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.

Autoattacking and How to Buff It

bredfan1bredfan1 Member, Alpha Two
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!

Comments

  • VeeshanVeeshan Member, Alpha Two
    I would remove attack speed/castepeed from dexterity/wisdom lines and put accuracy there and then add crit power to str/int line.
    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.
  • SmileGurneySmileGurney Member, Alpha Two
    edited March 31
    Few side notes:
    • I think people have already proven that attack speed is inferior to attack power.
    • I find a lot weapon finishers hard to read, it's easier with slower weapons
    • weapon skill trees feel rather uninspired
    • combo attack chains could benefit from not being interrupted by abilities / dodging, your combo position should be "remembered" and continued after the active ability / dodging is finished
    • I do like how the bard archetype rewards finishers
    My lungs taste the air of Time,
    Blown past falling sands…
  • ChickenInSpaceChickenInSpace Member, Alpha Two
    I would absolutely love if abilities didn't interrupt combos but rather "paused" the combo. I appreciate this needs back-end building to allow and understand if it would take time to implement. It would solve so much, though!

    Regarding the weapon types: attack speed contra attack power feels like a matter of balancing and will likely be solved sooner or later.
  • VeeshanVeeshan Member, Alpha Two
    I would absolutely love if abilities didn't interrupt combos but rather "paused" the combo. I appreciate this needs back-end building to allow and understand if it would take time to implement. It would solve so much, though!

    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)
  • BirqaBirqa Member, Alpha Two
    a big thing could be the speed at which characters can move while attacking. imo a melee weapon basic attacking should be fast enough to stay in range against someone s-keying. as soon as they turn around they should be able to get away. most games have some diminishing returns to s-keying strafing range and melee basic attacks. some of this is already in the game but it seems to not be enough for melee to be working.

    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 <3
Sign In or Register to comment.