Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Big bosses should cause damage to the area where their corpse falls
Manueljf
Member
Along with the mechanic of having these big mobs and bosses destroy the environment when they are moving around, PLEASE for even more sweet inmersion:
Have them cause big almost lethal or lethal damage to the area where their corpse falls when they die. Melee and tank players who were too close and didn't move away should be severely hurt or die.
Nothing more inmersion breaking than killing a huge boss and having its gigantic model fall on top of your tiny character and nothing happens.
This game is creating a world with incredible inmersion and I think this would contribute even more to this.
Great work Intrepid.
Have them cause big almost lethal or lethal damage to the area where their corpse falls when they die. Melee and tank players who were too close and didn't move away should be severely hurt or die.
Nothing more inmersion breaking than killing a huge boss and having its gigantic model fall on top of your tiny character and nothing happens.
This game is creating a world with incredible inmersion and I think this would contribute even more to this.
Great work Intrepid.
3
Comments
The last mechanic. Everyone that pretends that they dont walk away from a large, falling, dying boss, when gaming, is a liar...
😂😂😂
Just thought of more inmersion for tank gameplay. I actually played tank most of my mmogame life
Could just have the bosses take two or three seconds to completely finish their dying animation so tanks can run.
Yea could be stun with a knockdown and some minor dmg I guess
If we were talking large bosses, we are talking raid content. In a raid, a tank will just take that damage or the CC, and the healers will then deal with it.
A far more impactful suggestion (in terms of gameplay) would be if smaller, solo mobs had an on death effect. Small mushroom mobs popping and releasing a cloud of poisonous spores, for example. If you are soloing, you WILL want to get away from that.
"You've just died to a falling dead boss. Now you know this game is DIFFERENT. Welcome to Ashes!"
I would imagine that by the time players are taking on any boss big enough for this to make sense, they would already know Ashes is different.
In fact, if they are taking on such a boss before seeing for themself that Ashes is different, I would argue that this fact in itself would prove that Ashes - in this scenario - isn't all that different.