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.
Fighter too simple?
arsnn
Member, Intrepid Pack, Alpha One, Alpha Two, Early Alpha Two
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!
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!
0
Comments
Every Archetype should have plenty of replayability even just with all the Augment options.
" 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
✓ Occasional Roleplayer
✓ Currently no guild !! (o_o)
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"?