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Fighters are vampires? (Please read this)

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Comments

  • DiamahtDiamaht Member, Braver of Worlds, Alpha One, Alpha Two, Early Alpha Two
    Well I mean guys lets be real, some builds are definitely going to better than others no matter what you do. With good balancing the best you can hope for is many options instead of only a few.

    Any fighter build with self heal will almost certainly be on the good list. Any build without it is far less likely. That's just the reality.

    I'm for self heal just from a quality of life standpoint. It's rough playing a tank when any life loss is permanent without pots. You wear down faster than any other class since you are required to be in damage range of all mobs at all times. It doesn't have to be even close to full heal, but some recovery built in without consumables makes the class more fun and versatile. It also extends your play time, before requiring a rest.

    The OP is saying he'll have far fewer options if self healing exists at all and he's right. However, I'm really not interested in playing another tank that is slave to his hp bar and I'm not alone. Also not interested in how hard it will be to find tanks, when we need one, after the class is made less enjoyable.
  • OceanSunwindOceanSunwind Member, Alpha Two
    BlackBrony wrote: »
    What is this obsession with warriors having to be "realistic". Like you have a freaking mage teleporting and you want the fighter to not be able to jump too much because it's not real.
    Lifesteal makes complete sense for a fighter

    It's a fantasy game, not real life.

    Because the best fantasies are mostly realistic. If a fantasy world were to be mostly fantasy than it takes away from the value of the fantasies.

    example: If everyone is special, no one is special.

    basically.. the more realistic a fantasy world is and the more sprinkled the fantasy elements are outside of the races the more impactful the fantasy feels.
  • AszkalonAszkalon Member, Alpha Two
    Azherae wrote: »
    I'm sure it will be the obvious standard reaction?

    They'll just go 'oh I don't like this' and not play. That's how it works, right?

    Obviously Yes.

    I am curious about People who observe this Game since 2020 or before already and who seem so passionate about it. Would be kinda weird if these People change their Opinion in like the last Months or Weeks before Release or after that,

    when they clearly invested like half a Decade or more waiting for the Game like for a Messiah that will save them all. (hahahahahahahah)
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Currently no guild !! (o_o)
  • DepravedDepraved Member, Alpha Two
    BlackBrony wrote: »
    What is this obsession with warriors having to be "realistic". Like you have a freaking mage teleporting and you want the fighter to not be able to jump too much because it's not real.
    Lifesteal makes complete sense for a fighter

    It's a fantasy game, not real life.

    Because the best fantasies are mostly realistic. If a fantasy world were to be mostly fantasy than it takes away from the value of the fantasies.

    example: If everyone is special, no one is special.

    basically.. the more realistic a fantasy world is and the more sprinkled the fantasy elements are outside of the races the more impactful the fantasy feels.

    they arent realistic, they are believable. also, we are in verra and these are verrans, different than earth creatures with different capabilities, such as gaining life via magic while hitting enemies...vampires probably don't even exist in verra? o-o
  • OceanSunwindOceanSunwind Member, Alpha Two
    Diamaht wrote: »
    Well I mean guys lets be real, some builds are definitely going to better than others no matter what you do. With good balancing the best you can hope for is many options instead of only a few.

    Any fighter build with self heal will almost certainly be on the good list. Any build without it is far less likely. That's just the reality.

    I'm for self heal just from a quality of life standpoint. It's rough playing a tank when any life loss is permanent without pots. You wear down faster than any other class since you are required to be in damage range of all mobs at all times. It doesn't have to be even close to full heal, but some recovery built in without consumables makes the class more fun and versatile. It also extends your play time, before requiring a rest.

    The OP is saying he'll have far fewer options if self healing exists at all and he's right. However, I'm really not interested in playing another tank that is slave to his hp bar and I'm not alone. Also not interested in how hard it will be to find tanks, when we need one, after the class is made less enjoyable.

    everyone is "slave" to their own hp bar. Healers shouldn't be out healing damage so much so that they are unkillable, rogues deal damage and have cc + utility out the wazoo to mitigate their lack of hp, rangers kite to the best of their abilities because most often they are squishy, caster classes even more so because they are typically glass cannons. The recovery could be mitigation or adrenaline that reduce damage taken for a short period of time and falls off.

    example: How many people go on fighting after being cut, stabbed, or injured solely because adrenaline doesn't allow us to notice the damage in order to survive. why not incorporate that realistic perspective into a fantasy game to give the fantasy elements more impact. so that the fantasy elements are not oversaturated to the point where nothing is special.
  • AszkalonAszkalon Member, Alpha Two
    edited April 8
    everyone is "slave" to their own hp bar. Healers shouldn't be out healing damage so much so that they are unkillable, rogues deal damage and have cc + utility out the wazoo to mitigate their lack of hp, rangers kite to the best of their abilities because most often they are squishy, caster classes even more so because they are typically glass cannons. The recovery could be mitigation or adrenaline that reduce damage taken for a short period of time and falls off.

