My glorious friends. I hope each of you enjoyed the preview of our alpha two fighter archetype! The team has been hard at work taking your feedback to heart and iterating on the moment to moment gameplay in Ashes. Leave me your thoughts on what you enjoyed and which aspects could be improved! As always, thank you for the patience, support and trust you’ve given our team in delivering the next great mmorpg! 💪❤️
The biggest problem with this showcase was your gameplay. Showing close to the full potential gameplay wise will look a lot more hype for most people, but that requires someone with good mechanical skills to show off the intended skill rotations and the class potential in different combat situations.
I hope you guys actually take feedback. Game looks amazing, but the classes are so generic. How many games do we have fighters with charge, spin to win, bleed attacks, etc. Gw2, ESO, wow, FF... it's pretty close to identical imo. I'd really enjoy seeing something authentic, skills and move sets that take into consideration the weight of a massive weapon, less LED effects, and colorful stuff. Bring the violence of something getting destroyed by a 40lbs blade, the sound of things breaking idk. Colorful effects and unrealistic movements don't really add much to the class like it does to a mage. I hope you guys take it as constructive feedback and not as a hater hahaha
@@BoinasVerdesAR I love Gw2 but gs just isn't satisfying in that game. But yeah the amount of "over the top" here reminds me more of Throne and Liberty. Though I like this a little bit more as it looks more comprehensible. If it was a bit more grounded and even more weighty like Elden Ring's gs I'd probably go insane from obsession by now but that's not gonna happen lol
World of Verra looks and feels awesome, game overall looking better and better there is no denying so is combat but i wont to give my feedback on this Fighter Archetype Preview.. Basic combat swings with Two hand sword are looking great, maybe when you hit target animation gets a little bit clunky (could use one or two more passes) but overall i feel really confident on that part.. Variety of skills is good, animation of ability (swings and body movement ) are also good and in to Fighter class fantasy.. In my opinion most of the abilities have over the top spell effect's ( spikes and.. ) , if you have a legendary item that upgrade some ability then yes but as a basic fighter skill to look like that is to much.. In my opinion fighter should have arsenal of weapon skills that should have only weapon swings and the natural trail of a weapon and a smaller or bigger ( depends on the ability) of trail if it hits the ground.. If you augment skill with some school of magic then you have just a little bit off spell effect and that's it.. Leap is just OP ( godlike) and look like some ability that i would give to a boss not to a player.. to many spell effect's and range of the leap is WoW retail dogs...t. Ability should be more grounded and with smaller range Battle cry look amazing and probably the only ability that i would not change anything 10/10 Bleazt / charge? ( basic) ability could or should be more grounded Every ability animation of body movement look great just give us option to remove 90-95% spell effects because it's and MMO ( 5 hundred people in a battle) and in core Fighter is a non magical class right? Hope you know that i am not hatter just trying to give my constructive feedback Big love and support for all in Interpid studios working hard on this game.. 💪😎🤙
His team is doing a great job explaining and can tell they have passion and pride into their systems. Nice of him to just sit back and let his team shine. My interest has been rekindled
I'm hoping to spend my retirement in Verra. If this game can get me like Wow did, and I think it can, that will see me out! 🤣 Having seen this, I shall start writing my resignation!
@@AshesofCreation thats okay buth. For realy looks noth realy that good... And you have realy a lot time.. i mean when comes alpha 2 and when will you open this Game?. After 20 years XD when all Play with VRR Helmet^^ like Sword art Online ^^. Or wath its your Plan i mean... looks noth that great for this long time you taked for that.
@@EatKingbreakfast Did you even watch this video? Gameplay looks really good in this showcase and we are still 6 months away from alpha 2. Based on your username i would imagine you're a bot. Based on your English i assume you're human, because bots usually doesn't have that many errors.
I like how it had variance, looked like Steven hopped before casting Blitz to go straight up the ledge, but when he was on the ground still it just went to the bottom of the ledge. I like having that option for how it plays, especially if the archer on the ledge can position so well that the fighter falls down the cliff face after. I like in some other games when Blitz chooses the shortest path walking up, and then zips through that path as they Blitz to the target. Be nice if that was an augment at least too.
Would be great to see a little more physical reaction from enemies- getting pushed back a step when charged, changing posture when staggered etc. Looks fantastic overall and I can't wait to play it.
You asked for "Criticism" so here it is.... the fighter basic attack frame rates are WAY to HIGH. well... not "WAY to High" .... but he just needs a little bit of fluidity. Right now, as I'm watching, it's almost like I'm seeing the fighter glitch when he basic attacks. Need a few more frames to see the pull back after he strikes. Because once he swings down or up in the attack, he like skips the part to regather his swing. Other than that, seriously looks really good!!!
That was the style they are going for, if you look at the original fighter showcase they showed that exact style. Its not for some but I personally like it as it adds a heavy feel when attacking
@@CHIM3RA. no before it was slow and less dramatic with alot of clunkiness. it now feels good and has a good "punch" to the fight style... but the basic attacks need to be cleaned up
@@brandonnufer3670 Oh ok I get ya now, I thought you didn't understand the style they were going for, I still see it as good for it's speed and the frames it moves within But I understand your concerns in the swing and return frames.
I’ve been tracking this games progress since I was in high school! I may not watch every video update, but know that there are lots of people like me who are still eagerly anticipating this game, even if we don’t show up in the view count for the video. TAKE YOUR TIME. We all want your team to succeed. Don’t rush ANY aspect of the game’s development. You are working on an absolute masterpiece :)
One thing I would really like to give praise to, is the CAPE! - Whoever is in charge of doing the cape physics/animations, keep doing what you are doing! It went from flimsy to epic real fast! I am certain the final result will be LEGENDARY. I'll be wearing one during alpha 2, that's for sure.
Whooy, the way that jumping change how some mobility skills works is awesome ! Feels so fluid and realistic in a way to jump just before cast leaping strike in order to climb something Awesome job guys !
