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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.
The dodge/block function seems off. Not a fan of the block mechanic. Dodge roll seems okay?
Briggs
Member, Alpha Two
Whats everyone's thoughts on those? The block just feels meh most of the time vs casting spells or attacking. The dodge roll feels super clunky but maybe its just server lag. Usually not a fan of a block function in MMOs.
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Comments
Rather than block, I'd rather it be a three-option system based on weapon type equipped. Block (shield offhand), Parry (melee 1h offhand), and Brace (2h + all magical weapons).
Block - significant mitigation boost while held, draining stam
Parry - a short 'buff' that significantly mitigates the damage of the next melee attack, timing reliant and costs a flat amount of stam.
Brace - slight mitigation boost while held, higher draining stam cost than block
If the key one prompt gonna be visible on the UI no matter what weapon is equipped, as it seems to be functioning right now, then it should always do something
a block has no negative penalty is modified by using a shield but should use stamina to maintain. your brace is just a block without a shield and should only mitigate a portion of damage compared to a shield wielder.
Clicking, targeting, interaction key, is an issue because they are all set to different keys.
Dodge rolling costs stamina in Ashes. There's no 'spamming' it that wouldn't immediately backfire.
wasn't suggesting AOC dodging was spammy, just making a general statement regarding dodging in other games
The current state is way too unreliable, and doesn't actually dodge much of anything. Even if you clear space between yourself and a melee enemy, their damage always still hits you. The current system has you dodge rolling to make space rather than actually dodging out of the way of attack like it should be.
Stamina expense to dodge is fine as long as the amount lost is balanced well.
If the problem is server lag then having an i-frame dodge is a bandaid cope and the server data rate for combat optimization needs to be first rate.
The issue with an i-frame dodge is it leads to content trivialization with wall humping stacked groups...which is not riveting gameplay...
It's not exactly difficult to have attack types that ignore i-frames. Ground AoEs shouldn't even check for i-frame status before dealing damage, and bosses will I hope get plenty more unique attacks that have no interaction with dodges (ambient damage), just proximity and location. But melee hits shouldn't be damaging someone that just dodge rolled half a mile away.
It looks bad and makes no sense that a 2ft goblin's scrungly little arms can have a 10ft reach to do a basic swipe attack. It should be rewarding good timing to avoid damage. As it is there's no reason to dodge roll once the mob has reached melee range if I'm its target.
It claims to, but so far it doesn't even work based on distance made from an attacker, much less via an evasion stat. I haven't noticed a single 'dodge' or 'evade' as a result of dodge rolling away from a melee enemy, it always hits despite the mob being out of melee range during the strike.
However, many times, that cast bar isn’t visible…
Definitely needs a bit of tweaking! Haha
Another thing I’m not a fan of is how the animations if the ranged attacks look when you dodge to the side.. then you see the “rock” or whatever projectile just curve around like a homing missile lol. Looks pretty bad visually imo. I would rather they just increase the speed of the projectiles so that it doesn’t have to slowly turn around to hit you! Lol
This would explain why all those times i tried to use the Dodge-Roll to dodge a swing -> it was absolutely useless.
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