Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Comments
I play Cleric currently: My fav ability to Flash Cure the cast time is instant and heals relative to my healing power and magic power.
Which spells or abilities stand out the most to you from games you’ve played in the past?
For me I will be referring alot to FFXIV White Mage.
Damage spells like Aero and Stone help with being able to solo. Cleric does not really have damage spells so to speak currently.
Spells like Media (all levels) and other heals
What made them special to you? Giving me the range of healing abilities and types from a group stand point or single target. Cleric currently does not alot of flexibility for healing variations.
I'm a big fan of abilities that do more than combat. These help with immersion and bring you in closer with feeling a part of the game
Because of targeting in ashes of creation, maybe it would be nice if you were able to put a spell on your mace or melee weapon and you could slap people to full health as a cleric. Making it more an active play than just standing in the back throwing spells around. and then give the ability from brightwing where you would teleport to someone to instant heal.
I also like rythm games which would nice as a bard where you have to play notes to activate specific buffs and then when you complete a full combo, you get a crescendo, or big buff/heal.
Think about abilities that would make the backline of your party a bit more active. It gets pretty boring just standing in the back throwing spells around.
Lotro also has a combo system where specific classes start a combo and other characters continue or finish the combo.
Healthstone from warlock in wow. Basically a spell you can fire off once. could be interesting as a mage to give out spells to people that they can use once.
priest mind control from wow, where you could temporarily control an enemy.
mages polymorph. Just a fun spell for crowd control.
I'm kinda dissapointed in the fighter, if i recollect from a fighter in dnd games that they are proficient in all weapons. So why not have abilities that can only be used if a specific weapon is in the inventory? So that he becomes a walking armory. So his skills are also based on his inventory.
Grease, where people walk over it, they have a chance of tripping over.
Enlarge, make someone huge on the field.
Because of targeting in ashes of creation, maybe it would be nice if you were able to put a spell on your mace or melee weapon and you could slap people to full health as a cleric. Making it more an active play than just standing in the back throwing spells around. and then give the ability from brightwing where you would teleport to someone to instant heal.
I also like rythm games which would nice as a bard where you have to play notes to activate specific buffs and then when you complete a full combo, you get a crescendo, or big buff/heal.
Think about abilities that would make the backline of your party a bit more active. It gets pretty boring just standing in the back throwing spells around.
Lotro also has a combo system where specific classes start a combo and other characters continue or finish the combo.
Healthstone from warlock in wow. Basically a spell you can fire off once. could be interesting as a mage to give out spells to people that they can use once.
priest mind control from wow, where you could temporarily control an enemy.
mages polymorph. Just a fun spell for crowd control.
I'm kinda dissapointed in the fighter, if i recollect from a fighter in dnd games that they are proficient in all weapons. So why not have abilities that can only be used if a specific weapon is in the inventory? So that he becomes a walking armory. So his skills are also based on his inventory.
Grease, where people walk over it, they have a chance of tripping over.
Enlarge, make someone huge on the field.
Mages are powerfull but tbh, they miss some sort of kickback. A shotgun can't be fired without a serious kickback. Wizards from the warhammer universe are in constant fear of dying or turning chaos. Virmentide puts a meter which fills with every spell you cast and if the meter is full you die instantly.
I also really like Mind Vision from wow classic. Scouting around dungeons and raids with it was a lot of fun. Esp with the BoeD glitch I found on accident lol
Payoff HP Shields Shields that reward the caster for successfully mitigating a damage spike. Like if the shield is burnt through fully, it gives a heal or other boon like cc break/immunity. I can't think of any examples of the top of my head but most games seem to reward the opposite, like Mordekaiser from LoL. I think both types of shield could be good to have as long as they are telegraphed to the opponent ( like a bubble pattern says "dont burn this shield", or a runic pattern means "burn this shield if you don't want them to have XYZ buff)
tl;Dr A well placed shield is often invisible and I'd like to see the mitigation have a more impactful feeling/effect
Lissandras Ult (LOL) Frozen tomb
Not only is it a powerful Offensive Ability but also Defensive ability. I would love to see this one ingame (maybe instead of the blizzard ability). Being able to freeze an enemy or oneself would be a really unique touch for the mage class
Keep it up please
In general terms, TARGET MANIPULATION! Cancel target, redirect target, hold target - all in different methods of application, from direct spell that only has one of those functions to "this armor gives you a passive that has a chance to cancel your attacker's targetting on hit".
In certain situations this combination gave Sniper a bit of survivability and damage mitigation with powerful bursts of DPS. However it's a choice that comes at a cost of being stationary in combat when used and not immune to damage completely, as well as taking 2 skill points to spec.
For Ranger this could be an optional choice. Barrage can be turned into an aoe but only if a magical version of the shield is also chosen.
In general I really like Rangers kit however it does feel kinda squishy at times. I'm confident that balance and tuning over time will help a lot of this. The above is just for your consideration and doesn't fundamentally change the kit it just becomes a different style but not without its costs.
Keep up the fantastic work.
Amaris
What is the best ability or spell you’ve used and why? Which spells or abilities stand out the most to you from games you’ve played in the past? What made them special to you?
