Glorious Alpha Two Testers!
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.
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.
Comments
I agree with your point. The gameplay and the combat looks much more fluid and smooth, and of course when you make a game, you need to make it playable, and gameplay > graphics. Maybe last year ranger stream was very flashy but in terms of gameplay was not fluid enough. In that case, I understand the changes and even accept them over the previous build.
It's a discussion son. It is not about 'shooting down' people. Grow up.
True. I like the old-school approach on the effect side, esp. for physical classes...
If you augment mage elements on the other hand... I'm ok with a "bit" flashy elements.
Well-defined effects and animations are cooler!
Exactly. I don't need Air Strike tbh. Delete this skill and put more emphasis on "normal-looking" movement abilities. I'd like to see a movement ability with vines used like a grappling hook tho. *g*
It depends, but overall yes.
That's why I reduced the visual effects for groups and other players to minimal, so I could see some effects but not the full particles and eye-blinding lights in raids and world boss events or hunts... oof I don't want this game to become an "immature anime combat particle nuke hell"...
In my opinion, GW2 is pretty spot on when it comes to handling this. Subtle effects, but with both visual and audio cues... That said, since AoC is aiming for much bigger PvP battles than GW2, they will probably have to tune down said cues more to not make massive PvP extremely unpleasant (performance issues aside). But what it lacks in flashiness, I hope they add up for in animations and great but more subtle effects! Personally, I hope their animation team can take some inspiration from Warframe.... Warframe might be a much smaller co-op looter shooter, but it nails the feeling when it comes to a lot of animation movement.
Also! Make sure you post this in the official feedback thread! Bigger chance of the ranger devs reading it there!
The timestamp in the second video @4:45 demos the Snipe Active Skill.
AFAIK, we have no indication that the Longbow Weapons Skills have been changed at all.
You would have to provide an example of the Longbow Weapons Skills being referenced in the recent Ranger demo to support your claim.
Ultimately, it's about finding the balance. Finding the balance becomes easier when people share their feedback!
Everything shown on streams is an active work in progress, so I wouldn't be surprised if much of the Ranger has been tweaked by the time we see it again
But yes still can be better, Snipe skill animation for example archer shouldn't engaging his/her back like that it's less powerful and less stable stance for making a perfect shot and higher chance to injure him/her self, the archer's back should stay straight and neutral as possible and use 50:50 right and left side muscles. Or the bow design is not right, like I said in feedback post.
I think they are on right direction, less is more.