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.
Cleric and healing feedback
Chicago
Member, Alpha One, Alpha Two, Early Alpha Two
As someone that has mained heals for quite some time i would say that the gameplay looks okay, i feel the animations have been toned down and they definitley look better, i think my issues with the healing i saw was,
There were way to many skills, and this is suppose to be level 35? Before even choosing a second class, and when doing actual combat you could clearly see that the whole toolkit was hardly used, i think it would be better if we are going with 18 abilities akready, maybe 5-7 actual heal skills, a main heal, a smaller main heal, a hot, a gap closer, a shield, maybe a damage mitigation spell and to just work on these abilities, add things like " target takes more healing whilst standing in" or +25% healing to X skill after a roll/dodge, i think 18 pure healing abilities are to many, you could add 2-3 pure damage abilities, (judgement should not be a cast time with how fast paced this game is looking), and then maybe 2-3 spells that are buffs, sort of like the paladin in wow,
It was a bug improvement from the last showcasr, whats everyones thoughts?
There were way to many skills, and this is suppose to be level 35? Before even choosing a second class, and when doing actual combat you could clearly see that the whole toolkit was hardly used, i think it would be better if we are going with 18 abilities akready, maybe 5-7 actual heal skills, a main heal, a smaller main heal, a hot, a gap closer, a shield, maybe a damage mitigation spell and to just work on these abilities, add things like " target takes more healing whilst standing in" or +25% healing to X skill after a roll/dodge, i think 18 pure healing abilities are to many, you could add 2-3 pure damage abilities, (judgement should not be a cast time with how fast paced this game is looking), and then maybe 2-3 spells that are buffs, sort of like the paladin in wow,
It was a bug improvement from the last showcasr, whats everyones thoughts?
0
Comments
Remember to put your feedback in the main thread once you've refined it.
The skills shown are not all intended to be used, for example. You are supposed to make choices, if you try to choose all, you might be meaningfully less effective.
Then you're supposed to Synergize them with your Racial, Social, Religious and eventually Secondary Archetype Augments.
So if you don't like a skill, it's probably just not for you. It might be more helpful to Intrepid if you 'come up with a build you might like, choosing only half of the abilities you saw', so they can refine and improve your playstyle concept.
The showcase would not have been a 'Cleric Playstyle' concept demonstration at all. They even said so.
remember you arent going to use all the abilities...they were just showcasing them. you can build your character wide or tall. you might choose less healing skills and more supportive skills that arent heals, or offensive skills, etc...
In Dragon's Dogma you could slot four skills but only out of maybe 8.
It was console port, but the lack of skills was a real downer.
I don't see a problem of having many skills. I'm fed up of those game forcing you to macro only a very limited amount of skills. If I can macro all of them, I will macro all of them using my keyboard at his maximum even if some of them are very situational.
Most of the game that limited you skills macroing did it because of controller versions of the game Xbox and PS. As AOC will not be released on consoles, there is not point to limit it.
it doesn't mean or represent anything they are just a showcasing the skills and combat
A lot of misinformation in your post, here, @Myosotys … so let’s unpack each of your points:
First of all, macros won’t be allowed in Ashes.
See quote from Steven at the very bottom of my post. If Intrepid builds enough tools for players in the base game UI (e.g. keybinds and expanded HUD), there won’t be a need for macros anyway.
Second, a limitation on skills provides players with additional strategy in terms of what skills they should actually be using … and leaving off skills that aren’t paramount to that specific fight. In other words, players need to theorycraft their skills correctly in order to optimize their character.
If you’re a WoW or FFXIV player that’s heavily reliant on macros for combat, now is the time to consider whether Ashes is going to be the right game for you.
The issue with macros is that from an anti cheat metric perspective it's difficult to define what a macro is against a script. And in order to catch all scripts sometimes you have to prevent the macro usage. So really that's a that's a data issue. If we allow for macros then we lose our ability to precisely ban script users, botters.[1] – Steven Sharif
That’s a ‘keybind’.
That’s a macro.
Beyond that I suspect they wanted to mainly showcase the selection of healing spells the cleric will have, not showcase the "level 35 cleric" with the exact skill kit they will have on that level, I suspect there will be some more utility and damage spells at that level and maybe some of the bigger healing spells still locked for another 5 levels.
I like the idea of choices and I don't think it's too much. For longevity in any class you want to be able to build diverse playstyles and since they're trying to converge different mmo players, having different types of heals(cooldown and spammable based) makes a lot of sense to me.
I would like to see more offensive tools though I agree w you there.
They can make the game flag or disconnect you if you fire up any popular free macro tool like AHK