Dygz wrote: » TTK seemed OK for the gankfest. I'd need to see more balanced group numbers, though...
Mag7spy wrote: » And 0 team comp as stated they were meant to lose.
Dygz wrote: » Mag7spy wrote: » And 0 team comp as stated they were meant to lose. Team comp irrelevant. TTK seemed to take a reasonable amount of time for 4 v 1 or 5 v 1. Instead of 5 v 1 basically being an insta kill.
Diamaht wrote: » Like the title says. I noticed a lot of comments about this so I rewatched the initial engagement a few more times. I noticed a couple things: 1. A nine or ten person (hard to tell for sure) initial alpha strike killed one player and knocked another to about half. Thats about what you would want really, enough to gain an advantage and reward good coordination, but nowhere near enough to effectively end the fight. 2. About 60 seconds later, after being ambushed, alpha'd and out numbered, in a fight that was intentionally designed for them to lose, there was still about 3 or 4 defenders standing. I mean, this doesn't seem all that bad. I'm seeing comments suggesting a minute or two per person for kills, I think that would be insane (in a bad way). How long do you guys think it should take to kill a player? Im fine with what I saw today.
Liniker wrote: » Diamaht wrote: » Like the title says. I noticed a lot of comments about this so I rewatched the initial engagement a few more times. I noticed a couple things: 1. A nine or ten person (hard to tell for sure) initial alpha strike killed one player and knocked another to about half. Thats about what you would want really, enough to gain an advantage and reward good coordination, but nowhere near enough to effectively end the fight. 2. About 60 seconds later, after being ambushed, alpha'd and out numbered, in a fight that was intentionally designed for them to lose, there was still about 3 or 4 defenders standing. I mean, this doesn't seem all that bad. I'm seeing comments suggesting a minute or two per person for kills, I think that would be insane (in a bad way). How long do you guys think it should take to kill a player? Im fine with what I saw today. I think it wasn't fine at all, really concerning implications, usually, we can use the WIP or its just an alpha card, but Steven specifically said they are looking for feedback because they are happy with the current TTK, so this is valid criticism, if you analyze the showcase closely, the reason some players were still alive after 60 seconds is basically because they were either running, getting healed or weren't taking any hits, Ignoring Steven's character, because he was lvl 25, everyone was set at lvl 15 and had around 1k HP, and you can see people hitting other players for 300 or 400 damage, that means you could kill someone with literally 3 to 4 hits, now imagine this you farm for hours, and when you are returning to your node your screen instantly turns gray because you just got absolutely melted down by 2 rangers that were on stealth and they both critted you for 90% of your health and finished you off in less than 2 seconds, you didn't even had the time to know where they were, and I'm not talking about a group I'm talking about a duo of gankers, in a game with severe death penalties, this is absolutely horrible, players need a high enough TTK so they can fight back, pot, run, make a decision to whether fight or not, imagine that in dungeons, caravans, open-world farming etc, 2 seconds and you are gone, no time to react, for skill play to matter, just instant death look at this cleric dying in a 1v1 in literal 4~5 seconds vs a ranger with equal gear/level/stats AoC is currently using the same TTK as Korean MMOs where there is a high incentive for P2W with players getting so much power that they can burst down someone in a few seconds giving them that hit of dopamine for being so OP, this is not good for an MMO with loot drop, XP debt, gear degradation and I'm not even going to talk about how bad this gets in mass pvp where 5 mages will wipe out 20 players with meteors, and AoE spam will be meta, their original plan was for a base TTK of 30 to 60 seconds, it is currently no more than 5s and they apparently are happy with it, this really needs to be addressed bc it will make testing in A2 suck, fast TTK is bad for casual players, for streamers, for farmers and carebears, and its bad for actual PvPers, for Guilds, bad for massive PvP, fast TTK really only benefits gankers that want to burst you down in a second and run away, that's it
Diamaht wrote: » You are saying you don't want what was shown, but what DO you want (specifically)?
Dygz wrote: » Ashes is a Rock-Paper-Scissors RPG. Could be the Cleric is Paper to the attacker's Scissors in that clip. I also don't know the Level gap or the Gear Scores. I also don't know whether the Cleric could have min/maxed their Passive Skills to survive longer against that type of attack. In A1 Sieges, my Cleric felt too vulnerable to the Tanks' Grapple - until I adjusted my Passive Skills to mitigate Crowd Control. For all we know, that Cleric in the clip is specced vs Melee Physical attacks and is weak vs Range Magic attacks.
Dygz wrote: » But, yeah, we also know that Steven's opponents were intended to die fairly quickly for the sake of this demo so the devs could showcase how looting Caravans works.
NiKr wrote: » I guess I need to rewatch the full stream, cause I missed a bit and I only rewatched the video part on its own. And in that context pvp looks fast as fuck with no clear reason for it (though apparently that's how it should be). To me this just seems like a bad showcase then. This comes back to bad messaging from Intrepid. Everyone was hyped for a pvp showcase, but this was just Caravan showcase 2, with some pvp in it. This just creates a worse image for the pvp in the game. As Liniker pointed out, anyone looking at this would immediately think "oh shit, I'll get murdered instantly in this game huh". Which just drives even more people from the game than the design already does.
Dygz wrote: » So... yes. Probably would be better to also share a kinda more "realistic" PvP battle. Maybe even something like a Siege. That way we can have 30+ minutes for players to die, make adjustments to their builds and return to battle.
Ventharien wrote: » Dygz wrote: » So... yes. Probably would be better to also share a kinda more "realistic" PvP battle. Maybe even something like a Siege. That way we can have 30+ minutes for players to die, make adjustments to their builds and return to battle. Or even just simulating an ambush, just 1 or two players per side. Like a gatherer going to go grab some stuff being attacked by someone who wants said stuff.
Mag7spy wrote: » Or they need to take the mmorpg they like (in its released state) and compare of the same levels and situations. If i get run up by 5 people in shadowbane and we are lvl 25 I'm dying in 5 seconds. If im playing swtor and i run up on someone and I have 5 people and they don't pop a op defensive buff in time they are dying in 5 seconds at lvl 25.
NiKr wrote: » Mag7spy wrote: » Or they need to take the mmorpg they like (in its released state) and compare of the same levels and situations. If i get run up by 5 people in shadowbane and we are lvl 25 I'm dying in 5 seconds. If im playing swtor and i run up on someone and I have 5 people and they don't pop a op defensive buff in time they are dying in 5 seconds at lvl 25. L2's lower lvls are waaaaaay slower than high lvls. So if I was to compare that to Ashes, AoC is insanely fast. Like, unreasonably so.