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Fighter too simple?

arsnnarsnn Member, Intrepid Pack, Alpha One, Alpha Two, Early Alpha Two
edited April 11 in General Discussion
The vfx in the recent showcase looked really good.
In fact so good that they have taken center stage when it comes to feedback for the most part.
The little feedback on mechanics revolved around "add this, add that or more of that".

So my question is , what is your opinion on the mechanics of the current iteration of the fighter?
-Do you think it has a lot of replayability potential, will it be fun for weeks or months of playing?
-Has the archetype a nice learning curve? Easy to learn and hard to master?
-How about mechanical depth? Can you see yourself making fun outplays, that will have to be shared with all your friends?
-Does the ability kit better work for solo or group content?

Please share your thoughts!

Comments

  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    No way to tell solo v group until we play it.
    Every Archetype should have plenty of replayability even just with all the Augment options.
  • AszkalonAszkalon Member, Alpha Two
    edited April 11
    I can't believe i am saying this, but :

    " Narc " did actually put up a very good and sound-sounding Video regarding a bit of Talk over the Skills of the Fighter and how they could be like :


    Time-Stamp Advise from -> watch the Video from 3:32 on,
    meaning the Third Minute and Thirty-Two Seconds. ;)


    https://www.youtube.com/watch?v=bW7GeLn1F3Y



    Just from the Possibilities of upgrading single Abilities alone or possible Branches of Skilltree's without Augments, one could have various Options to choose from, how one's own Fighter plays itself.

    I am amazed. So Narc can do something else than just malding and despairing over the Fact that Ashes of Creation is not out yet. x'D
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Kinda starting to look for a Guild right now. (German)
  • HybridSRHybridSR Member
    edited April 11
    I understand everything will get a balance check eventually, but so far, Fighters have CC immunity with 2 different skills, CC reduction with FoF, a CC break, Life/Mana Leech, massive AoEs that when paired with Blood Fusion that's an easy from 10% to 100% HP in 1-2 seconds + a life/mana stealing execute (so they will most likely have insane sustain), many many gap closers, Wounds DoT which is an anti heal debuff, a huge slow, a party buff + enemy debuff in shout (Shaken), a ton of extra movement skill, etc.

    And of course, all of this with 0 augments which will most likely give you a ton more options.

    So by what metric is the fighter "too simple"?
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