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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.
Buffs and Debuffs
Faimith
Member, Alpha Two
Greetings, fellow players,
I recently came across a clip from Narc discussing buffs and debuffs in games, particularly drawing parallels to Guild Wars 2. Watching it got me thinking about how these mechanics might play out in Ashes of Creation.
Link to Narc's Thoughts on Buffs and Debuffs
Considering the direction Ashes of Creation is taking, what are your thoughts on the buffs and debuffs system?
As someone who played Guild Wars 2 a long time ago and doesn't remember how the buff and debuff mechanics worked, I'm just curious about the discussion. Do you anticipate Ashes of Creation following similar patterns to other MMORPGs like Guild Wars 2 and Elder Scrolls Online in terms of buffs and debuffs, or do you think Intrepid Studios should explore different mechanics altogether?
Looking forward to your thoughts,
Faimith
I recently came across a clip from Narc discussing buffs and debuffs in games, particularly drawing parallels to Guild Wars 2. Watching it got me thinking about how these mechanics might play out in Ashes of Creation.
Link to Narc's Thoughts on Buffs and Debuffs
Considering the direction Ashes of Creation is taking, what are your thoughts on the buffs and debuffs system?
As someone who played Guild Wars 2 a long time ago and doesn't remember how the buff and debuff mechanics worked, I'm just curious about the discussion. Do you anticipate Ashes of Creation following similar patterns to other MMORPGs like Guild Wars 2 and Elder Scrolls Online in terms of buffs and debuffs, or do you think Intrepid Studios should explore different mechanics altogether?
Looking forward to your thoughts,
Faimith
3
Comments
As for buffs. I come from L2 where buffs ruled all, and I do like that kinda of design, but I just hope that the application of those buffs is more interesting and complex than L2's.
It was rwally bad in GW2. It nerfed debuff gameplay in group scenarios. There were classes that applied Burning, but all it did was make the debuff longer, so you lost a lot of damage if there was another player that applied Burning.
Bleeding stacked, so it was better but I still think it capped out at some point in really large groups.
Agree with every word from that section of the linked video. Unique buffs are so important.
It's an obvious attempt at making balancing changes easy to control, but that's a terribly lazy motivation for designing one of the most essential parts of the game that has the potential of constituting the bulk of the character of the game's combat and classes. I'd rather have no balance than balance through bland abilities.
I have at least one complete vivid memory associated with each and every unique debuff of the 6 classes in Regnum that was cast on me or my allies. Because they all completely changed the dynamics of the fight. They made you remember that you were fighting a Hunter/Marksman/Knight/Barbarian/Warlock/Conjurer(=Healer). And want to reconsider your skills to be better prepared for the next time you'd run into that class.
Same for my or my allies' buffs.
I have 0 memories of ever having a single emotion about which minor or major debuff an enemy cast on me in ESO.
It sounds like Burning in AoC is like you describe for GW2, unfortunately.
Burning: Deals fire damage every second. Lasts 8 seconds or up to 24 seconds based on total applied burn.
So it sounds like subsequent applications only extend it up to 24 seconds, and then who knows what happens to any beyond that, or how the damage is calculated. Like is the dps based on the stats of the person who originally applied it? So if a person with lower stats applies it then you're extending a lower damage burn?
I'm reminded of the debuff limit in classic WoW, where a given enemy could only have a certain number of debuffs on them at a time. This lead to the debuffs considered less good being blacklisted for raids, which in turn made certain specs unplayable in raids because they relied on blacklisted debuffs. While not quite the same, I wonder if a similar effect could happen here where less geared players are "forbidden" by raid leaders from applying certain debuffs because someone else can apply the debuff better, thereby locking the lesser geared player out of certain builds. MMO players will never ignore the chance to min-max the fun out of the game. I sincerely hope the design doesn't facilitate that.
What would actually be kind of interesting is if the total burn took the damage value of the highest applier. So you could have someone built for big burns and conflagrations and others for applying burns as fast as possible. This would actually give lesser geared players better legs to stand on.
The 200 dps shouldnt overide the 100 dps one it should apply so they now take 300 dps when they both get applied for example
if the same type of dots overide eachother you have the issue where you dont want muiltipul classes that specilise it dots since they cannabalise the dps of eachother
I think all of that is fine. The same problem can exist with unique debuffs if multiple people from the same class show up.
That's the tradeoff you make for choosing that type of DOT; not being able to stack with yourself or others.
It usually gets balanced by making the stacking deal less damage before it's stacked up and more punished by being dispelled regularly, but more powerful when left unmanaged, and more effective when multiple players use it.
Whereas the non-stacking DOT is more reliable but doesn't escalate as much, and it's less effective when multiple players have it.