I do hope they have a slider / option to reduce the spell effects because in a large scale pvp or large raid enviroment this will not look good as it will be far too cluttered However the spells do look very cool an would suit times when you are a small grp or solo pve content
On the critical feedback: The mob farming area looks good and the amount of content in game assures that it shouldn’t feel to repetitive if coming back here repeatedly, However, I would like to see the pack size vary and have more dynamic respawns. Knowing that there will be 3 goblins at this specific tent every time makes the area feel very repetitive, but not knowing if they have a Sharman or not will make it a little more dynamic. On the spell effects I think everything is meshing well except for the blizzard/cone of cold
First of all: You can be so proud of what you did with this archetype. If I was Steven I would be so damn proud of this team. Overall: You are going in the right direction and I really liked watching this video. Now let me give more specific feedback. What I liked: - How the Blitz ability is interacting with the enemy on higher ground. In WoW you are just glitching upwards when you are charging a target who is on a higher place, so good job there. I would like to see some effects when you are charging through the water. - Customizing skills at the skilltree - Maim is the best looking ability overall and it is a straight rip off, of the animation from Gael's Greatsword from Dark souls 3 (what i like) :D It feels impactful and i love the spinning your character does. I also love the camera shaking there. - I love the sound effect of the Warcry scream. I always love when your character is making cool shouts for a cool attack (like a HADOUUUKEN shout) but it's not really possible to do that in an mmo when you have like 20 warriors around you and you are just hearing shouts all over the place. Maybe only strong ultimates with a long cooldown should be hearable by other players. That Maim ability looks to have potential for being an ultimate. - Rupture effect looks cool. What I didn't like: - I don't really like the look of the skilltree. I'm not really sure what it is exactly but it's a little bit clustered and central. I like going downwards in a skilltree like in WoW. - I didn't really see the Lethal blow (execute) ability. But from what I could see it didn't really look that cool. I feel like it should be more like the ultimate from Garen from League of legends? - Leap strike doesn't seem fluid. There is a brief second at the beginning when you cast the spell where u are standing still and when you are landing you are dropping so vertically fast. I think warriors in WoW have a better jump because it is instant. - I'm not sure if I like having Mana AND Momentum. Maybe just having mana or just momentum would be better. Suggestions: - When your greatsword is (I think the word is sheathed) you are holding the sword over your shoulder. I think it would be cooler to wear the weapon at your back when you are completly out of combat. I think Guts from Berserk has it on his back too. - I would love a throw ability where you could either just throw an enemy around or charge them and pushing them back. - The greatsword could be bigger like Guts' greatsword :D - Weapon specific abilities could be cool. So maybe in the weapon specific skilltree you could unlock at the end a cool abilitiy just for that weapon. - When you are doing the whirlwind attack maybe you can press a key at the right time to extend the duration of the whirlwind by a bit. Good job team keep on going! :)
if i may, i also didn’t like the yellow colored effects on certain abilities. i feel like they should just make the abilities’ color effects to be red in general. idk if it’s just me but yellow doesn’t match well with this class imho.
I agree with most parts, but I am personally a fan of a less cartoony style. The weapons are already huge, for the sake of the fantasy of some folks I can get along with that, but if we go any further into Monster Hunter-"my weapon weighs 20 times as much as my character"- territory I just can't take the world serious anymore. Let alone when a character starts unsheathing such a sword from their back.
The developers of this game should talk to shad at shadiversity, the medieval weapons expert to make attacks look very real. They actually almost look like they did have some real martial swordsman input into the animations. But shad loves video games and he's a true medieval expert swordsman that likes to help developers make cool but realistic movements and attacks. I love how slow and deliberate and powerful the attacks look rather than ADHD spaz crap. Real warrior fantasy.
very excited for this game. it looks beautiful already. couple of things I noticed - only one person in the group can loot quest items. cleric looks very slow. please include a demonic/unholy/dark magic caster class :)
The whole demo looks VERY VERY good! It's nice to see everything coming together, and I absolutely love the upgraded visuals for the spells (not just the warrior's ofc). It really does seem like the game is advancing with each new presentation, can't wait to play this game as soon as it launches, hopefully soon enough (ofc as soon as you guys deem it "public-ready", no rush). Feels like from this point on, it's all about testing & balancing the game around the base game systems, which (from a watcher POV) look like they're solid at this time. Best of luck to y'all and can't wait to see the next update!
the concept of rupture reminds me of bloodseeker in dota/dota2 and its awesome hihi the whole archetype feels insanely good to play it seems.. nice nice
I find myself watching your videos and my fingers going to the Keyboard in attempt to take control. This game looks incredible and although I must wait for it to be realeased I despise that I have to! Keep up the great Intrepid Team, I can not wait to lose my life into the world you have created.
Wow that was a great preview! I`m so excited about this game. Keep up the good work and take your time. Some things that directly came into my mind: -The effects look way too saturated in general. Most of them don`t really fit into the environment. For my preference I would do them less saturated. -Weapon looks more like a 1h sword. Thats probably because of the way the character is holding it when out of combat. When out of fight, he may wear the weapon on his back.
Best show case thus far! The combat and animation was great! Loved the effects of the fighter's skills! The basic attack sword swipe and whirlwind when hitting a player or NPC needs a bit of polish. FX Sounds collide a lot but I'm sure that can be solved with options in menu. That was FUCKING AMAZING!! Cannot wait for Alpha 2!
This game looks great so far. The abilities for fighter archetype are ostentatious, perhaps some level/gear scaling with the animations. As the character levels up and acquires more gear the abilities become more powerful looking, as they do with more stats. These are great ideas and the animations are fantastical enough to be in AAA games.. However, nothing ruins immersion more than a level 15 smashing the ground to bits with an ability or a level one able to fly through the air with a charge attack. These seem like high level gameplay mechanics that should be earned from hours of playing, mastering and timing the class attacks. People want to feel heroic from hour zero of gameplay but they will feel even more heroic when they earn the cool abilities and effects associated with heroism. I like that the stats aren't too crazy either. Not a fan of having one million health and dealing hundreds of thousands of damage at a time. Much prefer seeing the health pools capped at a few thousand. Really looking forward to this game. Thanks for the demo!
The honest love for the game and ganre in general from the people responsible for creation of this game, gives me high hopes for it. I wish you guys all the luck and keep up the great work
I noticed the healer needing to mouse over and click party members in the party frames, will there be some sort of healing frame to assist healers? For example healbot and Vuhdo WoW add-ons.