    I liked that in WoW-Vanilla,

    when a " Priest " had a Damage Dealer like a Rogue or a DMG-specced Warrior on himself - and he couldn't get rid of him with a Fear-Spell or whatever,

    the Healer was in SERIOUS trouble. He was a Cloth-Wearer. No Leather, no Chainmal, no Plate Armor. He was not supposed to just "heal against" the DMG and never be in Danger.

    If that would be the Case, than that would be the Mechanic doing something wrong.
    You would also not "have Time" to heal around, when someone wants to cleave your Skull in Two with a two-handed Battle-Axe or Sword. :D
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Currently no guild !! (o_o)
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Diamaht wrote: »
    Well I mean guys lets be real, some builds are definitely going to better than others no matter what you do. With good balancing the best you can hope for is many options instead of only a few.

    Any fighter build with self heal will almost certainly be on the good list. Any build without it is far less likely. That's just the reality.

    I'm for self heal just from a quality of life standpoint. It's rough playing a tank when any life loss is permanent without pots. You wear down faster than any other class since you are required to be in damage range of all mobs at all times. It doesn't have to be even close to full heal, but some recovery built in without consumables makes the class more fun and versatile. It also extends your play time, before requiring a rest.

    The OP is saying he'll have far fewer options if self healing exists at all and he's right. However, I'm really not interested in playing another tank that is slave to his hp bar and I'm not alone. Also not interested in how hard it will be to find tanks, when we need one, after the class is made less enjoyable.
    Lets be real.
    "Better" is subjective. Especially in a well-designed RPG.
    Base balance in Ashes is for an 8 person group.

    Good builds should be determined by how each individual group chooses to spec and synergize abilities with their groupmates. Especially via Augments. Not some standardized META.

    But, even individually, there are a variety of ways to add self-heals besides Fighter Active Skills.
    Several Secondary Archetype Schools provide self-heals. And we can expect some self-heals via Racial, Social Org and Religion Augments as well.
    Many ways to skin a cat.
  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    edited April 9
    Dygz wrote: »
    Diamaht wrote: »
    Well I mean guys lets be real, some builds are definitely going to better than others no matter what you do. With good balancing the best you can hope for is many options instead of only a few.

    Any fighter build with self heal will almost certainly be on the good list. Any build without it is far less likely. That's just the reality.

    I'm for self heal just from a quality of life standpoint. It's rough playing a tank when any life loss is permanent without pots. You wear down faster than any other class since you are required to be in damage range of all mobs at all times. It doesn't have to be even close to full heal, but some recovery built in without consumables makes the class more fun and versatile. It also extends your play time, before requiring a rest.

    The OP is saying he'll have far fewer options if self healing exists at all and he's right. However, I'm really not interested in playing another tank that is slave to his hp bar and I'm not alone. Also not interested in how hard it will be to find tanks, when we need one, after the class is made less enjoyable.
    Lets be real.
    "Better" is subjective. Especially in a well-designed RPG.
    Base balance in Ashes is for an 8 person group.

    Good builds should be determined by how each individual group chooses to spec and synergize abilities with their groupmates. Especially via Augments. Not some standardized META.

    But, even individually, there are a variety of ways to add self-heals besides Fighter Active Skills.
    Several Secondary Archetype Schools provide self-heals. And we can expect some self-heals via Racial, Social Org and Religion Augments as well.
    Many ways to skin a cat.

    Self heal is not the problem. A PvP game where fighters that has a role of frount line, should have self heals. Mitigation alone won't keep them in the fight. I do think the balance of the Fighters other specs needs to be considered. I hate when a class is piggion holed by the game or the coummity. I do think synergies is where that will balance.
  • DiamahtDiamaht Member, Braver of Worlds, Alpha One, Alpha Two, Early Alpha Two
    nanfoodle wrote: »
    Dygz wrote: »
    Diamaht wrote: »
    Well I mean guys lets be real, some builds are definitely going to better than others no matter what you do. With good balancing the best you can hope for is many options instead of only a few.

