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Weapons need a MAJOR redesign

RonDog98RonDog98 Member, Alpha Two
As it stands now I think that weapons and weapon trees in the game need a major overhaul.

If you have them on the auto attack setting they basically just feel like wow, and If you have auto attack toggled off they still offer much more.

This is made worse by the way the weapon trees are set up with almost entirely passive options. These would be great for a game like wow where your weapons are just passive auto attack sticks, but Ash’s is going for more.

Here’s what I propose:
Skill trees are forked based on whether or not you want auto attacks or more active combat.

If you choose the auto attack option you go fully down that route and your tree becomes much more about passive affects.

If you choose the action route it actually disables you from choosing auto attacks as an option, but your tree is full of options to actually change combos and finishers and animations to give it a much more dynamic feel.

Thoughts?

Comments

  • Uncommon SenseUncommon Sense Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    It's a nice thought but its probably already asking too much. The combat system is essentially the GW2 hybrid system with a bit more pace and weight.

    to much divergence leads to a headache of balance issues let alone the added development time to any already feature rich production plan.

    I'm not sure if weapon trees might get a little more devoted to active playstyles. Fact of the matter is be thankfull you got the option for action combat at all there was pretty could chance during Alpha 1 and epoc feedback that the game would default to strictly TAB.

    The game does not feel like WoW, it feels more like GW2 which is fine by me...
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    It was definitely a let down to see that the weapons are really just stat sticks with different ranges. I was expecting at least a few active abilities based on active weapon choice, and it's disappointing to leave that aspect completely unutilized
  • BackgroundDustBackgroundDust Member, Alpha Two
    Caeryl wrote: »
    It was definitely a let down to see that the weapons are really just stat sticks with different ranges. I was expecting at least a few active abilities based on active weapon choice, and it's disappointing to leave that aspect completely unutilized

    I'd definitely agree with this, my wand is just faster but weaker spellbook with a different look. But I think they just didn't work too much on the skill tree, so we should wait and see.
  • Uncommon SenseUncommon Sense Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    the weapon tree is more than likely a placeholder...

    Steven has expressed in a number of discussions that augments may factor into tab or action depending on player playstyle.

    So I would put it in the closer to Beta test basket
  • I dont think the auto attack option should be present at all. Using your weapon attacks should be active decision, and not afk option. Like you use few spells then make a weapon combo till some cds reset, or to save mana and stuff like this.
  • SaabynatorSaabynator Member
    edited November 15
    Dont you think there is enough moves as is? I think with just straight class abilities, there will be more than enough abilities. The weapons are more reach, speed of auto attack, bleed, stun or whatever, in a passive state. So its not completely the same, there is a difference, even in the passives. Also, the resistances is different, I assume. Magic dmg, slashing, piercing etc.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    Saabynator wrote: »
    Dont you think there is enough moves as is? I think with just straight class abilities, there will be more than enough abilities. The weapons are more reach, speed of auto attack, bleed, stun or whatever, in a passive state. So its not completely the same, there is a difference, even in the passives. Also, the resistances is different, I assume. Magic dmg, slashing, piercing etc.

    Even ESO has more abilities within the class than the Mage class does in Ashes, and then there's weapon abilities, guild abilities, etc.

    Meanwhile everyone here has all of 15/16? Depending on choices, and that's total. As it was discussed before, augments don't add abilities, just change existing ones.

    Passives are fine, but that shouldn't be all weapons provide. Stat sticks aren't interesting gameplay.
  • LochLoch Moderator, Member, Alpha One, Alpha Two, Early Alpha Two
    I think the thing to keep in mind, is that they are still getting stabilization online, as well as major bug fixes. Im sure they will get to the weapon features :D
    volunteer_moderator.gif
  • Uncommon SenseUncommon Sense Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    how many abilities do you actually need?

    I have an MMO mouse all the buttons are taken up. I'm blocking with E dodging with ctrl.

    It's not like GW2 where skill are tied to weapons. You have a class kit (abilites) and the weapon is basic attacks and yes a stat stick.

    We're only lvl 25 max.

    Look maybe its my arthritis and deteriorating eye sight but I am not interested in using my whole keyboard for skills.

    Are you feeling limited by there number of options of abilities at lvl 25? because I just hit lvl 8 and my skill kit does not feel lacking at all...

    ESO combat...not a particular fan but i here its popular with console gamers...
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