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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Question: separate pvp gear?
MMOAddict
Member
Will there be separate stats for pvp like in other MMO's?
For example, in many MMO's you need penetration in a pvp situation to get around your opponent's armor, while this does nothing for you in PVE. Since Ashes is a pvx game where you will need to be equipped for both, I was wondering how this will reflect on your gear? Will gear be good in both cases, or do you need to dress according to your situation?
For example, in many MMO's you need penetration in a pvp situation to get around your opponent's armor, while this does nothing for you in PVE. Since Ashes is a pvx game where you will need to be equipped for both, I was wondering how this will reflect on your gear? Will gear be good in both cases, or do you need to dress according to your situation?
the beginning of wisdom is to know you know nothing
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separated stats only exist because the devs wanted to. using your own example, they could make armor penetration useful or even mandatory in pve as well.
I've been really curious on stat modifiers in general for a long time and don't think they've been discussed at all. I hope we get lots to work with so we can make some diverse builds.
If the game does require separate mods for PvE and PvP and has a limited lifespan on gear I just hope the gear is easier to come by
There will not be different PvP and PvE gear types.[31]
“Hey buddy, one set of armor just won’t do. Got a buy one get one 50% deal, and this one here was designed to take on dragons solo.”
There is not as much of a line between the two as it were in other MMOs.
The abilities and designs of mobs is along the design of the 64 classes we can also play (most prominently seen when the goblins also startered a spin-to-win in the Fighter showcase) and it makes sense lore wise. So it wouldn't be surprising to find that a tigers abilities are basically Rouge-Fighter based abilities with bleed effects, to have the spirit of an Oakenbane Knight use Fighter-Cleric abilities or a Minotaur Shaman use primarily Cleric-Summoner Spells.
Add to that the fact that behavior trees for "intelligent" ability usage can be done much better than in the past and enemies of higher caliber could actually feel like playing against an actual player.
So with that in mind I think there is little reason to have any specific gear for PvP or for PvE, because under the currently intended game design, there won't be too much of a difference between both. Additionally with players being able to interfer with our fights with mobs, there really isn't much reason to ever specialize gear towards fighting mobs exclusively anyways.
Obviously, this will not apply to the same extent to all difficulties of mob encounters and is also subject to change during the remaining Alpha.
My impression was that the stat distribution would be different, however there won't be a "pvp exclusive stat" like in other games.
I suppose I could have heard that wrong. I hope not. Mastery style stats never work out and only give out unfair (and often insurmountable) advantages to the attacker in the open world.
The closest I've come to "this is meant for pvp only" is upgrades on abilities that simply make them do slightly more dmg in pvp, but the base dmg is still the same.
Some games tune this up. SWTOR, for example, used to have a separate stat that only pvp gear had. It raised damage against players and reduced damage taken from players. If I was wearing this gear and you were not, you're finished regardless of skill.
Hopefully this isn't the direction they take. With open world pvp being prevalent, you'll basically be required to wear this gear.
I'm pretty sure they've said this isn't the direction they are going.