things that are not needed.
You are not the only person who reads my posts...even when I am replying to your posts.
I have no clue what you mean by "distinct gameplay".
The video discusses more of the differences between the weapon combos of the Greatsword and the weapon combos of the Dagger than just ground decals.
What other kinds of "distinct gameplay" are you hoping to see from basic weapon combos? How would you like a Spear combos to be more distinct from Greatsword combos? I think it's possible for you to give some examples of what you hope to see, rather than just QQing about what you don't want.
Why would link the video? How is it relevant?
Stop talking about combos. These are the left click/Q key normal attacks. They aren't combos. They aren't abilities.
Why do people need to explain these things to you?
Clearly the way a dagger and greatsword function are quite different. They have different attack patterns, speeds and impact on your mobility.
Your Archetype skills don't change by weapon. Your augments change those Archetype skills in some ways.
You can spec into certain things per type of weapon. Daggers may be better at applying DoTs (bleed, slow etc). Spears will have different progressions etc.
So there's plenty of differences to be had in gameplay for each. I'm failing to see where the sudden fear that all weapons will be the same comes from all of a sudden.
Ive said all these things alrdy. Now we go in circles.
I brought up basic Weapon attacks because that's what we've seen in the demo so far.
You wrote: "I am afraid that weapons will just be stat modifiers with unique normal (auto/light) attack animations and that classes will conjure a yellow hammer or a yellow javelin or a yellow whip in order to attack.
Why? Because these abilities are one animation, no matter what weapon you hold. "
Expect Weapons to have basic attack combos and advanced attack combos.
What are some examples of an "active" weapon ability you would like to see that makes wielding a Spear signifcantly different from wielding Daggers?
You don't have to explain what you do want to see.
You can continue to just QQ about what you're afraid of if you wish.
No skin off my nose.
I'm sure it's from one of his early interviews, like 2018 or 2019, and I believe Steven's background was the old office, not his house. Don't really know which one specifically, I apologize.
Back on topic, I think that each archetype wont have "Trees" like Life/Death for the cleric after reading the Wiki. I think the Primary Skills for the Cleric might have Life or Death skills to choose from, but it seems you will be able to spec into multiple abilities and "Go wide" or spec into few ability's but make them more potent and "Go deeper"
This seems to be a pretty cool idea. I can see one mage maybe going more "Jack of all trades" and have an ability for each situation, while another mage might only have 3-4 abilities, but able to decimate with those more "improved" abilities.
I do think after reading the wiki, the combination of Augments, Passive Skills, Primary Skills, and Weapon Skills most will likely be able to craft a really unique character.
The two Schools that have been revealed for Ceric are Life and Death.
The two Schools that have been revealed for Mage are Elemental and Teleportation.
Those Schools reflect the Primary Archetype Active Skills.
Yes. We can choose the Active Skills we wish and each Active Skill has a least 3 Ranks, but... it's not the same thing as placing points into a Death path or a Life path.
At least, not for Primary Archetypes.