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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Najash a.k.a. Naga a.k.a. Lamia a.k.a. 'Basilisks'
Azherae
Member, Alpha One, Alpha Two, Early Alpha Two
For those of us who dislike or don't use the Twitterz.
They're pretty strong opposites in the games I play that have them, 'triangular opposites' at that.
In FFXI they use strong attacks, disarm you, and some can Charm players using Belly Dance. FFXI sentient mobs also have 'classes' that they actually use the abilities of, though, so part of what they do is related to that. They don't do basically any 'snake' things there.
In BDO, they act more like snakes (as much as any mob in BDO 'acts like' anything in particular). Honestly I am being too harsh since Basilisks and Kvariak and particularly Katzvariak are among the better mob designs in the game. There, they burrow, breathe poison clouds, and then have a bit of the same 'classes' thing where some melee, some cast, the usual. But they don't spring-leap, 'grapple CC', or parry (or I just never get hit by any of that? who knows)
Then there's the last which rely on weapons more than the others and use the tail both as a powerful 'spring' or 'coil' and combine the best parts of snakes with the best parts of 'weapon wielding humanoids', moving fast, low sweep and grapple CC, and poison biting those that get CCed, while still parrying with dual swords or doing spear strikes.
Obviously I'd vote 'all of the above' for abilities since none of these are particularly exclusive from each other, and I like having the maximum possible number of things I need to be watching for in PvE combat.
But if you're not the type who likes your PvE to be super complicated, and you had to choose a set of abilities for Ashes ones, like the tweet says:
"What sort of abilities do you think they should have?"
They're pretty strong opposites in the games I play that have them, 'triangular opposites' at that.
In FFXI they use strong attacks, disarm you, and some can Charm players using Belly Dance. FFXI sentient mobs also have 'classes' that they actually use the abilities of, though, so part of what they do is related to that. They don't do basically any 'snake' things there.
In BDO, they act more like snakes (as much as any mob in BDO 'acts like' anything in particular). Honestly I am being too harsh since Basilisks and Kvariak and particularly Katzvariak are among the better mob designs in the game. There, they burrow, breathe poison clouds, and then have a bit of the same 'classes' thing where some melee, some cast, the usual. But they don't spring-leap, 'grapple CC', or parry (or I just never get hit by any of that? who knows)
Then there's the last which rely on weapons more than the others and use the tail both as a powerful 'spring' or 'coil' and combine the best parts of snakes with the best parts of 'weapon wielding humanoids', moving fast, low sweep and grapple CC, and poison biting those that get CCed, while still parrying with dual swords or doing spear strikes.
Obviously I'd vote 'all of the above' for abilities since none of these are particularly exclusive from each other, and I like having the maximum possible number of things I need to be watching for in PvE combat.
But if you're not the type who likes your PvE to be super complicated, and you had to choose a set of abilities for Ashes ones, like the tweet says:
"What sort of abilities do you think they should have?"
♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish ♪
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Comments
By hard cc do you mean bind or stun? Bind plus poison plus the sneeple having allies makes for fun chaos. Replace the bind with stun and now you are probably not having a good time. I like softer cc for mobs with DoT since it adds more flavor to the chaos while keeping actual strategy and reactions dynamic. I don't mind stuns on mobs with DoT but a stun on a grapple...nah.
Maybe if it were more like petrification where it takes a bit to set in so you have a little more control over the out come? So put it on a bite or arrow attack instead?
I guess I am fine with it in that sense. In that scenario its only less fun if you don't have friends.
Though if Intrepid decide to forgo those kinds of CCs as a whole I won't be screaming about it.
Did anyone mention the stone gaze for the basilisk? Temporary blindness?
Charms and constructions are cool too. How about a debuff called Lay Eggs, where the mob stabs the target applying a debuff that slows over 8 seconds. At 10 seconds the debuff explodes when 3-5 baby snakes pop out of the player doing some damage each.
Creepy mobs need creepy DOTs. 😵💫
That creature is biblical (Book of Isaiah) so it goes way back.
It's like a basilisk, but instead of turning to stone you die. Usually by a gaze or being breathed on.
In-game, I'd say that you could represent that with a DoT that never expires but has to be removed by some kind of healing ability or potion.
Dude, if we're stretching for cockatrices, then I'm pulling in my favorite monster: the gelatinous cube.
I think that level of body horror would be hard to argue for pegi 16/T not impossible but... I would find it easy to imagine it needing to be censored/redone in stricter countries.
There should definitely be a poisonous bite lunge or such (maybe with swords instead of face?), and probably a paralyzing or movement-slowing gaze. (Not hard CC, just some form of slow or 'random flinch' for a bit.) Binding 'tail wrap' style attacks too, though probably short and used to combo into something else. I agree that meaningful hard CC on this sort of thing would just be un-fun mostly.
I'm not into the body horror style thing mentioned by some, here, but you could get similar weird mechanical effects just based on poison stacks of some kind.