Ideally there would be a third distinction between stacking buffs that can only be applied by one player and get overridden when another player uses them, so you have to be very careful with them in group settings, and a regular type that stacks from all enemies, but has a lower effectiveness ceiling.
The main reason unique debuffs are needed is simply that unique effects allow for more powerful effects.
I want to know a Ranger showed up because one of the tanks has a "can't receive positive effects for 10-40 seconds" debuff on them.
Let the Cleric have a "Non-damaging debuffs" protection spell for 50+ seconds to allow them to select one target to safeguard.
When all classes get the same core buff and debuff pool, everything just becomes types of damage, healing, soft CC and hard CC. It's so boring. *That's* really the main problem that needs to be focused on here.
But when I played, like in classic WoW, it made some playstyles useless. I had a Necromancer alt who I was planning to be heavily DoT-centric and in group content realized how the mechanics worked and how unplayable it was vs my solo experience up to then.
I think to some extent, the way Intrepid want debuffs to work as synergies between classes, they need to be generic to some extent. Whether it feels better or not in the end I won't know until I play.
Then, again, at times in WoW rogues, warriors, druids all had class synergies with Bleed effects and the bleeds were still all unique. And when the debuffs were overridden like with Trauma/Mangle. The Feral Druid was actually better off having a Trauma Warrior in party, so it was still considered a positive synergy.
And if they aiming to make a lot of different group options viable - Then it will make sense the buffs to not be that impactful so even missing some buff wont be big deal, and options for class to spec to synergize with different other classes, so even missing some class you can just spec to assist different one as a bard.
Buffs can be impactful and still not be required because every other class's unique abilities are *also* impactful, even if one or two of them are redundant in the party. In PvP this is obviously the case. For PvE, it's fine if there are some encounters where it's highly advantageous to have a few particular classes present, as long as most encounters give every class a chance to shine.
Impactful =/= mandatory, if everything else is also impactful in its own way. It just changes how the party plays in order to put everyone's strength to its best use.
I agree with Arkileo that the current debuff system could lead to players with lesser gear being excluded from raids, which is a concern. It would be ideal if we could stack debuffs as Veeshan and Laetitian suggested.
Additionally, I think it would be really cool if each class had a unique buff or debuff that could evolve when combined with others. For instance, if one Cleric casts a spell causing Debuff X, and then a second Cleric casts the same spell on the same target, it transforms into a stronger Debuff Y. Alternatively, if another class uses Debuff Z on a target already affected by Debuff X, it could evolve into Debuff A.
This would enhance group combat dynamics and make buffs and debuffs more interesting and strategic.
This make sense to me. There could be a "major" category of debuffs (burn, stagger, etc.) which classes combo off of, and then a "minor" category of buffs/debuffs which are class specific and still important.
I really like in WoW how you could have 4 paladins and each could do a separate aura, but there were only 2 blessings such that 2 paladins were ideal, but more still added some minor value.
90% of AoC bosses from level 10 to 50 will be in open world and will be killed on spawn and heavily contested by biggest sides of the server, no one will leave some free loot for tourists. So if you are in one of these top 2 or 3 (depends on the server) alliances then you don't have to worry about debuffs and similar things, you won't be excluded. Bosses won't be difficult, the difficulty will come in terms of pvp before and during the boss encounter. And if after few months of the server there will be less demand for low level bosses and you will find one wondering around and you will start making a group most probably you will take any healer, tank and dd's because if you spend too much time others will show up and kill that boss even before your group will be ready. Ofc, you could try to pvp them during the fight and retake the boss.
I am not a huge fan of buffs like 42 more stamina for 1 hour, or +5% damage for 20 minutes etc. I would rather my support be more active.
This was the same in EQ1. Making a team was almost like deck building. Class sinergizes. I hope that's how the buff / debuffs work here.
ArnasPanika, I see your point about the contested nature of open-world bosses and the focus on PvP. However, I believe that buffs and debuffs still play a crucial role, especially in structured group encounters and harder PvE content. It's still PvX.
The server is huge and not every alliance will be able to cover every world event and boss. Having an effective debuff system can make a significant difference. This ensures that skill and a well-coordinated group matter more than just sheer numbers.
Since AoC has significant roots in L2, which I played extensively, I wouldn't be surprised if the boss availability was somewhat similar to that game's. The major bosses were hotly contested but many other bosses roamed to be found. Additionally, the world of AoC is going to be vastly larger than any which we have experienced before, potentially providing many more bosses to hunt. Add to that the lack of fast travel and the aggregation of large guilds at major bosses would mean that most of the world would be open pickings for the rest of the players.
Needless to say, in that last paragraph I am indulging in exactly what I criticized AmasPanika about, basing my expectations on my own experiences.
But I think there will be plenty of bosses to be hunted.
but you can have numbers that are coordinated and skilled. and just because you have a small group, doesn't mean you are coordinated or skilled.