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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.
The Gift of Life - Cleric Alpha One Preview
MargaretKrohn
Moderator, Staff Staff ›
💖 Can you master the balance between life and death? ☠
Meet the Cleric and learn more about the power they wield from level 1-10 in our Alpha One preview: https://ashesofcreation.com/news/2020-11-02-the-gift-of-life-cleric-alpha-one-preview
https://youtu.be/7AHwGp-t27M
Meet the Cleric and learn more about the power they wield from level 1-10 in our Alpha One preview: https://ashesofcreation.com/news/2020-11-02-the-gift-of-life-cleric-alpha-one-preview
https://youtu.be/7AHwGp-t27M
13
Comments
https://www.youtube.com/watch?v=7AHwGp-t27M
https://knightsofember.com/forums/members/winner909098.54
It seemed there was an equal amount of damage and healing opportunities for the cleric. So far so good I would say.
It’s very important that different abilities have different situations when they are useful. Did the opponent use an offensive cooldown, did they use a defensive cooldown, did they charge at me, are they about to stun me, are they about to heal, etc. Each situation should call for different skills because different skills are helpful in different ways. This creates a higher skill ceiling and allows for skill expression and outplays.
Keep up the great work, but please be mindful of diluting your abilities and not allowing them to have situational utility.
For Judgement however I really really wish they would use some sort of divine hammer animation similar to the DAoC Thane's "Thor's Hammer" (also a bit of nostalgia from the DAoC days )
@Wreyna
There is 2 things to note in my opinion:
I don't think, the base ability being prone to do both would be a negative thing if it was set up like that. It would merely provide the baseline to customize in the direction you want to go. With a limited amount of base abilities to choose from, it does make sense, as having half an ability tree to customize into either direction just wouldn't work with a small-medium sized Ability pool.
With that being said, i do also think, that dual-use abilities can be troublesome, especially if implemented poorly. Its a narrow path to walk, but one that can pay off handsomely.
I completely agree with all of this. When an ability does too many things none of those things feels very impactful, nor does my decision of what skill to use at any given moment feel terribly impactful at that point, either. A skill doing 2 things is fine but more than that and it starts to feel really watered down. I want each ability to feel powerful and fun, and if I can just do everything all the time with all my skills, it just feels boring and unfun. I understand that we have skill points to modify and improve the skills we want to use, but if skills are poorly designed at their core level that's a problem.
Edit: This is something that I don't like about GW2 and ESO's skill design. Please don't look at those as good design.
that's more for a fighter class than a healer.
Formerly T-Elf
'Divine Censure'
"Any time the target is attacked, the attacker has a chance to get healed."
I'll be interested to see the duration and the percentage chance of this one.
I imagine if you go "High Priest" (Cleric / Cleric), you can augment it with extra healing. And, it's a Cleric, rather than a Healer!
That is not dead which can eternal lie. And with strange aeons even death may die.
What if Clerics could travel to other players Freeholds and "bless" their resource harvesters to put out more bounty, for a period of time?
All in all, it reminds me of a mix between the Holy and Discipline Priest from WoW.
Turn it into a lightning bolt and it would be perfect.
It's the fireball problem, jumping in the air and doing a whirlwind every time you cast a relatively common ability is way too silly in actual gameplay.
Especially with the time to kill being 30s to 1 minute, casting one of these over the top jumping animation skills more than once in a fight seems likely and is just conceptually very silly.
Hope that's not the case for melee warrior classes.
I am hoping for a swift away from the 64 classes and ability flavours, towards 15 or so unique classes, with their defined identity and solid animations in conjuncture with equiped weapons.
Let's see how A1 and A2 go.
Why wouldn't a caster have to stop to cast their abilities? They are most likely cast times rather than locks, otherwise yes it would be terrible to play with.
Here is how I would see it (Hard cast means having to stand still for the cast and soft cast means being able to move during the cast):
Castigation - instant no root
Judgement - soft cast
Hallowed Ground - hard cast
Exorcism - channel ability with root
Damnation - soft cast
Devotion - instant no root
Divine Censure - long hard cast
Benediction - soft cast
Resurrection - hard cast
1: Too much gold. Damage and heal fx should be delineated by color. 'Holy' damage and 'Radiant energy' damage should be delineated.
2: Some of the spell names are, by a wide margin, in the 'generic catholic trope' category. See Exorcism, Benediction, Hallowed Ground, Damnation.
Divine Censure is a good name, it describes the spell but without making you feel like your watching a horror movie about nuns.
3: Devotion has no bearing on healing, healing quickly, nor describes the action of the spell. Something along the lines of 'Rushed/Hastened Prayer' would be more appropriate.
4: Divine Censure has electric sound effects. Too many twinkle sound effects overall.
5: Exorcism's 'ripping at your target's spirit' is not an appropriate description for a Cleric spell. For a channeled spell, I recommend 'Cleansing Malediction'. With text in the line of: "Holy energy overwhelms the target, culminating in a searing explosion. Channeled."
1: Too much gold. Damage and heal fx should be delineated by color. 'Holy' damage and 'Radiant energy' damage should be delineated.
2: Some of the spell names are, by a wide margin, in the 'generic catholic trope' category. See Exorcism, Benediction, Hallowed Ground, Damnation.
Divine Censure is a good name, it describes the spell but without making you feel like your watching a horror movie about nuns.
3: Devotion has no bearing on healing, healing quickly, nor describes the action of the spell. Something along the lines of 'Rushed/Hastened Prayer' would be more appropriate.
4: Divine Censure has electric sound effects. Too many twinkle sound effects overall.
5: Exorcism's 'ripping at your target's spirit' is not an appropriate description for a Cleric spell. For a channeled spell, I recommend 'Cleansing Malediction'. With text in the line of: "Holy energy overwhelms the target, culminating in a searing explosion. Channeled."
yeah, see that doesnt sound awful. My other thought is I really dont like getting locked by an animation, or the allowance of animation canceling (when you can still use the ability).
Allowing us to cancel a spell by moving is really nice and adds a nice skill cap to abilities.