As I was watching this, almost every time i would go and think about a situation that popped into my head in a previous mmo that went along with what they were talking about, and more often than not they immediately brought up something that answered or placated what I was wondering. So that is a good sign of insightful development. Now, feedback... Just a preface that I have played mmo's ever since I was a child and there is some good stuff here but room for improvements. Pros: - Pacing of combat is looking immaculate. A lot of games make it so you can only use your powerful abilities once every 2-3 minutes which can lead to you wasting a lot of potential uptimes due to 'saving' it for when you really need it. What I saw when the goblin camps were engaged was that it is long enough to give pause but not to keep you saving the abilities. Multiple times from the gameplay I could see how a well-versed fighter and well-coordinated group could keep trudging on almost indefinitely using the tools provided. Potions to make up for oopsies. - Impact. Every time that the Fighter used its status effects it was noticeable and seemed like it would feel rewarding to properly execute. Leaving the door open for people that want to master playing a Fighter and not being a stereotypical brute. You could do that, the simplicity is there, but so is the potential for depth. - Teamplay was meaningful. When the tank went down it wasn't an instant wipe but instead had leeway for a recovery if tactics were used (such as kiting, love when games allow kiting for strategy!). Healer was supported which allowed them to keep everyone else topped off "most" of the time. Overpulls happen and are often hilarious and the highlight of farming sessions. - Visually it is much better than previously. A Fighter isn't some Mystical Messiah with a Main Character complex (usually) and uses his martial skills to come out on top. Having most of his abilities come from such felt very fitting and didn't detract from the RP fantasy. Though... The glowing yellow and slamming the ground seems a bit out of place when compared to all of the other showcased abilities. - Exert. If I could make ONE recommendation in all of this... Checkout how SWTOR handles an ability near identical to this. Each of their classes has one CC breaker ability on a 2m30s cooldown. Some classes get benefits from popping it. Such as a Sith Juggernaut getting a % max hp heal. How Exert is currently looking on a 30s CD, with ability to extend duration from 6s to probably around 10s with good ability usage to keep Momentum flowing... This is VERY strong. Not even just in a PvP sense, but a PvE one as well. I don't recall if you are balancing the two separately, but for an ability like this and with how low TTK can be with properly setup burst... I would advise that an adjustment to this ability, instead of increase to CD or effect due to class identity, be instead a *detrimental* effect if it exceeds a certain duration of use. So, for example, say a player manages to keep it going for 15s somehow. You could make it so that for every second of use beyond 10s, causes a % of health damage to the player due to their extreme exertion. Which would ALSO mean that there is risk v reward for those that CAN keep it going on whether they SHOULD. This would ALSO mandate that you implement a way to MANUALLY end the Exertion to help a skilled player avoid more harm than they can handle. Would be as simple as making the Exert ability when used turn into a 'Chill' or some such ability so that if they choose to while exerting, they could hit that button again and get the effect to end. Which leads to potentially being able to reward them for not fully exerting if they still had momentum left to save and they choose to end it this way. You could have it use the push/hold functionality you already have installed. A push ends it, you keep your momentum, continue as normal. If you HOLD however, you could have it do something with that Momentum you were burning, such as a Self-Heal, Damage Buff, or Movement Speed buff. Or could even have the effect vary depending on current stance. The options with this ability are just immense, I just highly advise caution due to the CC immunity. Cons: - Beef, the Fighter has to have BEEF in all of its contexts to fulfill its Archetypical fantasy! Its BEEFY impacts, its BEEFY health bar, its BEEFY animations, its BEEFY walle- wait no, not that one. For the most part I could see it, but there are slight changes that could amplify it better. Such as camera shake during a finishing blow for example, or an extra blood spray on kill to symbolize the enemies last breath. As is, and while it DOES have impact... It felt like instead of Corn Fed Beef, we had City Boi Beef. Still big and meaty, but not quite right, needing just a bit... MOAR... - The cooldown resets are cool in theory. However, in practice, I am not sure if this was because Steven was the one piloting that Fighter or if it was a mechanical issue but there was a lot of time that there was just being inactive. The cooldowns were ticking, the standard attacks were going, but it felt like something was missing. One mechanic that you *could* experiment with... Is Timed Strikes. Essentially it is when you hit an ability or attack activation *RIGHT* when your previous one connects with the target. In other games, this counter-acts a gamers tendency to button mash or spam press abilities on cooldown and rewards their carefully timed activations with more efficiency or power. For example, in the Batman Arkham series if you timed this right, your attacks would build combo multiplier faster and thus lead to faster damage and critical hits. Allowing you to take out baddies faster... by clicking slower. Could give folks that are in a 'downtime' part of their rotation something they can try to use to stay effective when they are no longer weaving their weapon attacks in with abilities. - Enemy NPC Health. I am not sure if it is a toggle or if it is only the one you have targeted that shows their health bars, but... And I know some might hate this... Being able to see more enemy's health bars could help when trying to make ability decisions mid-combat. For example, if you are smacking the main target and they are beefy, you could see what the targets around them are at and opt to change from single target to a few AoE abilities to thin the herd since you can see some of them are low. At least from what this stream showed, the only bar visible was the target. Which would lead to that decision only being a guess. Granted, you oft will AoE regardless due to number of enemies... But when there is a singular stronger enemy in a pack, sometimes there are those that want to burst that specific enemy down to get the threat eliminated first. Primarily, it would give players options. - When using the targetable leap, there was a severe lull in the flow in its use. I know it is likely mean to be an opener or something to reposition, but... One functionality you might consider for abilities such as that, is that of options. 1. What you currently have, click ability, click where to use it. 2. Click ability, area is highlighted, and activates on release of button. 3. Click of ability, area highlighted, click ability AGAIN to activate. (can be done in rapid order). These are a few mechanics I have seen for effect circles in other mmo's. Sometimes, you need to drop it FAST so a quick double tap to drop it right where they are, can be done to give some breathing room. These types of options are VITAL for some players (like me admittedly) which tend to hold down their right mouse button whenever playing a mmo in combat, so that they can fully control their camera and plop down effects on their cursor location within a single GCD. Ex, set cursor in the middle of the screen, hold right mouse, cursor disappears, double tap ability mid combo, effect drops where the cursor was/is without having to go and manually place it. Allowing people to aim it before the highlighted area is even visible. Really adds to the *flow* of combo. - Lunging strike, while I LOVE it in theory... Kind of wish it was a bit more effective at disrupting the enemy than it was yourself. A common tactic in MMO PvP is to run through or around an enemy player as you maintain your ABC (always be casting). In theory, Lunging Strike is AWESOME for this as it puts you behind the enemy and can cause them to miss their targeted attacks or lose some Global Cool Downs from not being able to strike you behind them until they manually flip around. However, since it doesn't swap the direction, you are facing after it is done... It can lead to giving you the same disadvantage as your opponent and interrupt your ABC. I love the idea of using this as a Momentum Dump when trying try make your way across a battlefield. Very Thematic. However... If you are in a duel... It feels clunky. It could be fixed with a simple hold option though! Leave the lunge as is with a simple press to activate. With a press and hold, you could turn you and your camera around to the target after having lunged through/past them! So far, each new class reveal has made me go "Imma main that" and makes my Alt-itis flair up again. Which... How will alts be handled exactly in Ashes? Will it be like in WoW, SWTOR, DAOC, and the other typical MMO's where each and every character is completely separate and unique? Or it will be like FF14 where you can have multiple classes on the same character but only using the active one? I know the second one is far harder to code, but the possibilities it provides, as well as game engagement... Well, either way Imma have to try this all myself someday. P.S. Yes, I wrote this at 1:20 Am. I am a creature of the night. Bleh bleh bleh. Nightshift forever.
Beautiful showcase, what I'm most interested about is the mechanical skill ceilling of the combat, coming from warrior in Black Desert and just in general the amount of skill you can exhibit, since in that game there'd be so many things you could do to differentiate yourself from others and to outplay your opponents
in terms of environment visuals or spells vfx, it looks amazing. flashy yet functional. i think currently the vfx strike a good balance between being cool and flashy while not being too visually distracting to visibility or impeding on mobility
Some Feedback: The Good: -Skills for the warrior are all good and seem to fit the class fantasy. I am playing this class for sure. -I like how goblins have swarms of little goblins that you can easily kill along with a few challenging bigger goblins and shamans which is very accurate to the fantasy(maybe a goblin king/chief somewhere?). I hope to see more of these with other mob types or maybe the opposite, a dungeon/camp with fewer mobs but each mob is more challenging. Seeing you guys fight the goblins gave me like helldivers vibes but in a fantasy setting. I can now live my goblin slayer fantasy in AoC traveling the world and only killing goblin mobs. - Destructible assets because fuck 'em. Time to let out some frustration on some inanimate objects. The Bad: -Skill animations seem to be missing some frames and that makes it look choppy. Also. the swing effects or swing trail should follow the sword swing and not linger on the screen for longer than the sword swing. -Some skills are still too flashy for my taste but they are fine. Too much effects that you can no longer see your target like the blood splatter or flashes . Hopefully it can be toned down in a setting. I usually like more simplistic and "realistic" effects. -The death animations seems too fast, if the body could fade out a little slower it can be more satisfying.
