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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
But don't you see that it's pointless to let a ranger use a sword, if there is nothing that works with a sword. There is no point in "do it because you want to" if half of your skills are not working anymore.
To give you some examples:
- I am a melee fighter, I have an ability that gives me tons of defence/protection/evasion but I am rooted for the duration (30 seconds), I use the ability, now my foe steps out of melee range... do I let them hit me for free for 30 seconds or do I switch to a bow? Maybe a book or a wand? Same question if I am rooted for any other reason.
- I am engaged in 1v1 melee combat, I usually use a 2H sword because it gives me the most critical chance (just as an example). My opponent seems to be evading every single hit, I need to switch to a weapon with better accuracy or I'll die soon. The weapon with the most accuracy is a magic staff usually used by spellcasters, do I equip it anyway and land somewhat softer hits or do I keep looking like a true warrior and missing every single hit?
- I am a magic user about to face a rogue in 1v1. I can take them in 3 hits if I survive long enough to cast 3 magic attacks. Do I use my usual very thin robe which gives me tons of mana regen but negligible physical protection or do I use an unconventional heavy armor that will allow me to survive a couple of hits even if it has no specific stats for magic users?
- I am a melee fighter with an ability that I can only use when I am at 50% HP or less but will greatly buff me for 30 seconds. I found this very clearly intended for spellcasters weapon which gives me +50% max mana in exchange of -50% max health... maybe I could equip it and then re-equip my usual weapon to be at exactly 50% HP and be able to use my best ability before taking any actual damage?
Of course. Some classes will be more reliant on a wider variety of items than others, meaning some classes will never have any actual use for some item types regardless of the situation, while others do. This will probably mean that it will be much more expensive to play some classes than others, if you want to be ready for any situation, that is.
Some can argue they need X item. Some can argue against. If you can't find common ground, just expell them from your party.
It really doesn't matter how other games handle it. Iam talking in particular about ashes of creation and what they showed until now.
That said, I do wonder if they should reintroduce the crossbow as a one-handed option, allowing for a crossbow-and-shield combo. This could potentially make tank/ranger or ranger/tank classes more viable. Who knows? It’s all just speculation at this point, and we’ll see how it plays out in time.
Additionally, they could augment weapon skills based on the class, offering more flexibility and diversity in weapon choices. If weapon skills were tied to class combinations in this way, it would open up more varied playstyles while maintaining a balance between weapon and class skills.
What they showed until now and what they said it will work like is exactly as I described. I named Lineage 2 specifically in case it might make it easier for you to understand.
Blown past falling sands…
No gate keeping. Just pointing out that this is designed from the ground up. Undoing this will put Ashes at ground zero for their combat and crafting system made. So you have two options, get on board and find a way to make this class system be fun for you or this is not your game. Im in the same boat with Ashes. Kickstarted vids were all rated T for Teen. They have made a move to Rated M. It gets too dark and gory, I will be walking away as well.
I hear you, & agree.
Did you even read the initial post? I mean seriously. No where is stated that iam questioning the concept of everyone having access to all weapons.
Yes and you question as to why and your posts saying you dont like this design brings me to post what I said to you last. Did you even read up on this games design before you posted? How all these systems are tied together.
Okay, you didn't. That's okay.
Basic attack combos and procs would be the reason to do it. If an enemy has a lot of healing and you need to stack wounded, basic attack combos with the greatsword in between your bow skills might be just the ticket.
Maybe it's not viable 99.9% of the time - but why put in the extra effort to deny it when it's so easy just to let everyone use whatever weapon they want when they feel it's useful to?
Some Ranger Active Skills work better with a Bow, sure. But, if you are planning to wield a Sword you will choose a build that doesn't use the Active Skills that work best with a Bow.
Just has when I'm playing a Feral Druid, I don't use all of the abilities in the Guardian or Balance branches of the Skill Tree.
If I'm playing a Tank who Wields a Two-Handed Staff, I'm not going to use Shield Bash.
And, I would probably choose Augments that supplement the effects of my Weapons.
And that is what this thread is about. What skills can I choose, what kinds of builds can I actually build? What options are there to have your own unique non standard build, that is actually using the non standard armor or weapons?
I have responded to you more then once. You can pretend your OP has more depth to it but it does not. Have fun banging your head on this subject
But that is not what you asked
The short answer is we don't know yet. Need to see what other skills are added to the archetype.
I think the answer will be a solid maybe. They could add stuff or maybe having fighter as secondary will allow some skills to augment that direction. But we really don't know enough yet.
Hopefully in the next year we get a much better answer as A2 progresses.
We literally don't know yet because we don't know all the ways to spec each weapon and next to nothing about the full classes with secondaries.
I have already given hypothetical examples such as battlemages and other /fighter and /mage characters.
Weapon skills will be augmented by how you spec into the weapon skill tree is what I would expect from this.
“Independent from your archetype selection, players will be able to level up and improve their weapons through skill trees! Select your weapon of choice and level it up to increase its power and efficiency during combat!”.
They also mentioned there will be more weapons in the vod so there’s more than what’s on display in the image.
https://ashesofcreation.com/news/2024-09-30-guide-to-alpha-two
I would like them to do an Armour Progression system too for the heavy, medium and light Armour types as you could have different types of medium armour like leather or types of chain mail as opposed to plate being heavy. Being able to mix as well as match the armour too so you can wear some medium plus some light or some heavy plus some medium or light without becoming too overweight like in New World. I don’t know if that’s too much though but we’ll see what happens after alpha testing.
I also hope for armor progression. I loved it in ESO. Sure wish they would fix Cyrodiil.
equip a spear and aoe with your party
Thanks for your contribution.
You use whichever armor or Weapons you think have stats that best accomodate the Active Skills you want to use.
Although, with Weapons, you might want ones that have Weapon Skills that are very different than your Active Skills - I imagine you would probably still want your character's stats to boost the effects of you Weapon Skills.
✓ Occasional Roleplayer
✓ Guild is " Balderag's Garde " for now. (German)
Because why the heck not?
Princess Zelda Build confirmed.
✓ Occasional Roleplayer
✓ Guild is " Balderag's Garde " for now. (German)
Combat medic.