Voxtrium wrote: » the style of gameplay that I believe will encourage an absolute roll of anyone not expecting the visitors.
NiKr wrote: » In other words, to me this is just normal pvp interactions, until proven otherwise by other archetype skillsets.
CROW3 wrote: » PvP TTK is planned to be 30-60shttps://ashesofcreation.wiki/Time_to_kill
Voxtrium wrote: » In combat this ability is extraordinary powerful, as it stands now if you have 2 targets in front of you and use a single ability you will regen almost 100% of your mana bar and become nearly unkillable through 100% damage regen, I believe this ability negates most of the value of the mana bar as it currently stands. It appears like it would be very easy to do a full rotation - pop blood fusion on a high damage ability and do another full rotation - ESPECIALLY once you hit higher levels and have 15+ actives you can use. Now that actually does feel good - but the problem is it heavily encourages a flashy quick fight with ability spam to kill your opponents. In this case in a 8v8 assuming one group is ganking (like in a caravan raid) the other, the tactic would be to simply blow everything to try to insta-kill as many players as possible as soon as the fight started - It is hard to tell for sure from looking from the outside - but this is what I would anticipate if you had 10,000 people on the server testing it. Many of the abilities we have seen showcased are beautiful and many fit well into the longer TTK IS has indicated they want. However some of the passives that you can cast in combat are super short duration super high reward with super long cooldowns, the style of gameplay that I believe will encourage an absolute roll of anyone not expecting the visitors. I know it is a bit early to tell the flow of combat but at least for the fighter he was full dive, full engage, the harder you go in the more you live, press every button and once you hit 50% HP pop blood fusion and become unkillable as long as you either use form of Fluidity or have someone to clear CC on you. I understand IS goal is to make combat feel impactful and give reward to abilities being pressed at the right time which is why the actives have such low duration and such high impact. I am not suggesting IS remove all high reward low duration abilities, just don't make every ability this way. My suggestion - Slow down the combat by slowing down the actives you have. Decrease their potency and extend their timelines but keep an ability or 2 per class that has the low duration high reward abilities. Additionally increase the mana a player has but decrease the regen of the mana. My goal with this post was to indicate the fighter appears to decrease the value of the mana bar and a rotation by introducing insane mana and hp regen in addition to having an ability like Exert which will further exacerbate the capability of players to completely dominate as a fighter within the first few seconds of combat. Additionally combat as displayed in the fighter showcase will be heavily oriented towards blowing up players when the fight starts instead of a longer 30 second TTK that would encourage a counterplay by the defending team.
NiKr wrote: » CROW3 wrote: » PvP TTK is planned to be 30-60shttps://ashesofcreation.wiki/Time_to_kill That's the old plan (that I hope they go back to). Now ttk is "shorter than what you're used to in other games". And it is that way because
Depraved wrote: » we arent at the balance stage yet. 💀 also, using your own logic, what prevents the other team to just spam everything on the warrior and killing him as fast as possible when the fight starts before he can do anything? it goes both ways ;3
Voxtrium wrote: » Depraved wrote: » we arent at the balance stage yet. 💀 also, using your own logic, what prevents the other team to just spam everything on the warrior and killing him as fast as possible when the fight starts before he can do anything? it goes both ways ;3 I agree we aren't a the balance stage but its the direction of actives that I have seen that is important. It will always be extremely difficult to balance a low duration high CD ability. Also it is only something I have a gut feeling about, a non cc able dive character that has incredible sustain... reminds of just about every op character I have ever faced. Still my primary point is that the combat will feel extremely fast paced, ability spam focused when players can just re generate their entire mana bar off 1 ability, it also means mana management is useless.