I love how you can already see the potential for high uptime simulations going on for max dps even with this early version of the combat. I am thrilled with what I see, fighter fits right in with people who like theorycrafting and running sims for "top deeps" in WoW. That Max Momentum Attack Speed Exert + Rupture, on top of a well timed combo reset is top notch gameplay.
I really like the environmental decorations ( especially when you just passed the bridge and there is thst wooden swirly thing around 1:09:50 ). It looks immersive and interesting
It would be cool to have a slight underlay under the warrior, indicating which form he is currently in. This would be really helpful in pvp. If I am battling a warrior I would want to wait until a warrior is no longer in his cc resist form to pop my cc's. It also more intuitive than looking at the buff icons, when clicking on a player
Another cool thing you could do which would add to the immersion is changing the stances or changing the way the greatsword or any other weapon is being held by the character. For example if you are in a Form of Ferocity, the character could look more offensive/ready to attack looking.
I was hesitant to jump on the kickstarter, but now I can say with confidence that I will be buying a subscription to this when I'm allowed to play. Fine work.
doooood, last time i saw a dev update livestream was a couple months ago at that time when i saw the visuals i though meh its not that exiting but now the amount of progress they did is just amazing iam more hyped up for this game than ever. i am convinced that they will create not just a great MMORPG but they will change the whole market and set the benchmark to whole new level. keep doing watchu doing devs this is incredible
something that is not "super" prio yet but should be worked on is character movement animations when jumping/strafing while casting a spell or attacking, a game looks and feels good when the character has 2 animations for a skill depending on what ur doing (aka if ur moving or standing still), so if ur strafing, jumping or running in general ur character wont be sliding around or be static or locked into an animation that was designed for standing still, im pretty sure the team is aware of this ofc and the warrior looks amazing, im usually a rogue main but warrior is always my main alt so this looks sick!
Loving this showcase, and ofc work in progress. But in the future I think it would be cool to see your character hold the weapon in different positions when idling in different forms. Ex: he's holding the sword on his shoulder in one form. When switching forms he holds it by his side or something. Just extra flavor to visually show what form other fighters are using and how they carry themselves :)
Great stream! I think it would be a good idea to add a little sound for quest completion to give the player warm fuzzies. Nothing crazy, just something to help feed the addictive nature of quests.
The new Cataclysm is *IT*! You guys have showed yet again that you are listening to player feedback and that this is going to be an AMAZING game! Great job!
The skill animation look okay overall, but they must be kept in the same color theme. If you go with red animations on some skills, keep other skills red also. Currently some skills have red animations and for eg. the ground slam is yellow/ gold. It doesnt make sense and looks shit when you chain skills with each having different color. Each class should focus on one color scheme.
Absolutely love the fighter so far. Since I'm planning on playing a spellsword as my main I really hope we get a good look into augments and the true class selection in a coming showcase. Keep up the great work, can't wait for A2!!
Passion is always the most important aspect of creating a good product in the game space. The only question in my mind is the financial balance to make the project long-term sustainable. I hope they have that part nailed down too.
One of the games I am really looking forward to love everything about it so far I have no idea what your plans are or development are for classes but I like the idea - that you get to choose which way you want to spec to for the fighter class >like how you are a heavy hitter with great sword but slow with little mobility >or fast with a Great sword with high mobility but not that much damage - like a samurai with dashes and fast cut attacks >or be a more defense focused with a Great sword where you reflect and counterattack with a lot more life steal could be 3 different things you can spec into
i like how much resource you get since it'll encourage people to keep on using and refueling their resource which could teach people new to mmo how to do rotations and such.
Feedback following some of the last questions asked by the devs : for my part, I highly value immersion, so I dislike fast respawn rates, super predictable spawns and mobs that never change their patterns. A way to improve mobs is to make them react to sound and LOS if the players are hiding around ; and varying spawn points, etc. Also, not all creatures should fight to death: some should logically run away when too hurt or just hurt (some animals notably). Also, of course, activities should NOT feel like grinding.
Man I love this AOC team. For someone that’s never played any game like is I am beyond excited. So excited that I learned to build my own pc after months and months of research and savings. I come from the CoD and Pubg world of games and to me this is amazing and ready to switch it and invest my time in something long term. I know there’s a lot of people say this and that and to those all I gotta to say is stfu. You either like it or you love it and if you don’t you can leave and leave the game alone. To me this is amazing and can’t wait to play❤
Good variance on free flowing abilities and rooted abilities. Excellent agency on channel cast and exiting to other abilities to capitalize on synergies. Like how fluid the fighter is, while still being impactful as well. Love the escalation of effects: shaken - trip - dead. Rupture and wound stacks, gonna take some discipline to sit in the fighters barrage of abilities to avoid stacking wounds. Blood fusion definitely feeds well into Fighter Blood Fury RP :P
Really love the direction, my 2 cents… My favorite has always been more reactive/mechanical combat. Parry type skill would be good or I think combo skills, where you can choose different effects depending. Stacking effects that have a key press when you reach them. I just don’t like button mashing that much Also think that lunge skill should be cast on press if you have a target.
Love seeing the progress being made! The UI is really starting to take shape and it's looking pretty decent. I think it was like 2, even possibly 3 years ago I asked during one of your presentations about whether or not you all are going to allow UI mods. I believe you said that they were going to be allowed. UI is such a personal preference for a lot of people, that allowing someone to change some variables to change the shape of the spell icons, the border style of the spell icons, move the objective tracker somewhere else, or changing the color of the mana to a more aqua blue or whatever it may be would be such a benefit for the users. Is this still where things stand with you and your team?
Love what I’m seeing obviously 🙄 Ik everyone is waiting to play but I gotta say this you can tell the team is putting in a hell of a lot of work and effort into this MMORPG guys keep up the great work/job!! In my eyes 👀 to see a new mmorpg on the market in the near future is a breath of fresh air!!!