    Any fighter build with self heal will almost certainly be on the good list. Any build without it is far less likely. That's just the reality.

    I'm for self heal just from a quality of life standpoint. It's rough playing a tank when any life loss is permanent without pots. You wear down faster than any other class since you are required to be in damage range of all mobs at all times. It doesn't have to be even close to full heal, but some recovery built in without consumables makes the class more fun and versatile. It also extends your play time, before requiring a rest.

    The OP is saying he'll have far fewer options if self healing exists at all and he's right. However, I'm really not interested in playing another tank that is slave to his hp bar and I'm not alone. Also not interested in how hard it will be to find tanks, when we need one, after the class is made less enjoyable.
    Lets be real.
    "Better" is subjective. Especially in a well-designed RPG.
    Base balance in Ashes is for an 8 person group.

    Good builds should be determined by how each individual group chooses to spec and synergize abilities with their groupmates. Especially via Augments. Not some standardized META.

    But, even individually, there are a variety of ways to add self-heals besides Fighter Active Skills.
    Several Secondary Archetype Schools provide self-heals. And we can expect some self-heals via Racial, Social Org and Religion Augments as well.
    Many ways to skin a cat.

    Self heal is not the problem. A PvP game where fighters that has a role of frount line, should have self heals. Mitigation alone won't keep them in the fight. I do think the balance of the Fighters other specs needs to be considered. I hate when a class is piggion holed by the game or the coummity. I do think synergies is where that will balance.

    I guess it depends on how many fighter builds have self heal. If its a part of all kits, as in a basic skill all fighters have, then really all we are talking about is degrees. Thats the impression I got, that all of them have this.

    If that's the case then its just about how heavily you spec into it. They just have to balance out the builds that focus on it, compared to builds that push it to the side for other strengths.

    To the OPs point, I definitely don't want it removed or deminished from the kit.
  • OceanSunwindOceanSunwind Member, Alpha Two
    nanfoodle wrote: »
    Dygz wrote: »
    Diamaht wrote: »

    Self heal is not the problem. A PvP game where fighters that has a role of frount line, should have self heals. Mitigation alone won't keep them in the fight. I do think the balance of the Fighters other specs needs to be considered. I hate when a class is piggion holed by the game or the coummity. I do think synergies is where that will balance.

    Self healing is a much weaker form of sustain than mitigation unless the 2 are combo'd together the fighters kit. My problem is that it defeats class fantasy. It defeats the feeling of being a fighter and makes the player feel like a necro fighter. There are so many better ideas than self heal that I'll list below.

    Self Healing would be practically useless to a fighter if he is in the front line because that health healed would be taken within .25 seconds.. If one additional player shot an arrow or casted a spell the fighter would still be deleted with in seconds. Mitigation on the other hand would add the skill based element of using the players eyes to see the incoming green glowing arrow and bright red/orange magic bolt, to activate "Adrenaline" or "Brace" or "Prepare" or "Sword Block" or "Counter", to mitigate the incoming damage so that the fighter can play the game and also remain within class fantasy.
  • LudulluLudullu Member, Alpha Two
    edited April 9
    My problem is that it defeats class fantasy. It defeats the feeling of being a fighter and makes the player feel like a necro fighter.
    It does those things TO YOU, because both of those are a subjective feeling. To me "necro" means dead, so it has nothing to do with blood or healing back. If the fighter died, but then could operate for several more seconds as a zombie - now that's a necro fighter (again, this is also a subjective fantasy).

    A fighter showered in blood getting a boost to his killing drive, as represented by him being able to live for a bit longer, fits the fighter fantasy just right imo.

    We also dunno who else might be interacting with blood-related effects. Maybe it's purely a fighter thing in Ashes.
  • DepravedDepraved Member, Alpha Two
    how is damage reduction the fighter class fantasy? that should be for tank, unless the fighter is also the tank...
    A fighter showered in blood getting a boost to his killing drive, as represented by him being able to live for a bit longer, fits the fighter fantasy just right imo.

    agreed
  • OceanSunwindOceanSunwind Member, Alpha Two
    NiKr wrote: »
    My problem is that it defeats class fantasy. It defeats the feeling of being a fighter and makes the player feel like a necro fighter.
    It does those thing TO YOU, because both of those are a subjective feeling. To me "necro" means dead, so it has nothing to do with blood or healing back. If the fighter died, but then could operate for several more seconds as a zombie - now that's a necro fighter (again, this is also a subjective fantasy).

