Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III 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.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III 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.
Autoattacking and How to Buff It
Observations
1. Autoattacking is an integral part of combat in AoC
2. Autoattacking and related buffs/stats feel impactful and fun in Solo Content/PvE
3. In PvP Autoattacks become almost meaningless. This is especially true for meele attacks.
4. This leads to an itemization that largely ignores autoattacking and related stats like attackspeed and dexterity. Meaning whole weapon types are not being played.
My Suggested Solution
1. Buff the effect that attackspeed has and make it more noticable in PvP combat.
2. Add Passiv Skillpoints to the Class- or Weapon-Skilltree that give powerfull effects only to autoattacks. Examples could be (Your Autoattacks have a chance to stun your enemy - 10% for meele 5% for range)
3. Give more powerful effects to the existing finisher-system - especially for meele weapons. (If a Bow can snare a Mace should trip as it is so much harder to hit a finisher on a player)
4. Make some abilities scale with the attackspeed.
This issue has become even more important as I am seeing rougues opting for a Greatsword over Daggers. Feel free to comment your thaughts!
1. Autoattacking is an integral part of combat in AoC
2. Autoattacking and related buffs/stats feel impactful and fun in Solo Content/PvE
3. In PvP Autoattacks become almost meaningless. This is especially true for meele attacks.
4. This leads to an itemization that largely ignores autoattacking and related stats like attackspeed and dexterity. Meaning whole weapon types are not being played.
My Suggested Solution
1. Buff the effect that attackspeed has and make it more noticable in PvP combat.
2. Add Passiv Skillpoints to the Class- or Weapon-Skilltree that give powerfull effects only to autoattacks. Examples could be (Your Autoattacks have a chance to stun your enemy - 10% for meele 5% for range)
3. Give more powerful effects to the existing finisher-system - especially for meele weapons. (If a Bow can snare a Mace should trip as it is so much harder to hit a finisher on a player)
4. Make some abilities scale with the attackspeed.
This issue has become even more important as I am seeing rougues opting for a Greatsword over Daggers. Feel free to comment your thaughts!
0
Comments
This way they can buff attack speed to without worrying to much bout snowballing it out of control since it becomes harder to build for. this also allows for faster weapons to be much more different than slower weapons like shortbow compared to long bow snipe is .15 second faster with a showbow but like 30% less dmg than longbow which is no where near enough to be worth the dmg drop off
They should make weapon combo ramp more with damage so finishers are alot more impactful than the first 1 or 2 weapon chain so atm there like 5% dmg difference between first attack and last attack of the chain which isnt very impactful or rewarding to finish and the (bonuses passive at end dont seem to be super impactful alot of the time, arrowstorm seems to be the only exception to some degree but that got nerfed by 60% less dmg)
as for your 4th one there is one skill that works from attack speed which was barrage which made shortbows combined with arrow storm was viable options for rangers however both got major nerfs in last patch so shortbow rangers no longer seem viable compared to longbows, unfortunate cause longbows ranger play basicly identical to mages and not reangers.
Blown past falling sands…
Regarding the weapon types: attack speed contra attack power feels like a matter of balancing and will likely be solved sooner or later.
definetly need to be the case on classes designed more around auto rangers seem to be one that build around getting finishers off but they dont have tools for it since the combo super easily broken via dodge or skill use.
Mages/clerics probaly wouldnt have many option since there playstyle tend to be more mash big hitting skills when it comes to games (Atleast until secondary come into play)
also the range for melee abilities is 4m atm. maybe it should be a little more to make staying in melee easier. ESO had it on 7m then 5m and then back to 7m while some skills have a range of 7m as well. from my experience id say 5m felt nice but im not sure if range is measured the same way in ashes.
as for general auto attack buffs i agree with buffing the dmg on finishers a bit as well as giving att speed and cast speed maybe a minuscule impact on cooldown reduction for skills.
lets make this game our next big love