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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Quick Question about Fighter Basic Attacks
McShave
Member, Alpha Two, Early Alpha Two
We know that when you hit 3 or 4 basic attacks in a row that the last attack has an increased chance to proc a status effect. After seeing the fighter showcase, I am wondering if it is possible to alternate between basic attacks and momentum-building attack/spells and still keep the basic attack chain going. If we don't know, is this something you guys would like to see in game? Maybe this would work as a talent tree point? Would this work for any other classes?
1
Comments
This used to work before in Alpha-1, and it was important enough back then, that it actually had a 'bug' in it due to how hardcoded it was.
So, I guess I can add that it was really important back then, enough so for it to be put in even when the effects/talent trees weren't there yet.
I think hitting 3 lmb in a row would be too slow for modern day combat games. by the time you finish your second attack, the target will have rolled or dashed or sprinted out of your melee range. Having the possibility of weaving buttons in between attacks means you could >attack>ability>attack>charge>3rd attack>big ability.
If you want a slower playstyle, I think there will be options. The mage seemed pretty low on the things-to-do scale due to the cast times and channeled spells. I'm not sure if there will be a melee version of the slower mage style, maybe the rogue will offer this?
There's also just general difference in attack speed between archetypes. A mage using a wand attacks way quicker than a tank using a mace. And a ranger gatling-gunning his bow is even faster. The slower attackers get other benefits from their attacks, so there's a balance.
So I'd still prefer if combos needed to be done fully before you pop an ability.
There will almost certainly be some where this is the case just be the implementation constraints, but some skill/strike weaving seems more likely to me than not.
(dual wielding skilltree will be available in A2 primarily as Daggers, so there may be some skew bias there, but since I dual wield daggers, I'll do the thing and check Dual Wielded 1hMaces as soon as available)
Since the TTK is also now roughly described as 10-30s, Ashes is now closer to 'high octane'. If combos need to be fully done before an ability, it will matter more because we have Split Body without autolunges, so there you go.
Sorry if it's not clear why my logic goes "Dual Wield is a specific skilltree >> therefore there will be skill/strike weaving", I'm sure it'll be something I speak about more sometime later.