Post by Ludullu on 2024-03-29 18:17:48
Showcase overall was great. A good showing of abilities, with explanation behind them and then a nice chunk of applied gameplay. Cannot wait for A2.
Battle cry's synergy for melee pushes into groups of enemies is great. Love the dual effect of it.
The movement flow of cancelling whirlwind into the main looked amazing. If most cancellable abilities will flow into other stuff as smoothly as this - it'll be amazing.
Rupture... WE'RE FUCKING BLOODSUCKER IN THIS BISHHH! As a Bloodsucker main in Dota2, I dearly hope that Fighter augments can provide a rupture-like effect onto tank's abilities, cause I would still prefer to play a tank, but this ability is definitely pulling me to play a fighter.
Wounds have a great internal synergy and I assume would also synergize well with other physical classes, which comes back to the BC's melee push synergy - so positive points across the board.
Crippling blow has a foot icon, but a sword attack animation. I guess the foot icon is there to say that it "slows down target's feet", but I'd prefer if the animation kinda matched the icon, so that it's more intuitive on what your character does. Maybe smth like a low shin kick would be a better animation for this ability.
Along the lines of rupture, I really hope fighter augments can give the vampiric effects to tank as well
I also love that we can use abilities while in air from a jump (or at least it looked like we could). Looks cool and also has a very practical application for movement and positioning.
Ability speed is linked with atk speed, which I personally love.
Forms changing on the fly and immediately utilizing the archetype resource is great. And the forms themselves seem to be a good base lvl for a fighter mechanic.
Weapon mastery stuff is obviously early, but I'm glad we already got a tease and a "we're working on it" word.
Weapon skill builds seem to be DEEEEP (imo). And I love that there's interactions both ways, from basic attack to abilities and the other way around.
On the topic of weapon passive - we definitely need player-made presets, cause oooh boi, respeccing all of this would be a pain.
Abilities already implied it, but I'm glad that the devs themselves mentioned that they always keep in mind how archetypes will synergize with each other, when creating mechanics/effects.
As for the mob farming part feedback - I'd definitely prefer harder mobs for bigger groups. The number of mobs is just right imo, but their impact on a 4-member group (while the location is supposed to be for bigger groups) is already negligible. Definitely need either stronger abilities on them or maybe some of their own synergies/classes that have a bigger impact on the party. And respawn rate would need to be balanced based on how difficult those mobs are.
As a final statement, definitely liked the showcase. Stuff looks great so far.
p.s. can't wait till Azherae's/Noaani's notes on the tiny showing of the fast-flying logs. I'm they loved that
p.p.s about the YT video. I'd prefer if it was a direct video rather than a premiere, because that way there's a much higher chance of syncing the twitch stream with the YT vid. Otherwise we might miss out on the last words of the video cause we gotta go back to the stream. Though, if the premiere was chosen because it lets you release the 4k quality immediately on demand - it's fine to keep it as a premiere.
Battle cry's synergy for melee pushes into groups of enemies is great. Love the dual effect of it.
The movement flow of cancelling whirlwind into the main looked amazing. If most cancellable abilities will flow into other stuff as smoothly as this - it'll be amazing.
Rupture... WE'RE FUCKING BLOODSUCKER IN THIS BISHHH! As a Bloodsucker main in Dota2, I dearly hope that Fighter augments can provide a rupture-like effect onto tank's abilities, cause I would still prefer to play a tank, but this ability is definitely pulling me to play a fighter.
Wounds have a great internal synergy and I assume would also synergize well with other physical classes, which comes back to the BC's melee push synergy - so positive points across the board.
Crippling blow has a foot icon, but a sword attack animation. I guess the foot icon is there to say that it "slows down target's feet", but I'd prefer if the animation kinda matched the icon, so that it's more intuitive on what your character does. Maybe smth like a low shin kick would be a better animation for this ability.
Along the lines of rupture, I really hope fighter augments can give the vampiric effects to tank as well
I also love that we can use abilities while in air from a jump (or at least it looked like we could). Looks cool and also has a very practical application for movement and positioning.
Ability speed is linked with atk speed, which I personally love.
Forms changing on the fly and immediately utilizing the archetype resource is great. And the forms themselves seem to be a good base lvl for a fighter mechanic.
Weapon mastery stuff is obviously early, but I'm glad we already got a tease and a "we're working on it" word.
Weapon skill builds seem to be DEEEEP (imo). And I love that there's interactions both ways, from basic attack to abilities and the other way around.
On the topic of weapon passive - we definitely need player-made presets, cause oooh boi, respeccing all of this would be a pain.
Abilities already implied it, but I'm glad that the devs themselves mentioned that they always keep in mind how archetypes will synergize with each other, when creating mechanics/effects.
As for the mob farming part feedback - I'd definitely prefer harder mobs for bigger groups. The number of mobs is just right imo, but their impact on a 4-member group (while the location is supposed to be for bigger groups) is already negligible. Definitely need either stronger abilities on them or maybe some of their own synergies/classes that have a bigger impact on the party. And respawn rate would need to be balanced based on how difficult those mobs are.
As a final statement, definitely liked the showcase. Stuff looks great so far.
p.s. can't wait till Azherae's/Noaani's notes on the tiny showing of the fast-flying logs. I'm they loved that
p.p.s about the YT video. I'd prefer if it was a direct video rather than a premiere, because that way there's a much higher chance of syncing the twitch stream with the YT vid. Otherwise we might miss out on the last words of the video cause we gotta go back to the stream. Though, if the premiere was chosen because it lets you release the 4k quality immediately on demand - it's fine to keep it as a premiere.