Search Results

Today 4man group in a 8 man area shows a larger issue in terms of difficulty

Post by Ludullu on 2023-01-28 00:41:31

Your concern is still valid though. Very much so. Cause this showcase was maybe a step or two below L2's gameplay. L2 just had addition of different resistances (to elements and weapons) and a bit more mob group AI in some locations. But outside of that - you just had mobs with big attacks and huge hp or you had thin weak mobs for more of a solo/small group farming. So take anything I say with a hugeass rock of salt. I dearly hope that Steven listens to his other devs and implements all the stuff I mentioned and ...

[Feedback Request] Tank Updates Shown in January Livestream

Post by Ludullu on 2023-01-28 01:03:15

I'm gonna be a tank main, so I was pretty hyped for the showcase. Right around min20 I was internally screaming "let me play this game already!!" In other words, I liked the showcase as the base-lvl gameplay for a tank. I loved the forcefield ability and loved the shield dash (especially if the distance can be enlengthened through augments). Like that grapple can be resisted. Grit looked amazing visually. Weapon animations looked nice. And I like the overall speed of combat. Liked that you have to sacrifice your dps (and potentially threat gen) if you want to properly ...

Saying the quiet part outloud

Post by Ludullu on 2023-01-28 01:16:55

Agree with most of these points, but mainly agree with the 6th one. The "this is an 8-man location, but we're a 4-man group clearing it" shouldn't be a thing in the showcases. Either don't say anything about the mob balancing, cause there's no real balance yet, or explicitly explain the direction that the balancing will take. I'd personally be fine if the current mobs remained roughly the same, but I could definitely see how the location from the stream could be easily farmed by a dps-heavy 8-man group w/o even needing a tank, even though mobs did quite ...

2 Steps to prevent toxic community in the first place

Post by Ludullu on 2023-01-28 01:39:12

https://ashesofcreation.wiki/Loot_tagging As for the third point, AoC will work on scarcity and not everyone getting their own instances of loot/mobs/etc.

Rogue + stealth

Post by Ludullu on 2023-01-28 01:44:13

Would love if rogue/summoner adds a shadowy afterimage on abilities or a secondary attack coming from a shadow copy of the rogue.

future showcase/livestream suggestions

Post by Ludullu on 2023-01-28 02:54:15

Showcase Feedback: For the 1st video

Post by Ludullu on 2023-01-28 02:54:23

future showcase/livestream suggestions

Post by Ludullu on 2023-01-28 03:19:24

While I do agree, the YT version of the showcase was definitely much better and they managed to put it out in just a few hours (especially considering 4k processing on yt's side). It's not quite the super strict and precise showing of everything, but it's definitely way more structured and easier to watch.

Guild bombing

Post by Ludullu on 2023-01-28 06:28:55

What if we incorporated flag status into the consideration? Say there's an 8-man party boss. The boss has a zone around him that tracks any player action, including movement. As soon as a player steps into the zone, they go on the combatant list. If that person is the 9th+ on the list - they contribute to the stat growth of the boss. The stat growth could just be a few %s per additional combatant, with several steps of anti-zerg mechanics ramp-up. Any non-movement action generates threat. The boss' nameplate has general dmg trackers (shown in %s), visible to ...

Saying the quiet part outloud

Post by Ludullu on 2023-01-28 22:16:27

This indicates a greater issue with design for some people. If 4 subpar players (devs were definitely nowhere close to high lvl skill) can farm an 8-man location with just a few deaths - it means that an 8-man of high skill lvl would fucking obliterate that location. Obliterate it to a point of a single party completely controlling the whole location. And while some people might be ok with that kind of design, quite a lot of us would prefer a more difficult game where this would be, at least, highly improbable. Controlling a "room" or two in ...

Are we able to freeze our levels?

Post by Ludullu on 2023-01-28 22:17:21

Just put it in storage and kill yourself naked a few times. EZ

Are we able to freeze our levels?

Post by Ludullu on 2023-01-28 22:21:13

That's only if you need the twink for pvp, yeah. If Intrepid limit the ability of high lvl chars to get some low lvl resources - people will make lowbie twinks and try to keep them at that lvl. I definitely will do that.

The Tank and Ideas On How it Could Be Made Viable in PvP

Post by Ludullu on 2023-01-29 01:31:14

If anything I felt like the current "tank" was literally a pvp machine rather than a pve one. No real threat generation, no proper taunts (and Steven on discord said that taunts will come on later lvls, which I consider to be asinine) and pretty much all of his abilities were either CC or dmg. Grit and forcefield were there of course, but those are just general tools that are good both in pve and pvp.

Summoner+Summoner huh whut

Post by Ludullu on 2023-01-29 01:38:28

So it's summons all the way down? Nice

As a main tank, I'm happy with this last video and with Steven's gameplay, lol

Post by Ludullu on 2023-01-29 02:35:13

This is one of the bigger problems with these showcases for me. It's as if Steven can't decide what these showcases are and who they're for. They can't be promotional videos cause ain't no casual internet passerby about to watch an hour-fucking-long video for some random mmo that's not even in alpha2. But Steven treats these videos as if they're gonna be shown to grannies who've never held a pc mouse in their hands. And these showcases can't be targeted at the current core audience (you know, literally the people on all the twitch streams and react streams and ...

Static enemy problem

Post by Ludullu on 2023-01-29 02:41:29

Except you gotta work hard for your single target threat, cause any dps or even healer class can outpace you in their threat gen. But you know what's funny, that forcefield ability could work perfectly with that setup if the mob's attacks (even tab ones) could be stopped by it. The tank would have to move to their partymates in time and protect them. It would be a new way to play the tank and imo that would be amazing and way more fun that just sitting on your ass holding up a shield.

