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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.
Comments
I think both needs to be doubled, but I guess we'll see once we test it..
Maybe the summons will have a higher TTK.
I'd like the summons to keep fighting even if the character is down, as a nearby cleric can resurrect him.
The mantra he said a few times is that a skilled smaller group that can communicate and organize will always beat a disorganized larger force.
A couple points to think about:
1. This IS true, but only for short periods of time. Asymmetric warfare uses guerilla tactics to wear a larger force down, but in the long run larger numbers will prevail in an extended conflict.
2. What happens when the larger force IS the more organized, skilled, and communicate more effectively? You’re either in the gang or subject to it
3. I’m extrapolating here, but this will basically eliminate solo/small group players going red and INCREASE players in organized guilds going red - resulting in the exact opposite intent of player corruption.
Well with TTK my understanding is this is the time it takes to kill player in real fight, not attacking afk player.
and 15 sec is way too low.
Especially new testers.
Well in WOW Wotlk (since the pvp there was best, from wow expansions), the average 1v1 ttk was like 40-60 sec, ofc there were a lot variables and if you outplay the opponent the ttk can even be 6-7 sec. And with this in a group content you could see players die for 3-4 sec when focused.
If AOC ttk is low on 1v1 scale, in group content you wont have time to react before you get oneshotted
Reducing solo heavy some some of small group pvp would be the point of corruption. As that reducing the general chaos of someone acting ont heir own to go corrupt. This leans more towards a benefit for pve players. And how i felt the goal of corruption was always meant to be.
Though it doesn't increase group pvp suddenly that doesn't really change, it technically by your point will only lower other kinds of pvp. Group pvp has its own risk, even more so if DPS people kill most the people and stack corruption (which has big negative effects and makes them targets)
Well, "revive is cheaper than a heal"
Rogue has full stealth and warrior jumps a god damn mile and potentially from a higher point as well.
So just as you asked me about the name macros, I gotta ask you: don't tell me your party never had a dagger who'd try to backstab a bishop out of stealth before the fight even started
well aoc is tab targetted but we will also have active blocks and dodges. so yeah not exactly like l2. l2 could get a bit unfair sometimes because of the target system.
I love short ttk on mobs. it also makes sense for a game with owpvp and where you have to compete for farming spots. if killing a mob takes too long (beside it being boring) then that decreases the competition between players, because everybody will always shave one mob (or then the are agets too crowded and no one pvp).
true but don't you think the large organize group deserves the victory? why would the small disorganized group deserves it?
what about 2 lrge groups, lets say 250 vs 250. one is very organized and one isn't. who should win?
1- mi amor, a group is 2 or more people. he didn't say party. a half party is a group. a full party is a group. a raid is a group. a command channel is a group.
2- true
3- yes ofc. but you have anti stealth...you can also see the warrior jumping and prepare
and yeah duh if we were gonna pk, the dagger would pk the bishop but we weren't always pking or getting pked. sometimes dagger would just get in position and this is only in small pvp...remember u also have an elder heal spamming the bishop. in mass pvp, daggers couldn't do that very well...mass pvp is mages and archers and gladi to an extent.
if u mean outta hide (old chronicles didn't have hide), we had to wait for them to flag...hide is only 30 seconds. if you know he is hidden, don't flag and wait...(did that all the time) or put ur back to a wall xd
We don't know what kind of anti-stealth AoC will have yet. L2 only really had it on Archers and even then they had to spam it constantly to protect their healers. Spamming aoes on mages would've burned through their mana needlessly.
Also, we obviously don't know if Rogues will even benefit from backstabbing or hits from stealth. I assume they will, cause that's just logical for a rogue, but it's still not a 100% feature.
And like I said, if I'm wrong - cool, great, I hope I am. But right now I don't really see that being the case, judging by all the things Steven has said.
No, you have to earn wins whether you're organized or not. I don't think this mindset gives much room for folks to make headway against a larger, moderately coordinated team.
