Caww wrote: » everything seems to have a generic mmo feeling to it and nothing really stands out and screams "this is why AoC is unique and fresh"
Lark Wyll wrote: » There won't be 64 true classes. The dev team has said as much. Don't get your hopes up. If its anything like off-hand weapons they'll be minimally meaningful in combat. Hit 25 on Ranger and there is no reason to ever use your melee weapon in pvp and besides aoe cleave there's not much purpose even in pve to them other than as a stat stick for your main hand. No abilities use them so what is their point?
Azherae wrote: » Lark Wyll wrote: » There won't be 64 true classes. The dev team has said as much. Don't get your hopes up. If its anything like off-hand weapons they'll be minimally meaningful in combat. Hit 25 on Ranger and there is no reason to ever use your melee weapon in pvp and besides aoe cleave there's not much purpose even in pve to them other than as a stat stick for your main hand. No abilities use them so what is their point? Whether your first point is right or not, the second part could easily just be because the transformational effects of certain weapons aren't implemented yet. Right now, there's no weapon you can equip that will change an Archetype skill into something more suitable for the weapon, but this would probably be the most common way to actually give things like that a purpose. Same for Augments/Secondary Archetypes.
TheDarkSorcerer wrote: » One thing Ashes of Creation really needs to address is the grind, and I get it, before anyone jumps in with “but it’s Alpha,” let me just say: yes, it’s Alpha, but that’s exactly why this feedback matters now. Right now, the path to max level in Alpha feels like a chore. Grinding mobs for hours on end is the core way to level, and that’s not engaging gameplay... it’s exhausting. There's very little meaningful content in the early to mid-game that introduces you to the world, its systems, or even gives you a sense of progression outside of mob density and XP bars. Compare that to something like Elder Scrolls Online, where levels 1-50 serve as a structured and immersive tutorial. You’re still learning the game, but you’re doing it through main story quests, world events, dailies, and public encounters. It makes leveling feel rewarding without forcing repetition. And importantly, it brings the world to life from the moment you start playing. With Ashes, it feels like all the attention has gone into endgame systems; node sieges, caravans, raid bosses. But the early game lacks the foundation to draw players in. Verra is supposed to be this rich, dynamic world, but right now it doesn’t offer that sense of wonder or discovery early on. New players should be excited to log in, not burned out from killing the same mob type for three hours straight just to hit a soft milestone. If Intrepid wants this game to succeed long-term, they need to make the journey to the endgame just as compelling as what waits at the top.
Lark Wyll wrote: » I agree with skill tree diversity issues with some classes. Ranger's tree is relatively one dimensional at level 25 with very little variance in builds between players even between pvp and pve focus. Other classes like Rogue and Bard that I've played have much more expression and diversity in skill tree pathing and options at level 25. Fighter and Ranger need work to that end.
Lark Wyll wrote: » Azherae wrote: » Lark Wyll wrote: » There won't be 64 true classes. The dev team has said as much. Don't get your hopes up. If its anything like off-hand weapons they'll be minimally meaningful in combat. Hit 25 on Ranger and there is no reason to ever use your melee weapon in pvp and besides aoe cleave there's not much purpose even in pve to them other than as a stat stick for your main hand. No abilities use them so what is their point? Whether your first point is right or not, the second part could easily just be because the transformational effects of certain weapons aren't implemented yet. Right now, there's no weapon you can equip that will change an Archetype skill into something more suitable for the weapon, but this would probably be the most common way to actually give things like that a purpose. Same for Augments/Secondary Archetypes. While I agree, there has been no indication that I'm aware of that that is AoC's design intent. Definitely possible and maybe even likely, but still conjecture at this point.
Azherae wrote: » Lark Wyll wrote: » Azherae wrote: » Lark Wyll wrote: » There won't be 64 true classes. The dev team has said as much. Don't get your hopes up. If its anything like off-hand weapons they'll be minimally meaningful in combat. Hit 25 on Ranger and there is no reason to ever use your melee weapon in pvp and besides aoe cleave there's not much purpose even in pve to them other than as a stat stick for your main hand. No abilities use them so what is their point? Whether your first point is right or not, the second part could easily just be because the transformational effects of certain weapons aren't implemented yet. Right now, there's no weapon you can equip that will change an Archetype skill into something more suitable for the weapon, but this would probably be the most common way to actually give things like that a purpose. Same for Augments/Secondary Archetypes. While I agree, there has been no indication that I'm aware of that that is AoC's design intent. Definitely possible and maybe even likely, but still conjecture at this point. Fair enough, this is all I got (from the wiki) and definitely therefore can see how my perspective is conjecture.Certain higher-end weapons and armor will have active abilities, but the intention is that these abilities will not radically redefine the way an archetype is played.[57]Active skills that do get associated with certain types of pieces of armor and/or weapons: those will be much on the higher-end if they're an active ability that comes with those things. But I still don't think that the intended impact of those types of abilities is for us to radically redefine the way a particular archetype might play.[57] – Steven Sharif Similarly I can see how 'will not radically redefine the way an archetype is played' can get into semantics about what that means, but even considering all that, I don't think Ashes is going to simply 'fall short of Throne and Liberty for no reason', and I also don't believe the Immortal Titanic Quakeblade and Abyssal Renaissance Foci would count as 'radically redefining', despite genuinely altering an available Active skill.
