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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.
Combat Mechanics: Blocking and Dodging
hopelezz
Member, Alpha Two
I hope this message finds you well. I would like to share some thoughts on improving the combat mechanics in Ashes of Creation, particularly concerning the dodging and blocking systems.
Blocking and Dodging Mechanics: Currently, the inability to effectively block or dodge mechanics is a significant issue. Blocking only reduces damage by a small amount, which diminishes the role of skill in combat and relies too heavily on RNG. Additionally, dodging doesn't work at all for ranged combat. To address this, I propose the following changes:
- Blocking: Blocking should significantly block attacks as long as the player faces the attack and their guard is up. This would make blocking a more reliable defensive option and enhance the strategic depth of combat. The current block is too limited to feel effective.
- Dodging: Dodging should allow players to completely evade shots while in the roll. This would reward skillful timing and positioning, making combat more engaging and dynamic.
Shield Mechanics: Shields should provide substantial protection to make them a viable choice for defensive playstyles:
- Full Block: Shields should be able to fully block hits or significantly reduce incoming damage. This would allow classes wielding shields to survive longer in combat at the cost of reduced damage.
- Reduced Damage: Blocking with weapons like great swords and daggers should reduce damage rather than fully negate it. This would balance the effectiveness of different weapon types and ensure that tanks can fulfill their role more effectively.
Not Blocking:
While Blocking:
Let's do some numbers, everyone loves numbers.
If I were to get hit by 400dmg, I would block 100. (Mind you, this is only a chance to block incoming damage without actively blocking.)
If I were to actively block, it would only be reduced to 115dmg... 15 Points for actively blocking... See the issue? How is this rewarding and impactful?
Blocking feels practically pointless as it still hits hard. When blocking, it should start at, say, 50% and go to, say, 90% at peak gear loadout. Higher-level mobs would reduce the impact of the block as they could overpower it, so to speak, but should still provide more defense than what is currently given. The stamina needs to be balanced with this, making the tank still take damage while the bar refills.
I want to feel like I can reliably defend myself when engaging a foe and not just rely on a cooldown every time a hit is coming through. As a tank, I want to block over dodging. Dodging should be reserved for big crushing blows or getting out of stuff on the ground.
Active Combat is an engaging system, but it must be done in a rewarding way. By preventing the ability to block or dodge mechanics in a meaningful way, you limit skill. These changes would enhance the skill-based aspects of combat, making it more rewarding and enjoyable for players. Thank you for considering these suggestions.
I look forward to seeing the continued evolution of Ashes of Creation.
Blocking and Dodging Mechanics: Currently, the inability to effectively block or dodge mechanics is a significant issue. Blocking only reduces damage by a small amount, which diminishes the role of skill in combat and relies too heavily on RNG. Additionally, dodging doesn't work at all for ranged combat. To address this, I propose the following changes:
- Blocking: Blocking should significantly block attacks as long as the player faces the attack and their guard is up. This would make blocking a more reliable defensive option and enhance the strategic depth of combat. The current block is too limited to feel effective.
- Dodging: Dodging should allow players to completely evade shots while in the roll. This would reward skillful timing and positioning, making combat more engaging and dynamic.
Shield Mechanics: Shields should provide substantial protection to make them a viable choice for defensive playstyles:
- Full Block: Shields should be able to fully block hits or significantly reduce incoming damage. This would allow classes wielding shields to survive longer in combat at the cost of reduced damage.
- Reduced Damage: Blocking with weapons like great swords and daggers should reduce damage rather than fully negate it. This would balance the effectiveness of different weapon types and ensure that tanks can fulfill their role more effectively.
Not Blocking:
While Blocking:
Let's do some numbers, everyone loves numbers.
If I were to get hit by 400dmg, I would block 100. (Mind you, this is only a chance to block incoming damage without actively blocking.)
If I were to actively block, it would only be reduced to 115dmg... 15 Points for actively blocking... See the issue? How is this rewarding and impactful?
Blocking feels practically pointless as it still hits hard. When blocking, it should start at, say, 50% and go to, say, 90% at peak gear loadout. Higher-level mobs would reduce the impact of the block as they could overpower it, so to speak, but should still provide more defense than what is currently given. The stamina needs to be balanced with this, making the tank still take damage while the bar refills.
I want to feel like I can reliably defend myself when engaging a foe and not just rely on a cooldown every time a hit is coming through. As a tank, I want to block over dodging. Dodging should be reserved for big crushing blows or getting out of stuff on the ground.
Active Combat is an engaging system, but it must be done in a rewarding way. By preventing the ability to block or dodge mechanics in a meaningful way, you limit skill. These changes would enhance the skill-based aspects of combat, making it more rewarding and enjoyable for players. Thank you for considering these suggestions.
I look forward to seeing the continued evolution of Ashes of Creation.
0
Comments
Actively blocking should be like 85% mitigation with focus around timing your block.
PvE focused: WoW / FFXIV / Lineage II
Sandbox: Ultima Online / Darkfall / Mortal Online
Big Influence: SNES Fighting games / Starcraft / Diablo II / Smite
blocking and dodging has not seen how it scales at max level with skill and augments.
No I-Frames please.
I agree blocking could be better especially for the Tank with a shield equipped.
For example...
Something rewarding for active successful blocking could be "dampening" % damage reduction buff for every block.
Block becomes "bash" after 3rd consecutive block...
I can support skills that synergize with the block mechanic like this. We already have a counter called Reflect that's a stronger block. My point is early play seems so minor.
Btw was able to get to 30.9% while blocking.
When I block it feels like I take way less damage. Even without a shield.
This is my personal feedback, shared to help the game thrive in its niche.