In a 250 v 250 game, there are a lot more variables than premade v. pug that determine the outcome. I don't think 'deserve' or 'should' has a place in competition. You 'earn' wins via skill & execution.
This brings up a question since L2 is apparently our basis...
Is Backstab a guaranteed hit in L2? All quicksearches indicate that it can just miss, but as always I ask the veterans.
There's the explicit ability "Backstab", but all dagger (it was a class type) ability have a higher chance of hitting the target if you hit them to their back.
And then different classes had different chances on their frontal/side hits, counterbalanced by other stats.
Plus with some people pushing for 30 to 40, or sometimes 60 (Jesus) second ttks it easier to start at 12 and compromise up to 20 if it's too fast.
12 sec ttk means you wont be able to use all your skills, let alone the basic auto attacks that you put so much effort to put skill points into the weapon. To me it makes no sense the fight to be a spam of who uses all his spells first, you need some cooldown management.
TTK for me would from the moment they begin casting spells/abilities.
I think the caravan example you give is an illistration of good group coordination. They scouted the opponent, got in position, were patient as they approached, called their target and executed an ambush. They created an advatage for themselves, one opponent down is their reward.
Given the amount of time, effort and coordination that went into that initial strike, the TTK was far longer than the 6 seconds they spent using their abilities.
Caravans that want to avoid that, need better scouting. Good tactics are neutralized by better tactics.
Considering how big the world will be, I don't really see how the defenders are supposed to scout all of it in hopes of finding a needle in a haystack.
Was SWTOR a solo mmo or did it heavily rely on party gameplay?
Cause my desire for a longer ttk comes directly from Ashes claiming to be a party game. If the ttk is super short even in 1v1 - party gameplay will be utter trash, because it's gonna be way easier to wipe your enemy (or for them to wipe you), and that's not even considering even a slightest advantage in character/build power.
I understand when people dislike long 1v1s (though I still think it's a fault of the combat design, rather than the ttk itself), but I'm gonna be reaaaal curious to watch people die in mere seconds in a group vs group encounter and then complain that they couldn't even get off a single skill of theirs.
Steven mentioned that the pve risk reward philosophy to zergs was finite loot. Surely there should be a solid zerg disincentive too. Siege weapons with large area splash damage?
I would like a siege weapons called the zerg buster that drops a chain lightning bomb. It zaps 'n' people in radius and each zap bounces 'n' times. Tune the base damage amount to insta-kill groups larger than what the content is designed for (raid size)? But completely ineffective against a standard party of 8. Reward: mindless safety in numbers, trivialise content. Risk: so much death, if opposing team can co-ordinate.
Totally agree with you, If the ttk in 1v1 is low, then the ttk in group content will be ridiculous, People just getting oneshot.
You need large 1v1 ttk, to make group content good. And even it the 1v1 combat is bit boring coz the ttk is too long, Wont matter that much coz ashes will be focused on the group content
Yeah this is the part that makes me question some of the reasonings people give.
If it is supposed to be a party game, we would want it balanced around parties.
And even if we then considered 'well it would make 1v1 long and drawn out', if your 1v1 arena is 80% 'waiting for the next round to start' and 20% 'actual fighting, is this better? Who exactly is 'getting bored' watching a longer 1v1 Arena duel, that bothered to watch in the first place?
I don't care as much about the TTK part of this yet, but I don't feel 'this should be fast or 1v1 will be a slog' is a particularly 'fitting' argument for what this game is claimed to be.
- 225h - come on, not a genuine responce
- The defenders need to scout their route for sure. Not the entire planet 😎
- SWTOR is solo PVE, group PVP
The issue is with how repetitive things get. You go through your rotation, then go through it again. It's such a long time scale that it's always the same. It gets lame after a while and you get tired of your class far sooner.
With shorter 1v1 engagements you have to make choices. If its a group fight you have to decide what to use on what enemy.