Static enemy problem

Post by Ludullu on 2023-01-29 02:52:47

Yeah, that's a possibility. Everything is... coming later I'm just curious when that "later" might come. p.s. did you read my response in the "Guild bombing" thread? Or just didn't have anything to say on my idea?

Static enemy problem

Post by Ludullu on 2023-01-29 03:00:22

Oh, totally understandable considering that stream and the general mood around it. Nope, L2 didn't have an ability like that. It was all just "agro or retarget the enemy onto you" and a super basic buff of "give your party a shitton of p./m. defense". In a later update they added a more dps-oriented buff to a few tanks, but that's about it.

Static enemy problem

Post by Ludullu on 2023-01-29 03:09:33

AA might've had that maybe? I think it was more actiony than L2 so an ability like that could work better in that context. @JamesSunderland @Noaani did AA have a tank ability that redirected their partymates' dmg onto them? Or some kind of "shield wall" where dmg was mitigated if it passed through?

Static enemy problem

Post by Ludullu on 2023-01-29 03:47:54

Oh shit, right, SoF did have a transfer on it. I should've read past the first fucking part of the description when checking just now So yeah, @Azherae L2 did have a kind of a transfer then. Though in a super primitive form.

Static enemy problem

Post by Ludullu on 2023-01-29 04:30:59

I meant primitive in the way of it just being a simple buff instead of any kind of a more complex mechanic. It was always just a "save your party" button in most situations. To such an extent that I didn't even recall that the absorb part of it existed. I'd consider it less primitive if it worked the same way the lvl80 domes worked. Channel power into one character from several other people which lets that character to use the ability. Long cd was definitely a balancing tool, but the basic mechanic of the buff was just too ...

Size Matters

Post by Ludullu on 2023-01-29 04:50:51

I'd personally prefer a separation of power and size in mobs. Mainly because I love the "tiny killer" trope, so having a small bunny or a bug that can damage me for 2/3 of my hp would be great imo. As for the "same mob but bigger", Steven did say that the named mobs will have special visuals. And I do think that "big but weak mob" could be explained in-lore by different effects of essence and corruption on the mobs. Some mobs could have become stronger, some bigger, some faster, some might've gotten particular resistances. And then harder ...

Skill Animations Are Extremely Fast

Post by Ludullu on 2023-01-29 11:11:42

But don't forget that we're seeing lvl15 (allegedly) content. Now imagine all the atk. speed and cast speed buffs of a lvl50 char. Then add gear with those stats. Then add several abilities on top of super fast basic attacks. And all of that happening with 500 people in roughly the same place. It's gonna be an unbelievable mess. While I do agree that slow combat probably wouldn't quite work, I do think that earlier lvls should be slower than what we saw, so that they could ramp up to a good fast pace at top lvls with top ...

Gear size as well as the way the gear is held should make sense in the context of race.

Post by Ludullu on 2023-01-29 11:20:54

It is a magic world where everyone uses mana though. Maybe Intrepid could link attacks to stamina and then make stamina consumption variable across all races and weapons, but then I'd fear that some archetypes would get meta'd to some races, just because they'll have passives for particular weapons and there'll be races that are best-fit for those weapons. I'd personally prefer an in-lore explanation for why everyone can swing a hugeass hammer w/o much trouble, than having a meta-driven game where you feel bad for your choice of race and archetype combination.

Active blocking? Sure, but not like that

Post by Ludullu on 2023-01-29 11:29:45

Showing systems in their alpha state to get this kind of feedback is the point of these streams. So yes, they should in fact show what they have right now. And as Steven mentioned, they're planning to at least test a stamina/mana system. They should've obviously decided this fucking years ago during the designing stage and we should've already been giving feedback on the minute details, but it is what it is. I would personally prefer a mana-based system because it would make mana-based gameplay deeper and related to all archetypes.

Gear size as well as the way the gear is held should make sense in the context of race.

Post by Ludullu on 2023-01-29 11:33:02

Making 9 different versions of every single item would take a shitton of devtime and we're already waaaaay past due date. Having a single visual, but explain why it is how it is would be just easier and faster.

Have a less flashy base animation level and allow players to tune it up to be very flashy.

Post by Ludullu on 2023-01-29 11:35:14

They already said that we'll be able to tone the vfx down. They've also stated before that they have exaggerated effects during testing, just to overburden the processing power, and it'll be toned down later in development. And iirc we've already seen examples of this before.

Current combat inspired by GW2

Post by Ludullu on 2023-01-29 11:37:03

We don't have proper AI yet and the mobs we see rn are, allegedly, lvl<20. Intrepid plans to have harder pve later down the line.

Current animations are too much

Post by Ludullu on 2023-01-29 11:37:32

They already said that we'll be able to tone the vfx down. They've also stated before that they have exaggerated effects during testing, just to overburden the processing power, and it'll be toned down later in development. And iirc we've already seen examples of this before.

Combat feels too static

Post by Ludullu on 2023-01-29 22:04:23

I've seen quite a few people (mainly on other platforms, not here) saying that they're now more hyped for TL than Ashes. But from all the previews we've seen, TL's combat seems even more rooted and even more static than what we currently have in AoC, and that game is "about to" release. So I'm gonna be really curious to see the reactions to TL and whether people will suddenly become much more lenient towards Ashes' design.