    A fighter showered in blood getting a boost to his killing drive, as represented by him being able to live for a bit longer, fits the fighter fantasy just right imo.

    We also dunno who else might be interacting with blood-related effects. Maybe it's purely a fighter thing in Ashes.

    i'll quote my earlier response.

    Self healing is a much weaker form of sustain than mitigation unless the 2 are combo'd together the fighters kit. My problem is that it defeats class fantasy. It defeats the feeling of being a fighter and makes the player feel like a necro fighter. There are so many better ideas than self heal that I'll list below.

    Self Healing would be practically useless to a fighter if he is in the front line because that health healed would be taken within .25 seconds.. If one additional player shot an arrow or casted a spell the fighter would still be deleted with in seconds. Mitigation on the other hand would add the skill based element of using the players eyes to see the incoming green glowing arrow and bright red/orange magic bolt, to activate "Adrenaline" or "Brace" or "Prepare" or "Sword Block" or "Counter", to mitigate the incoming damage so that the fighter can play the game and also remain within class fantasy.
  • OceanSunwindOceanSunwind Member, Alpha Two
    Depraved wrote: »
    how is damage reduction the fighter class fantasy? that should be for tank, unless the fighter is also the tank...
    A fighter showered in blood getting a boost to his killing drive, as represented by him being able to live for a bit longer, fits the fighter fantasy just right imo.

    agreed

    copy pasta'd my previous reply.

    Self healing is a much weaker form of sustain than mitigation unless the 2 are combo'd together the fighters kit. My problem is that it defeats class fantasy. It defeats the feeling of being a fighter and makes the player feel like a necro fighter. There are so many better ideas than self heal that I'll list below.

    Self Healing would be practically useless to a fighter if he is in the front line because that health healed would be taken within .25 seconds.. If one additional player shot an arrow or casted a spell the fighter would still be deleted with in seconds. Mitigation on the other hand would add the skill based element of using the players eyes to see the incoming green glowing arrow and bright red/orange magic bolt, to activate "Adrenaline" or "Brace" or "Prepare" or "Sword Block" or "Counter", to mitigate the incoming damage so that the fighter can play the game and also remain within class fantasy.
  • LudulluLudullu Member, Alpha Two
    Unless dmg mitigation is at 100% - you're always going down in hp. Self-healing can bring you up in hp, especially in-between strong fights, if there're weaker mobs around.

    And yes, I agree with Depraved, mitigation is tank's thing - not fighter's.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Depraved wrote: »
    how is damage reduction the fighter class fantasy? that should be for tank, unless the fighter is also the tank...
    A fighter showered in blood getting a boost to his killing drive, as represented by him being able to live for a bit longer, fits the fighter fantasy just right imo.

    agreed

    copy pasta'd my previous reply.

    Self healing is a much weaker form of sustain than mitigation unless the 2 are combo'd together the fighters kit. My problem is that it defeats class fantasy. It defeats the feeling of being a fighter and makes the player feel like a necro fighter. There are so many better ideas than self heal that I'll list below.

    Self Healing would be practically useless to a fighter if he is in the front line because that health healed would be taken within .25 seconds.. If one additional player shot an arrow or casted a spell the fighter would still be deleted with in seconds. Mitigation on the other hand would add the skill based element of using the players eyes to see the incoming green glowing arrow and bright red/orange magic bolt, to activate "Adrenaline" or "Brace" or "Prepare" or "Sword Block" or "Counter", to mitigate the incoming damage so that the fighter can play the game and also remain within class fantasy.

    Ashes supposedly will not be a game where these things you have said, are true. Death would not come fast enough, even to a frontline fighter, with enough On-hit healing, in a game with a '30s TTK', even focused down, because the more enemies around, the more healing is happening.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • LudulluLudullu Member, Alpha Two
    Azherae wrote: »
    Ashes supposedly will not be a game where these things you have said, are true. Death would not come fast enough, even to a frontline fighter, with enough On-hit healing, in a game with a '30s TTK', even focused down, because the more enemies around, the more healing is happening.
    I didn't notice it during the stream, but did Blood Fusion work in aoe? I'd assume it does, but you can never know for sure until knowing for sure.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    NiKr wrote: »
    Azherae wrote: »
    Ashes supposedly will not be a game where these things you have said, are true. Death would not come fast enough, even to a frontline fighter, with enough On-hit healing, in a game with a '30s TTK', even focused down, because the more enemies around, the more healing is happening.
    I didn't notice it during the stream, but did Blood Fusion work in aoe? I'd assume it does, but you can never know for sure until knowing for sure.