TheDarkSorcerer wrote: » Amazing world, painfully dull grind
ShaggyRyn wrote: » Azherae wrote: » Lark Wyll wrote: » Azherae wrote: » Lark Wyll wrote: » There won't be 64 true classes. The dev team has said as much. Don't get your hopes up. If its anything like off-hand weapons they'll be minimally meaningful in combat. Hit 25 on Ranger and there is no reason to ever use your melee weapon in pvp and besides aoe cleave there's not much purpose even in pve to them other than as a stat stick for your main hand. No abilities use them so what is their point? Whether your first point is right or not, the second part could easily just be because the transformational effects of certain weapons aren't implemented yet. Right now, there's no weapon you can equip that will change an Archetype skill into something more suitable for the weapon, but this would probably be the most common way to actually give things like that a purpose. Same for Augments/Secondary Archetypes. While I agree, there has been no indication that I'm aware of that that is AoC's design intent. Definitely possible and maybe even likely, but still conjecture at this point. Fair enough, this is all I got (from the wiki) and definitely therefore can see how my perspective is conjecture.Certain higher-end weapons and armor will have active abilities, but the intention is that these abilities will not radically redefine the way an archetype is played.[57]Active skills that do get associated with certain types of pieces of armor and/or weapons: those will be much on the higher-end if they're an active ability that comes with those things. But I still don't think that the intended impact of those types of abilities is for us to radically redefine the way a particular archetype might play.[57] – Steven Sharif Similarly I can see how 'will not radically redefine the way an archetype is played' can get into semantics about what that means, but even considering all that, I don't think Ashes is going to simply 'fall short of Throne and Liberty for no reason', and I also don't believe the Immortal Titanic Quakeblade and Abyssal Renaissance Foci would count as 'radically redefining', despite genuinely altering an available Active skill. To me this is a missed opportunity. You could add different passives on gear that buff or change a specific skill that turns it into your main source of damage that you might typically not use. You could even do this with the class combinations as well. Like you could ass something like “ if you hit a snipe from more than x meters away it does more damage or trips from a bow and then it does more damage if you hit from behind your target if you’re a /rogue ”. This would allow people to invest in what they want.
Azherae wrote: » ShaggyRyn wrote: » Azherae wrote: » Lark Wyll wrote: » Azherae wrote: » Lark Wyll wrote: » There won't be 64 true classes. The dev team has said as much. Don't get your hopes up. If its anything like off-hand weapons they'll be minimally meaningful in combat. Hit 25 on Ranger and there is no reason to ever use your melee weapon in pvp and besides aoe cleave there's not much purpose even in pve to them other than as a stat stick for your main hand. No abilities use them so what is their point? Whether your first point is right or not, the second part could easily just be because the transformational effects of certain weapons aren't implemented yet. Right now, there's no weapon you can equip that will change an Archetype skill into something more suitable for the weapon, but this would probably be the most common way to actually give things like that a purpose. Same for Augments/Secondary Archetypes. While I agree, there has been no indication that I'm aware of that that is AoC's design intent. Definitely possible and maybe even likely, but still conjecture at this point. Fair enough, this is all I got (from the wiki) and definitely therefore can see how my perspective is conjecture.Certain higher-end weapons and armor will have active abilities, but the intention is that these abilities will not radically redefine the way an archetype is played.[57]Active skills that do get associated with certain types of pieces of armor and/or weapons: those will be much on the higher-end if they're an active ability that comes with those things. But I still don't think that the intended impact of those types of abilities is for us to radically redefine the way a particular archetype might play.[57] – Steven Sharif Similarly I can see how 'will not radically redefine the way an archetype is played' can get into semantics about what that means, but even considering all that, I don't think Ashes is going to simply 'fall short of Throne and Liberty for no reason', and I also don't believe the Immortal Titanic Quakeblade and Abyssal Renaissance Foci would count as 'radically redefining', despite genuinely altering an available Active skill. To me this is a missed opportunity. You could add different passives on gear that buff or change a specific skill that turns it into your main source of damage that you might typically not use. You could even do this with the class combinations as well. Like you could ass something like “ if you hit a snipe from more than x meters away it does more damage or trips from a bow and then it does more damage if you hit from behind your target if you’re a /rogue ”. This would allow people to invest in what they want. That's more of a personal thing though, so it might not be considered 'radically redefine' even if those exist, because those absolutely exist in TL also, in all sorts of ways, I only gave those two examples because they're extremely explicit and clear about the fact that they are changing a skill. The Staff literally says "Changes a certain Ice Skill into a Lightning Skill and makes it do damage in an entirely different way than it did before." There's another that has like 'Your damage is increased if you stand still for 2 seconds.' I'd say that it's a semantics thing, if the concept of 'an Archetype' was quite flexible to begin with, then saying 'it doesn't radically change' makes more sense to most people.
Uncommon Sense wrote: » I hope Bard's legacy holds true...