Looks wonderful! Very nice variety in abilities while still having synergy throughout. Only a couple of concerns: I might be in the minority here idk. But I personally would prefer a base fighter archetype to lean less into colorful animations. When I see orange/gold glow around you as you essentially fly to a higher ledge when casting blitz, you remind me of a human torch. Also, the colors in general seem arbitrary. Maim is a pinkish red while whirlwind is a bright yellow while blitz is an orange/gold. When the moves are as flashy as they are in this game, I want colors to be more reflective of consistent theme and/or mechanical functionality (red for bleed/wound abilities, orange for aoe, yellow for single target, just as an example). Having said that, MY preference would be to highly diminish the use of colors in general for this class! Make it feel like the weaponry is key. Greys and browns and maybe red for bleed stuff. Perhaps heatwave effects around the character and their weapons. ‘But June, that would look boring in comparison to other classes, especially the mage!’ This could be true…. But I’m kinda like yeah… so what? Keep the colors for the bigger moves (cataclysm, heroic leap, rupture bleed) for personally pleasure and only include other colors to signify status effects like wounded debuff. The colors to me make it feel like it’s already a fiery or light based class rather than a tried and true fighter archetype. ANYWAY my second concern is the momentum mechanic. Don’t get me wrong I love the idea in a vacuum, but my concern is that you’ll notice too big of a difference when you’re building it up vs when you’re maxed out. Like moving 20% slower while you’re traveling would feel pretty bad, for example. Or if you’re fighting easier mobs but it takes slightly longer because you’re losing out on like 20% power (idk if that’s accurate but you see what I mean) as opposed to a class which doesn’t require a build up time, might feel like a buzzkill. Also, personally, I’d get very stressed out the moment I saw my momentum bar diminishing. It was going down pretty fast after a few seconds out of combat. It endorses a berserker type approach to the world, which, in a sense, is probably fine for most people who want a classic warrior/barbarian vibe. But not as much a ‘fighter’ vibe inherently, in my opinion. Anyway, maybe that’s what specific classes would be for. I’d love to see how the combat momentum mechanic is altered (even if slightly) when combined with other archetypes!
Why would wait for weapon combo, when are so many skills to use in the skill bar? Maybe reduce the skill bars Increase the CD of the skills that will move players to actually use the weapons combos
I would hope not lest we devolve into WoW where no one will raid with you if you don't do the dps they want or have the gear and specs they want. Just have fun and don't worry about those kinds of things
Overall, love the fighter's direction right now. Looks like it plays wonderfully and feels powerful. Personally, I'd like the visual effects toned down just a tiny bit, like 10% (across all classes, not just fighter). Think named/elite mobs could use a slightly better visual indicator they are special, either a different outline to their health bar, slightly larger size, or something else. Very easy to lose them in the fray. Doesn't need to be much, just a small visual cue. Can't wait for A2!
Very good job on the Fighter, it looks decades ahead of what it used to be. My only feedback is Exert should probably still allow u to build some momentum while it is up in order to extend its duration as long as ure connecting ur damage. Just has to imo. Besides that, great showcase, cant wait for the next one
Warrior Class: First, the abilities are looking great. The effects are looking so much better now that you got rid of all the over-the-top flash-bang effects. Gap-closing abilities are looking great. I love the fact that you can jump to targets that are on higher ground. Having a leap and gap closer is nice. Just having mobility in this game is huge. I love that increasing combat attack speed impacts how fast ability speeds complete which can lead to quicker spike damaging combos. Having a stun brake is good. Being able to change between stances to gain benefits is great. Bleed dots and stacking effects and combos to burn through high healing classes so you spike DPS down look great. Having an instant kill skill-based ability that must be timed is nice but would like to make sure it is not too OP. I like the weapon skill augments and ability trees for the customization of weapon combat. You even said this means something and is not just junk passives and arguments. They have weight in the game. I love the fact that you can customize your weapon builds to augment your class and subclass builds. The more options you must fine-tune your play style the better. I like the mana regen and health options. The class kit makes you pay attention to what combos you are trying to stack. Fighting becomes more of a dance than a static rotation. Knowing when to conserve and use mana and combat momentum makes for a rewarding class. When it takes time and effort to truly master the ins and outs of a class it is more rewarding. Having a skill-based learning curve to knowing how to play a class will show you who is a bad, good, or great player. It is always nice joining a group and knowing in a few minutes what level of skill of Tank, Healer, etc. you have by how they play the class. Just having max gear alone does not guarantee you will not be killed by a better skill-based player who knows their class like the back of their hand. I like the spell effects of the mage now. Lighting and Ice effects look crisp and clean. The detail of lighting hits discharging through the ground or Blizard is cool to watch. The environment and lighting are starting to look so much better. The character models are looking so much better. You can tell when Steven is playing a class that he needs time with it to truly learn it. All in all, I think your team is making great progress. Mob density seems a bit too much. Steven likes to pull everything in the area by not staying close to the group. Follow the tank and let him or her dictate the fighting tempo of the party is key.
Absolutely loved the preview! Combat looks a lil choppy right now and the spells i do Believe are still a lil too much and could be dialed down a bit in terms of effects, but looking forward to playing alpha 2 😎
My glorious friends. I hope each of you enjoyed the preview of our alpha two fighter archetype! The team has been hard at work taking your feedback to heart and iterating on the moment to moment gameplay in Ashes. Leave me your thoughts on what you enjoyed and which aspects could be improved! As always, thank you for the patience, support and trust you’ve given our team in delivering the next great mmorpg! 💪❤️
The biggest problem with this showcase was your gameplay. Showing close to the full potential gameplay wise will look a lot more hype for most people, but that requires someone with good mechanical skills to show off the intended skill rotations and the class potential in different combat situations.
Whoever did the weighty gs animations and the chonky sound fx deserves a raise.
I hope you guys actually take feedback.
Game looks amazing, but the classes are so generic. How many games do we have fighters with charge, spin to win, bleed attacks, etc. Gw2, ESO, wow, FF... it's pretty close to identical imo. I'd really enjoy seeing something authentic, skills and move sets that take into consideration the weight of a massive weapon, less LED effects, and colorful stuff. Bring the violence of something getting destroyed by a 40lbs blade, the sound of things breaking idk. Colorful effects and unrealistic movements don't really add much to the class like it does to a mage.
I hope you guys take it as constructive feedback and not as a hater hahaha
@@BoinasVerdesAR I love Gw2 but gs just isn't satisfying in that game. But yeah the amount of "over the top" here reminds me more of Throne and Liberty. Though I like this a little bit more as it looks more comprehensible. If it was a bit more grounded and even more weighty like Elden Ring's gs I'd probably go insane from obsession by now but that's not gonna happen lol
World of Verra looks and feels awesome, game overall looking better and better there is no denying so is combat but i wont to give my feedback on this Fighter Archetype Preview..
Basic combat swings with Two hand sword are looking great, maybe when you hit target animation gets a little bit clunky (could use one or two more passes) but overall i feel really confident on that part..
Variety of skills is good, animation of ability (swings and body movement ) are also good and in to Fighter class fantasy..
In my opinion most of the abilities have over the top spell effect's ( spikes and.. ) , if you have a legendary item that upgrade some ability then yes but as a basic fighter skill to look like that is to much.. In my opinion fighter should have arsenal of weapon skills that should have only weapon swings and the natural trail of a weapon and a smaller or bigger ( depends on the ability) of trail if it hits the ground.. If you augment skill with some school of magic then you have just a little bit off spell effect and that's it..
Leap is just OP ( godlike) and look like some ability that i would give to a boss not to a player.. to many spell effect's and range of the leap is WoW retail dogs...t. Ability should be more grounded and with smaller range
Battle cry look amazing and probably the only ability that i would not change anything 10/10
Bleazt / charge? ( basic) ability could or should be more grounded
Every ability animation of body movement look great just give us option to remove 90-95% spell effects because it's and MMO ( 5 hundred people in a battle) and in core Fighter is a non magical class right?