    I believe it was specifically suggested to pop it during Whirlwind.

    I have faith in the design team's understanding of player expectations.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • LudulluLudullu Member, Alpha Two
    Azherae wrote: »
    I believe it was specifically suggested to pop it during Whirlwind.

    I have faith in the design team's understanding of player expectations.
    So yeah, it could work as a damn hp (and MP btw, cause we haven't really mentioned that yet) reset in a proper situation. I can already see fighters rush in, get real low and then pop BF and do that Jordan jump into whirl into maim in a crowd and pretty much be at max hp again.

    That ain't anything like mitigation. Obviously this will have to be balanced and countered and all that, but as both Mag and you believe - Intrepid will design it as well as they can.

    I won't be maining fighter, but to me that kind of gameplay sounds fun as hell. They gonna be a pain in my tank ass, but even still I'd prefer if everyone had fun in the game.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Well, since I'm 'required' to be backhanded about it...

    I didn't say I have faith they will design it well, or even 'as well as they can'. I have faith that they understand what players expect. What they choose to do about it will come down to their experience levels and biases.

    The fact that it's an MP reset automatically could be rough though. I would prefer if that were a Spellsword Augment option rather than a base option.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • LudulluLudullu Member, Alpha Two
    Azherae wrote: »
    The fact that it's an MP reset automatically could be rough though. I would prefer if that were a Spellsword Augment option rather than a base option.
    To me this just supports the argument of "the fighter is interacting with the essence, rather than just blood", but I definitely see how restoring mana in this way could be seen as an issue.

    If we learn that blood interactions ARE a fighter thing, I could definitely see mp getting separated into augments rather than being in the same effect. Though if Steven leans into the lore reasons for this - I don't really see a logical way to separate the two.
  • OceanSunwindOceanSunwind Member, Alpha Two
    NiKr wrote: »
    Unless dmg mitigation is at 100% - you're always going down in hp. Self-healing can bring you up in hp, especially in-between strong fights, if there're weaker mobs around.

    And yes, I agree with Depraved, mitigation is tank's thing - not fighter's.

    are we ignoring cooldowns? literally can be said for healing. natural hp regeneration and food could bring a fighter up in hp in-between fights. mitigation has more value and it is not a tanking only ability.

    mages mitigate with shields
    rogues with dodging
    hunters with dodging and movement
  • LudulluLudullu Member, Alpha Two
    are we ignoring cooldowns?
    Those same cds apply to any mitigation abilities as well, so they can be disregarded.
    literally can be said for healing. natural hp regeneration and food could bring a fighter up in hp in-between fights.
    I'd prefer if food gave general buffs and long-form regen boosts, rather than be a replacement for pots. And pots are usually a "during the fight" thing, because they let the healer save mana for just a bit longer. I'd expect pots to have a limited amount per gameplay session (or at least out-of-town session), so wasting them outside of fights would be detrimental.

    The same applies to an even greater extent when playing solo.

    There's also the question of pots/food costs, so having a self healing ability boosts your income doubly, because it not only allows you to farm stuff faster, but also saves you some money in resource expenditures.
    mitigation has more value and it is not a tanking only ability.

    mages mitigate with shields
    rogues with dodging
    hunters with dodging and movement
    And I've already said that I expect each archetype to have their own way of mitigating dmg. Blood can just be fighter's way.
  • OceanSunwindOceanSunwind Member, Alpha Two

    mitigation has more value and it is not a tanking only ability.

    mages mitigate with shields
    rogues with dodging
    hunters with dodging and movement
    And I've already said that I expect each archetype to have their own way of mitigating dmg. Blood can just be fighter's way.[/quote]

    and so could adrenaline, sword block, counter, brace, and prepare. I still don't think blood healing is relative to fighters regardless of the world Verra or the fact that everyone is a mage technically. Mega leap, sure whatever. Cloud ff7 blade energy beam in the talent tree, sure whatever. Very over saturated fantasy fighter sure. But blood healing when a swords man... a master of the sword... blocks, parries, side steps, braces for impact, adrenaline, etc? like really? we're defaulting to blood healing?
  • LudulluLudullu Member, Alpha Two
    we're defaulting to blood healing?
    Don't see why not. If anything, your vehement preference of the absolutely boring and mundane fantasy of a fighter proves that having a blood fighter would make Ashes stand out against the sea of samey mmo designs.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    edited April 9
    and so could adrenaline, sword block, counter, brace, and prepare. I still don't think blood healing is relative to fighters regardless of the world Verra or the fact that everyone is a mage technically. Mega leap, sure whatever. Cloud ff7 blade energy beam in the talent tree, sure whatever. Very over saturated fantasy fighter sure. But blood healing when a swords man... a master of the sword... blocks, parries, side steps, braces for impact, adrenaline, etc? like really? we're defaulting to blood healing?

