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.
Comments
ok then all stuns land but they only last 0.5 seconds to make them balanced, then 2 more land and now you have immunity from diminishing returns. whats the point then? might as well just remove them and give me a dps ability.
too much rng feels bad, but also no rng feels bad in tab target
Reduced duration with consequetive use
Or
Windows after cc where cc can't be used.
When I mention diminishing returns I mean the second one and I hope it will be the case.
This comes down to people not knowing what they want except for only good things.
They want 100% chance to cc, plus 100% chance for that extra bonus dmg, with 100% evasion stat defensive bonus.
Even if it was full action based there should still be rng lmao. This is a mmorpg. Without rng / dice rolls those games are flat and boring. Everything becomes ultra repetitive
ie Attack 3 times and get guaranteed cc, use ability 4 times to apply poison, every 5 attacks crit
This kind of stuff is stale
And in the case of pvp, you want to get hit, because that's a hit that didn't go towards your mate. And if you're getting hit - you'd hope to be able to dodge the attack through stats. Though, this assumes a forced target situation or a proper tracking of action moves, where a tank can stand in-between an action attacker and their target and get hit instead.
Is that a wrong assumption? Is that last sentence exactly how it works in some games?
RNG block that halves the damage of an attack (but did not block secondary effects) would be a reasonable opposite of that. Assuming that you had to spec with skill points and stat points to get higher than a token block chance.
Lots of games are very bad.
But no, not most of them.
There's at least one though. Forgive me for not remembering its name. After all, who remembers the names of games like that?
Well, some evasion tanks have a dodge ability like 100% dodge for x seconds, I imagine Grit might augment to something like that. Otherwise it's a dice roll based on evasion vs dodge but rng miss is another dynamic on top based on output rng. Stat vs stat is input rng and so too is the active dodge ability. The devs did say they would use input rng.
This is a core of at least a few MMOs.
In FFXI your melee accuracy cap is 95%.
Because you can always Nat 1.
Sometimes these are unrelated though, which often sucks a lot. When they are not, it's not so bad because it allows this part of the system to 'absorb' a certain level of 'accuracy vs evasion gap'.
(in case anyone is unclear, I have no specific care about this system when within the right framework)
Alpha 2 WIP UI Character sheet has Accuracy % and Disable Chance % as stats listed on Magical stats tab.
Aren't we all sinners?
I dislike defensive RNG, I remember playing ESO fighting someone and they were able to "evade" all of my attacks just by keeping buffs up.
That kind of braindead gameplay has no business in a game that touts PvP, luckily Zenimax wizened up and didn't give players anymore evasion buffs and changed that.
all the stats gets me excited
If this kind of thing is done properly, chance to hit type mechanics are basically a gear check. If they have significantly better gear than you, you can't hit them.
This is kind of an important faucet of any game in which gear progression is to be considered important. In such games, the appropriate remedy to someone being able to evade all of your attacks is to get better gear.
Obviously, some games are made poorly, and adding buffs with stats that are supposed to be used as a designation of gear progression would suggest poor design to me.
IMO, passive evade should only ever be a function of gear and your class. The only buff that should ever impact it at all are buffs that function as a tanks stance.
Having short term buffs that guarantee an evade on the next hit or some such is not a bad design, but such abilities should have a cooldown of at least 20 seconds, and no class should have more than 1.
ESOs tertiary/waterfall stats to put it plainly suck. They just suck less then before.
ESO gear policy from the ground up sucks.
That doesnt mean the same basic concept of evade and chance to hit cant be really good - it just isnt ever going to be in ESO.
When it comes to hit chance and evade, Ill always have my preference of aiming my shots, then the miss chance is on me and not a probability.
I like my combat in my hands, not the games in any fashion.
On the flipside, if Intrepid was making an MMOFPS like Planetside 2, I would be against RNG elements in combat.
As with most things, the devil is in the details and how they implement RNG into Ashes combat. It's certainly possible to have way too much RNG, and it matters where they add it. I am cool with RNG crits, as I am sure most players are. I think RNG fails should be present as well, where the damage, CC or other effect is halved. Either due to the attacking character (not the player) failing or due to the defending character (not the player) evading or blocking. Character stats and skills have to matter, IMO, and not just in some flat numbers kind of way. I think it improves the game experience when we get some unpredictability and chaos due to RNG. It increases the skill ceiling for players to adapt to a series of bad luck RNG and still overcome the odds.
Dmg is RNG within in a threshold based on various numerical core values just as critical strikes chance and damage allowances are. I am definitely not a fan of RNG block/evade chances though as I definitely prefer more of an AC. Your dodging and blocking chances relies on your skill over RNG. Simple yes, but relatively effective for core gameplay.
If going for more AC in regards to combat, visual queues can be quite important rather than just attacks occurring and RNG filling the void because there was no time available for reactions to take place. This is respectfully for both PvE and PvP per se.
Aye.
Crits fine, because crit can be within a tightly controlled framework and you can account for it.
All mmorpgs have crit, but defensive stats can be always put on the chopping block when an active solution is more readily available.