Hope you know that i am not hatter just trying to give my constructive feedback
Big love and support for all in Interpid studios working hard on this game..
💪😎🤙
His team is doing a great job explaining and can tell they have passion and pride into their systems. Nice of him to just sit back and let his team shine. My interest has been rekindled
Our team is super passionate as we are trying to create the most glorious MMO we possibly can! 🥰
I'm hoping to spend my retirement in Verra. If this game can get me like Wow did, and I think it can, that will see me out! 🤣
Having seen this, I shall start writing my resignation!
@@AshesofCreation thats okay buth. For realy looks noth realy that good... And you have realy a lot time.. i mean when comes alpha 2 and when will you open this Game?. After 20 years XD when all Play with VRR Helmet^^ like Sword art Online ^^. Or wath its your Plan i mean... looks noth that great for this long time you taked for that.
@@AshesofCreation i mean for real... we Humans have only 100 years live :P and... if you need 10- 20 years^^^giv peopl they are then 80 + XD
@@EatKingbreakfast Did you even watch this video?
Gameplay looks really good in this showcase and we are still 6 months away from alpha 2.
Based on your username i would imagine you're a bot. Based on your English i assume you're human, because bots usually doesn't have that many errors.
Omg that dash to ledge was freakin awesome
I like how it had variance, looked like Steven hopped before casting Blitz to go straight up the ledge, but when he was on the ground still it just went to the bottom of the ledge. I like having that option for how it plays, especially if the archer on the ledge can position so well that the fighter falls down the cliff face after. I like in some other games when Blitz chooses the shortest path walking up, and then zips through that path as they Blitz to the target. Be nice if that was an augment at least too.
Looks chunky, aggressive, and impactful. Proof that the internet has to chill and keep letting this team work.
you like talkin out your ass
@@appachie He's being positive about it. What are you even saying?
The team is cooking! 👨🍳 👌
guys yeah everything looks amazing but try to understand this comment, i feel like it has truth in it. though i dont know whyy
@@appachie weird response on your part bro
Would be great to see a little more physical reaction from enemies- getting pushed back a step when charged, changing posture when staggered etc. Looks fantastic overall and I can't wait to play it.
@Hannes917 we can collide our swords
The sound of the shout is just perfection. Insanely powerful feel.
I'm at 4:27 and just love the clean uncluttered UI...hope it stays as clean at launch!
You asked for "Criticism" so here it is.... the fighter basic attack frame rates are WAY to HIGH. well... not "WAY to High" .... but he just needs a little bit of fluidity. Right now, as I'm watching, it's almost like I'm seeing the fighter glitch when he basic attacks. Need a few more frames to see the pull back after he strikes. Because once he swings down or up in the attack, he like skips the part to regather his swing. Other than that, seriously looks really good!!!
Agreed, there is something about the basic combo that just looks glitchy and stuttering
That was the style they are going for, if you look at the original fighter showcase they showed that exact style. Its not for some but I personally like it as it adds a heavy feel when attacking
@@CHIM3RA. no before it was slow and less dramatic with alot of clunkiness. it now feels good and has a good "punch" to the fight style... but the basic attacks need to be cleaned up
@@brandonnufer3670 Oh ok I get ya now, I thought you didn't understand the style they were going for, I still see it as good for it's speed and the frames it moves within But I understand your concerns in the swing and return frames.
Maybe when you play it you will love it being super fast.
I’ve been tracking this games progress since I was in high school! I may not watch every video update, but know that there are lots of people like me who are still eagerly anticipating this game, even if we don’t show up in the view count for the video.
TAKE YOUR TIME. We all want your team to succeed. Don’t rush ANY aspect of the game’s development. You are working on an absolute masterpiece :)
One thing I would really like to give praise to, is the CAPE! - Whoever is in charge of doing the cape physics/animations, keep doing what you are doing! It went from flimsy to epic real fast! I am certain the final result will be LEGENDARY. I'll be wearing one during alpha 2, that's for sure.
are you high? the cape is rendering at like 10 fps lmao 1:36:18
@@monster2slayerthats just performance issue , it comes down to optimizing which isnt done yet
@@monster2slayer My comment was strictly pointing to them getting it under control, as in less clipping.
They need to make it wind affected as well not just gravity affected like it is now.
I really like what I'm seeing. Cool effects.
Whooy, the way that jumping change how some mobility skills works is awesome ! Feels so fluid and realistic in a way to jump just before cast leaping strike in order to climb something
Awesome job guys !
Every spell looked amazing! great job Intrepid!
I do hope they have a slider / option to reduce the spell effects because in a large scale pvp or large raid enviroment this will not look good as it will be far too cluttered
However the spells do look very cool an would suit times when you are a small grp or solo pve content
way over-the-top for a fighter.
On the critical feedback: The mob farming area looks good and the amount of content in game assures that it shouldn’t feel to repetitive if coming back here repeatedly, However, I would like to see the pack size vary and have more dynamic respawns. Knowing that there will be 3 goblins at this specific tent every time makes the area feel very repetitive, but not knowing if they have a Sharman or not will make it a little more dynamic. On the spell effects I think everything is meshing well except for the blizzard/cone of cold
Change the color of the fighter abilities to be more orange/red they look to “paladin like” right now
Oh and Maim is badass!
First of all:
You can be so proud of what you did with this archetype. If I was Steven I would be so damn proud of this team.
Overall: You are going in the right direction and I really liked watching this video. Now let me give more specific feedback.
What I liked:
- How the Blitz ability is interacting with the enemy on higher ground. In WoW you are just glitching upwards when you are charging a target who is on a higher place, so good job there. I would like to see some effects when you are charging through the water.
- Customizing skills at the skilltree
- Maim is the best looking ability overall and it is a straight rip off, of the animation from Gael's Greatsword from Dark souls 3 (what i like) :D It feels impactful and i love the spinning your character does. I also love the camera shaking there.
- I love the sound effect of the Warcry scream. I always love when your character is making cool shouts for a cool attack (like a HADOUUUKEN shout) but it's not really possible to do that in an mmo when you have like 20 warriors around you and you are just hearing shouts all over the place. Maybe only strong ultimates with a long cooldown should be hearable by other players. That Maim ability looks to have potential for being an ultimate.
- Rupture effect looks cool.
What I didn't like:
- I don't really like the look of the skilltree. I'm not really sure what it is exactly but it's a little bit clustered and central. I like going downwards in a skilltree like in WoW.
- I didn't really see the Lethal blow (execute) ability. But from what I could see it didn't really look that cool. I feel like it should be more like the ultimate from Garen from League of legends?
- Leap strike doesn't seem fluid. There is a brief second at the beginning when you cast the spell where u are standing still and when you are landing you are dropping so vertically fast. I think warriors in WoW have a better jump because it is instant.
- I'm not sure if I like having Mana AND Momentum. Maybe just having mana or just momentum would be better.
Suggestions:
- When your greatsword is (I think the word is sheathed) you are holding the sword over your shoulder. I think it would be cooler to wear the weapon at your back when you are completly out of combat. I think Guts from Berserk has it on his back too.
