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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
As a Fighter main I am jealous of the tanks pure physical abilities (and a few other things)
George_Black
Member, Intrepid Pack, Alpha Two
The double Slash that the tank has is a pure physical ability, a mark of swordsmanship which would be better for the fighter. Instead the fighter still has that yellow hammer ability.
Seeing the Fighter in the video striking with a magical hammer, and the tank slashing with an actual hammer rubs me the wrong way.
Some positives and some negatives.
First tank ability with orange coloring. Should be restricted to whem you have an offhand iteam equiped, since the animation after the rush clearly shows a left hand motion.
Maybe it should be weapon restricted as well. Shield, axe/sword/hammer, maybe spear, definatly not bow, staff, wand, etc etc
the leash on the mobs is extremely short. Takes away any sense of danger and make what would be an adventure, optional encounters.
The Grit coloured outline looks so good. Compare it to the designs of ESO, in which they developers there do away with the looks of our characters and replace them with full body single colour effects and you see how AoC Grit successfully conveys the ability in effect, without adding visual polution.
Similalry the Aegis, perfect animation, puts the tank at the tip of protection and you have to take cover behind, as opposed to the “stay in green” aoe crap that other games do.
Easily dropped whole items are a negative to mmos that want good crafting.
Common rare colour frames on items. What do they serve? They are usually a nuasance and a cheap way to indicate progress.
Untradable items? Why?
Titanbark looks very powerful to be found on a starting area.
I hope to see some things change/refined since, as we know, they are still in development.
Seeing the Fighter in the video striking with a magical hammer, and the tank slashing with an actual hammer rubs me the wrong way.
Some positives and some negatives.
First tank ability with orange coloring. Should be restricted to whem you have an offhand iteam equiped, since the animation after the rush clearly shows a left hand motion.
Maybe it should be weapon restricted as well. Shield, axe/sword/hammer, maybe spear, definatly not bow, staff, wand, etc etc
the leash on the mobs is extremely short. Takes away any sense of danger and make what would be an adventure, optional encounters.
The Grit coloured outline looks so good. Compare it to the designs of ESO, in which they developers there do away with the looks of our characters and replace them with full body single colour effects and you see how AoC Grit successfully conveys the ability in effect, without adding visual polution.
Similalry the Aegis, perfect animation, puts the tank at the tip of protection and you have to take cover behind, as opposed to the “stay in green” aoe crap that other games do.
Easily dropped whole items are a negative to mmos that want good crafting.
Common rare colour frames on items. What do they serve? They are usually a nuasance and a cheap way to indicate progress.
Untradable items? Why?
Titanbark looks very powerful to be found on a starting area.
I hope to see some things change/refined since, as we know, they are still in development.
5
Comments
No visual FX for Grapple, but looks similar in animation to the Essence-based Javelin we saw in Alpha One, so... probably should not get your hopes up that Grapple will not be super glowy - similar to the Cleric's Castigation.
I wouldn't call Aegis (the magical aoe shield) purely physical.
The Fighter could equip a Hammer as their weapon instead of a sword as well.
Essence-based Active Skills that appear in the shape of weapons are not based on the weapon a character has equipped.
That's a stretch.
I hope they go back and touch up some of the other classes VFX, because just 3 party members produced a ridiculous amount of visual clutter - and this is a game that wants to have 500+ player battles. If they ever want those engagements to look like anything other than magical plasma raves, the special effects need to be used very sparingly.
whats wrong playing it safe and assuming the worse and voicing our displeasure? none. Better now than late.
Yet you are talking about God race weapons, just like the Devs have created a smiting hammer ability.
Those things belong to the religious class, the Cleric. They dont belong to the physical combat class, the Fighter.
I would agree if not every inhabitant of this world seems strongly related back to a god and to the immense power of Essence in some way. The protective cone of a Tank that redirects damage is nothing short of magic either. If this ability would have been on Cleric people would have asked why a support class needs such a spell.
I don't see the issue of that connection to a God or the Essence showing in 1 of (i think) up to 24 abilities. Seems a bit overly dramatic to me personally.
the entire fantasy built up over countless years of a fighter is that they are mundane yet powerful warriors. They might use magical weapons or have minor archetypes that give them a meager use of magic but for the most part they have always been identified by the fact that literally anyone can be a fighter because all you need is a sword to be one. Its about technique, tactics, warrior shit.
It's not about giant floating hammer mirages that are conjured out of thin air to smite their enemies. That's what paladins and clerics are for.
Well, I guess if you want to be a purist about this than that's how it is. It seems due to the existence of Essence in Verra the rules are not 100% those of any other high fantasy world. I'm not saying you are completely wrong about this, I'm just trying to point out that this is merely a small percentage of the overall class skills, it's not even at the stage of an Alpha reveal and that you may want to account for that.
If that doesn't change anything for you I would wonder why you do not take issue with the Aegis skill of Tanks though.
Every game has gods. Nothing new here. Let archetypes be archetypes. Dont homogenise everything.
It being a small percentage makes it even more concerning. I don't want more skills like the hammer skill and its one of what, 4, skills they have shown for the fighter?
As for the Aegis skill for tanks, it fits because "tank" as a class is more general and magic easily helps cover the whys and hows. It has room to be whatever it really wants without pre-conceptions outside of "be able to tank". Fighter on the other hand, like I said, just has too much history out there for what people perceive it to be. Fighters using magic for their skills is on the same level as if rogues ran around in heavy armor.
One possible ability in the warriors skill set having a bit of a magical vibe is already the "homogenisation of everything"?
And again: Why is this skill a problem and the Aegis blue damage absorption cone is not?