Cleric chains ability is neat, I wouldn't mind if the chains were made to look much larger. Cleric resurrection is so cool and I look forward to learning that lore. Clerics wave ability feels good but I wouldn't mind if the range (not width) was slightly increased. A lot of the bard spells stand out to me in this game, the tank dome flag stands out, one or two fighter skills, the mage? has a huge AoE lava floor spell.
From the past I enjoyed the passive abilities given to classes. What's happening with racial passives in ashes, anything? I liked those passives because characters from the character creater was tied to certain predetermined BiS outcomes that can't be changed through spending skill points.
What makes some a skill special to me? I've enjoyed skills that can be used for very big plays and speccing character equipment around those plays. Some skills in games can help with DPS but in a easy/funny way that I'd try to get away with. Yea, skills that make me want to design builds around them are the most impactful or special, besides that, it's usually for memes, unless I'm dying too much.
{The bleed system that poe} had was really nice could do lots of damage over time which allowed you to do a lot more as a solo dps player you could hit things and run around and then reengage when they were a little lower life to not die would be nice on fighters and rouges.
There are PBAOE buffs but that's not really an active, visible, cool ability. Something weighty that everyone in the area can recognize.
Some random ideas could be: flame shield, repelling field, gaze of madness, divine grace, lightning aura, cloud of insects, shroud of shadows. That's just off the top of my head, the options are limitless. Give every archetype one signature active aura. Or maybe 2 more modest ones, one for level 1-25 and one for level 25-50.
Toggled PBAoE's are cool because they can made be quite powerful but they drain your mana which is such a precious resource in this game. Duration and power would be self-limiting based on mana alone, although be wary if it's a Bard ability, I guess. Bard isn't really all that great with heavy mana drain, though, they are better for mana over time. So just don't give Bard a cheap one!
New World's Hatchet weapon Berzerk ability has a rad audio trigger to it when you go into the buffed state, its awesome. Path of Destiny for War Hammer in New World is a nice melee ability that staggers in a aoe direction for a medium to long distance.
Marvel Rivals has a lot of fun ability mechanics that could be used in a mmo for various roles.
-Dr. Strange's portal ability to transport party/raid to another location in a fight could be interesting for a mage role.
-Invisible Woman has a nice utility & healer kit with some push/pull abilities, stealth etc.
A lot of inspirational ideas could be pulled from Marvel Rivals for the expanded blend of class roles for added effects to the 8x8 = 64 class design.
Alright, let me tell you about this ability because I seriously miss it. I haven't seen anything like it in any other game.
Volatile Infection
"Infects the target and all enemies within a 10 yard radius of the target with a virus that explodes when the Volatile Infection effect fades, and inflicts X damage to the targets and up to 3 enemies within a 10 yard radius of the targets."
Range: 40 yards (I remember it as a medium range, just barely out of range for some other class to charge at you)
Mana Cost: 25 (medium-ish mana cost, so spamming this thing did get expensive)
Cast Time: 2s (fairly long, so people could see what you were doing and maybe silence or interrupt you)
No cooldown
In PvP, it was incredible. You’d chuck it into a zerg of players, and half the time they’d either panic or fail to react until it was too late. I’m talking specifically about large, uncoordinated groups that didn’t communicate or cleanse at all. When that explosion went off? Absolute bliss.
The ability was actually pretty balanced. The counter? Good communication and teamwork. You could cleanse it or spread out to reduce the damage if cleansing wasn’t an option. It forced large groups to pay attention and work together. Running around as part of an unthinking zerg trying to brute-force content was risky because a well-organized group could and would punish you hard.
This ability was pretty useful for pressuring enemy teams. You could force them to burn cleanses, put their supports on edge, and overall be disruptive. If their supports weren’t on top of things, it could get out of control rather quickly. Timing was key, too. You could wait for them to use up their cleanses, then throw it in to force them to scatter and break formation. If your team was well-coordinated, you could combo it with crowd control to trap them together, turning it into a devastating wipe. Pulling that off wasn’t easy, but when it worked, it was perfection.
In PvE, it was great for clearing out mobs, especially in dungeons and raids. The damage scaled with the number of enemies, but the virus took time to spread and explode, so you couldn’t just spam it mindlessly. You had to stay alive and count on your team to cover you while it did its thing. Some encounters felt tailor-made for this ability, and when you got to use it in those moments, it was beyond satisfying.
Another "Spell" of sorts that I like is Eldritch Blast from Dungeons & Dragons.
Why?
I like that it starts out as this simple and effective magical ranged attack but gets stronger over the course of your adventure. As you level up and choose upgrades for it, the "spell" essentially levels up as well, rather than staying the same like so many other spells or abilities. I like to imagine that with each significant upgrade, the visuals of the spell also become more... well, intense.
The way I picture it is that it starts out as a small magical blast, but as you grow stronger, it eventually becomes this devastating, chaotic beam of raw obliterating power.
Additional "Abilities" that I wanted to highlight:
Every "ability" that Vergil uses in Devil May Cry 5 Special Edition.
But if you want me to point you towards specific ones:
- 1:54 Judgement Cut and all variations of it
- 5:10 Hell on Earth
- 8:08 For some cool Sword Summoning
They look cool, they are fun, that's all they need to be.
The Bloodboon Ritual from Elden Ring.
It looks cool.
Forum won't accept the video timestamp, so skip to 23 seconds.