- I would love a throw ability where you could either just throw an enemy around or charge them and pushing them back.
- The greatsword could be bigger like Guts' greatsword :D
- Weapon specific abilities could be cool. So maybe in the weapon specific skilltree you could unlock at the end a cool abilitiy just for that weapon.
- When you are doing the whirlwind attack maybe you can press a key at the right time to extend the duration of the whirlwind by a bit.
Good job team keep on going! :)
Now this is how you give feedback, bravo.
if i may, i also didn’t like the yellow colored effects on certain abilities. i feel like they should just make the abilities’ color effects to be red in general. idk if it’s just me but yellow doesn’t match well with this class imho.
Wide skilltree tends to mean more choices if you have limited points, not a bad thing
I agree with most parts, but I am personally a fan of a less cartoony style.
The weapons are already huge, for the sake of the fantasy of some folks I can get along with that, but if we go any further into Monster Hunter-"my weapon weighs 20 times as much as my character"- territory I just can't take the world serious anymore. Let alone when a character starts unsheathing such a sword from their back.
This is the perfect example why you old wow boomers should not give any suggestions. Go play wow and be quiet.
You guys have come a long way! Really amazing to see the whole developement of the game.
Combat momentum! Now that is a cool sounding resource! I wasn't planning to play a fighter but now I'm open to the idea!
Awesome demonstration. Looking forward to seeing more before Alpha 2.
The developers of this game should talk to shad at shadiversity, the medieval weapons expert to make attacks look very real. They actually almost look like they did have some real martial swordsman input into the animations. But shad loves video games and he's a true medieval expert swordsman that likes to help developers make cool but realistic movements and attacks.
I love how slow and deliberate and powerful the attacks look rather than ADHD spaz crap. Real warrior fantasy.
very excited for this game. it looks beautiful already. couple of things I noticed - only one person in the group can loot quest items. cleric looks very slow. please include a demonic/unholy/dark magic caster class :)
This is giving me Wildstar Warrior vibes…but way chunkier. Fucking awesome 😎 👏
The whole demo looks VERY VERY good! It's nice to see everything coming together, and I absolutely love the upgraded visuals for the spells (not just the warrior's ofc). It really does seem like the game is advancing with each new presentation, can't wait to play this game as soon as it launches, hopefully soon enough (ofc as soon as you guys deem it "public-ready", no rush). Feels like from this point on, it's all about testing & balancing the game around the base game systems, which (from a watcher POV) look like they're solid at this time. Best of luck to y'all and can't wait to see the next update!
the concept of rupture reminds me of bloodseeker in dota/dota2 and its awesome hihi the whole archetype feels insanely good to play it seems.. nice nice
boodseeker came to my mind when I saw that ability as well! rr gg DOTO VOLVO 4life
Fighter looks pretty darn cool, in my opinion! Loved the reel, the explanations and the passion shown.
I find myself watching your videos and my fingers going to the Keyboard in attempt to take control. This game looks incredible and although I must wait for it to be realeased I despise that I have to! Keep up the great Intrepid Team, I can not wait to lose my life into the world you have created.
1:03:05 loving the background music! Shout out to L2 Dion village theme song ❤❤
Wow that was a great preview! I`m so excited about this game. Keep up the good work and take your time.
Some things that directly came into my mind:
-The effects look way too saturated in general. Most of them don`t really fit into the environment. For my preference I would do them less saturated.
-Weapon looks more like a 1h sword. Thats probably because of the way the character is holding it when out of combat. When out of fight, he may wear the weapon on his back.
The amount of progress they show each development update is very impressive
This is the first time I am seeing what all the hype is about.
Best show case thus far! The combat and animation was great! Loved the effects of the fighter's skills! The basic attack sword swipe and whirlwind when hitting a player or NPC needs a bit of polish. FX Sounds collide a lot but I'm sure that can be solved with options in menu. That was FUCKING AMAZING!! Cannot wait for Alpha 2!
Every live stream keeps getting better and better, this game is GOATED. GREAT WORK TEAMMM!!!!!!!!!!!!!!!!!!!!!!!
goated? its not even out yet, chill on copium dosage my guy
This game looks great so far. The abilities for fighter archetype are ostentatious, perhaps some level/gear scaling with the animations. As the character levels up and acquires more gear the abilities become more powerful looking, as they do with more stats.
These are great ideas and the animations are fantastical enough to be in AAA games.. However, nothing ruins immersion more than a level 15 smashing the ground to bits with an ability or a level one able to fly through the air with a charge attack. These seem like high level gameplay mechanics that should be earned from hours of playing, mastering and timing the class attacks. People want to feel heroic from hour zero of gameplay but they will feel even more heroic when they earn the cool abilities and effects associated with heroism.
I like that the stats aren't too crazy either. Not a fan of having one million health and dealing hundreds of thousands of damage at a time. Much prefer seeing the health pools capped at a few thousand.
Really looking forward to this game. Thanks for the demo!
The honest love for the game and ganre in general from the people responsible for creation of this game, gives me high hopes for it. I wish you guys all the luck and keep up the great work
I noticed the healer needing to mouse over and click party members in the party frames, will there be some sort of healing frame to assist healers? For example healbot and Vuhdo WoW add-ons.
Maim looks like the last Q animation on aatrox in league and its the awesome !!
Awesome job intrepid. Really enjoying the unique look of each class. It adds so much flavor.
I love these segments where they're just playing the game, especially around the goblin camps. Just raw gameplay showcasing the game.
Brings me back to the good ol days of mmorpgs. And that is a very good thing
As I was watching this, almost every time i would go and think about a situation that popped into my head in a previous mmo that went along with what they were talking about, and more often than not they immediately brought up something that answered or placated what I was wondering. So that is a good sign of insightful development. Now, feedback... Just a preface that I have played mmo's ever since I was a child and there is some good stuff here but room for improvements.
Pros:
- Pacing of combat is looking immaculate. A lot of games make it so you can only use your powerful abilities once every 2-3 minutes which can lead to you wasting a lot of potential uptimes due to 'saving' it for when you really need it. What I saw when the goblin camps were engaged was that it is long enough to give pause but not to keep you saving the abilities. Multiple times from the gameplay I could see how a well-versed fighter and well-coordinated group could keep trudging on almost indefinitely using the tools provided. Potions to make up for oopsies.
- Impact. Every time that the Fighter used its status effects it was noticeable and seemed like it would feel rewarding to properly execute. Leaving the door open for people that want to master playing a Fighter and not being a stereotypical brute. You could do that, the simplicity is there, but so is the potential for depth.
- Teamplay was meaningful. When the tank went down it wasn't an instant wipe but instead had leeway for a recovery if tactics were used (such as kiting, love when games allow kiting for strategy!). Healer was supported which allowed them to keep everyone else topped off "most" of the time. Overpulls happen and are often hilarious and the highlight of farming sessions.
- Visually it is much better than previously. A Fighter isn't some Mystical Messiah with a Main Character complex (usually) and uses his martial skills to come out on top. Having most of his abilities come from such felt very fitting and didn't detract from the RP fantasy. Though... The glowing yellow and slamming the ground seems a bit out of place when compared to all of the other showcased abilities.