    Would you be okay with 'Spirit Regeneration'?

    i.e. your problem here IS entirely that its blood THEMED, right?
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • Mag7spyMag7spy Member, Alpha Two
    Then go fighter / tank - tank/ fighter, and pick the block, counter, brace skills and don't rely on blood skills if u hate them that much, or play another class if a single skill turns you off that badly regardless of needing it or not.

    As i said before you are just arguing to change it to something else since you don't like the style (not that you need to like it). I see no glaring issues even if there is more blood related skills, and some people like that.

    It makes more sense than a giant magical hammer and people were more vocal about disliking that, most people are liking the current direction of fighter so i don't see them changing that (though abilities are bound to be adjust obviously through he course of alpha).

    Long story short if you hate fighter cause it has a blood healing skill and it makes you mad don't play it. I'd say the same thing if someone hated the idea of mages having ice skills, or shadow rogue skills.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    nanfoodle wrote: »
    Self heal is not the problem. A PvP game where fighters that has a role of frount line, should have self heals. Mitigation alone won't keep them in the fight. I do think the balance of the Fighters other specs needs to be considered. I hate when a class is piggion holed by the game or the coummity. I do think synergies is where that will balance.
    Secondary Archetype is the antithesis of pigeon-holing.
    That's the entire point of Augments.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited April 9
    Self Healing would be practically useless to a fighter if he is in the front line because that health healed would be taken within .25 seconds.. If one additional player shot an arrow or casted a spell the fighter would still be deleted with in seconds. Mitigation on the other hand would add the skill based element of using the players eyes to see the incoming green glowing arrow and bright red/orange magic bolt, to activate "Adrenaline" or "Brace" or "Prepare" or "Sword Block" or "Counter", to mitigate the incoming damage so that the fighter can play the game and also remain within class fantasy.
    Makes that branch of Fighter Active Skills feel like it came from a Ren'Kai.
    You aren't forced to use that branch of Active Skills.
    If you want to use that branch of Active Skills but don't like the thematic Aesthetics, you can change that from Blood to something else via Augments.
  • DepravedDepraved Member, Alpha Two
    NiKr wrote: »
    My problem is that it defeats class fantasy. It defeats the feeling of being a fighter and makes the player feel like a necro fighter.
    It does those thing TO YOU, because both of those are a subjective feeling. To me "necro" means dead, so it has nothing to do with blood or healing back. If the fighter died, but then could operate for several more seconds as a zombie - now that's a necro fighter (again, this is also a subjective fantasy).

    A fighter showered in blood getting a boost to his killing drive, as represented by him being able to live for a bit longer, fits the fighter fantasy just right imo.

    We also dunno who else might be interacting with blood-related effects. Maybe it's purely a fighter thing in Ashes.

    i'll quote my earlier response.

    Self healing is a much weaker form of sustain than mitigation unless the 2 are combo'd together the fighters kit. My problem is that it defeats class fantasy. It defeats the feeling of being a fighter and makes the player feel like a necro fighter. There are so many better ideas than self heal that I'll list below.

    Self Healing would be practically useless to a fighter if he is in the front line because that health healed would be taken within .25 seconds.. If one additional player shot an arrow or casted a spell the fighter would still be deleted with in seconds. Mitigation on the other hand would add the skill based element of using the players eyes to see the incoming green glowing arrow and bright red/orange magic bolt, to activate "Adrenaline" or "Brace" or "Prepare" or "Sword Block" or "Counter", to mitigate the incoming damage so that the fighter can play the game and also remain within class fantasy.

    you arent considering pve. you also arent considering that you will have a healer healing you, you are thinking from the perspective of a solo player jumping into a group.

    also, ignore the numbers, the 0.25 seconds don't matter. numbers can be adjusted easily. what if you had reduction instead and it took .25 seconds for it to activate? in that small time frame another extra player could attack you and kill you. its the same as if you had healing instead.
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