- Exert. If I could make ONE recommendation in all of this... Checkout how SWTOR handles an ability near identical to this. Each of their classes has one CC breaker ability on a 2m30s cooldown. Some classes get benefits from popping it. Such as a Sith Juggernaut getting a % max hp heal. How Exert is currently looking on a 30s CD, with ability to extend duration from 6s to probably around 10s with good ability usage to keep Momentum flowing... This is VERY strong. Not even just in a PvP sense, but a PvE one as well. I don't recall if you are balancing the two separately, but for an ability like this and with how low TTK can be with properly setup burst... I would advise that an adjustment to this ability, instead of increase to CD or effect due to class identity, be instead a *detrimental* effect if it exceeds a certain duration of use. So, for example, say a player manages to keep it going for 15s somehow. You could make it so that for every second of use beyond 10s, causes a % of health damage to the player due to their extreme exertion. Which would ALSO mean that there is risk v reward for those that CAN keep it going on whether they SHOULD. This would ALSO mandate that you implement a way to MANUALLY end the Exertion to help a skilled player avoid more harm than they can handle. Would be as simple as making the Exert ability when used turn into a 'Chill' or some such ability so that if they choose to while exerting, they could hit that button again and get the effect to end. Which leads to potentially being able to reward them for not fully exerting if they still had momentum left to save and they choose to end it this way. You could have it use the push/hold functionality you already have installed. A push ends it, you keep your momentum, continue as normal. If you HOLD however, you could have it do something with that Momentum you were burning, such as a Self-Heal, Damage Buff, or Movement Speed buff. Or could even have the effect vary depending on current stance. The options with this ability are just immense, I just highly advise caution due to the CC immunity.
Cons:
- Beef, the Fighter has to have BEEF in all of its contexts to fulfill its Archetypical fantasy! Its BEEFY impacts, its BEEFY health bar, its BEEFY animations, its BEEFY walle- wait no, not that one. For the most part I could see it, but there are slight changes that could amplify it better. Such as camera shake during a finishing blow for example, or an extra blood spray on kill to symbolize the enemies last breath. As is, and while it DOES have impact... It felt like instead of Corn Fed Beef, we had City Boi Beef. Still big and meaty, but not quite right, needing just a bit... MOAR...
- The cooldown resets are cool in theory. However, in practice, I am not sure if this was because Steven was the one piloting that Fighter or if it was a mechanical issue but there was a lot of time that there was just being inactive. The cooldowns were ticking, the standard attacks were going, but it felt like something was missing. One mechanic that you *could* experiment with... Is Timed Strikes. Essentially it is when you hit an ability or attack activation *RIGHT* when your previous one connects with the target. In other games, this counter-acts a gamers tendency to button mash or spam press abilities on cooldown and rewards their carefully timed activations with more efficiency or power. For example, in the Batman Arkham series if you timed this right, your attacks would build combo multiplier faster and thus lead to faster damage and critical hits. Allowing you to take out baddies faster... by clicking slower. Could give folks that are in a 'downtime' part of their rotation something they can try to use to stay effective when they are no longer weaving their weapon attacks in with abilities.
- Enemy NPC Health. I am not sure if it is a toggle or if it is only the one you have targeted that shows their health bars, but... And I know some might hate this... Being able to see more enemy's health bars could help when trying to make ability decisions mid-combat. For example, if you are smacking the main target and they are beefy, you could see what the targets around them are at and opt to change from single target to a few AoE abilities to thin the herd since you can see some of them are low. At least from what this stream showed, the only bar visible was the target. Which would lead to that decision only being a guess. Granted, you oft will AoE regardless due to number of enemies... But when there is a singular stronger enemy in a pack, sometimes there are those that want to burst that specific enemy down to get the threat eliminated first. Primarily, it would give players options.
- When using the targetable leap, there was a severe lull in the flow in its use. I know it is likely mean to be an opener or something to reposition, but... One functionality you might consider for abilities such as that, is that of options. 1. What you currently have, click ability, click where to use it. 2. Click ability, area is highlighted, and activates on release of button. 3. Click of ability, area highlighted, click ability AGAIN to activate. (can be done in rapid order). These are a few mechanics I have seen for effect circles in other mmo's. Sometimes, you need to drop it FAST so a quick double tap to drop it right where they are, can be done to give some breathing room. These types of options are VITAL for some players (like me admittedly) which tend to hold down their right mouse button whenever playing a mmo in combat, so that they can fully control their camera and plop down effects on their cursor location within a single GCD. Ex, set cursor in the middle of the screen, hold right mouse, cursor disappears, double tap ability mid combo, effect drops where the cursor was/is without having to go and manually place it. Allowing people to aim it before the highlighted area is even visible. Really adds to the *flow* of combo.
- Lunging strike, while I LOVE it in theory... Kind of wish it was a bit more effective at disrupting the enemy than it was yourself. A common tactic in MMO PvP is to run through or around an enemy player as you maintain your ABC (always be casting). In theory, Lunging Strike is AWESOME for this as it puts you behind the enemy and can cause them to miss their targeted attacks or lose some Global Cool Downs from not being able to strike you behind them until they manually flip around. However, since it doesn't swap the direction, you are facing after it is done... It can lead to giving you the same disadvantage as your opponent and interrupt your ABC. I love the idea of using this as a Momentum Dump when trying try make your way across a battlefield. Very Thematic. However... If you are in a duel... It feels clunky. It could be fixed with a simple hold option though! Leave the lunge as is with a simple press to activate. With a press and hold, you could turn you and your camera around to the target after having lunged through/past them!
So far, each new class reveal has made me go "Imma main that" and makes my Alt-itis flair up again. Which... How will alts be handled exactly in Ashes? Will it be like in WoW, SWTOR, DAOC, and the other typical MMO's where each and every character is completely separate and unique? Or it will be like FF14 where you can have multiple classes on the same character but only using the active one? I know the second one is far harder to code, but the possibilities it provides, as well as game engagement... Well, either way Imma have to try this all myself someday.
P.S. Yes, I wrote this at 1:20 Am. I am a creature of the night. Bleh bleh bleh. Nightshift forever.
Wow I love that big lightning bolt spell effect.
Beautiful showcase, what I'm most interested about is the mechanical skill ceilling of the combat, coming from warrior in Black Desert and just in general the amount of skill you can exhibit, since in that game there'd be so many things you could do to differentiate yourself from others and to outplay your opponents
I like how swol the orc is.
Awsome.
Why target ? You don't want to poll for the target or not? this game in non-target gameplay like black desert online, would be incredible :)
in terms of environment visuals or spells vfx, it looks amazing. flashy yet functional.
i think currently the vfx strike a good balance between being cool and flashy while not being too visually distracting to visibility or impeding on mobility
Some Feedback:
The Good:
-Skills for the warrior are all good and seem to fit the class fantasy. I am playing this class for sure.
-I like how goblins have swarms of little goblins that you can easily kill along with a few challenging bigger goblins and shamans which is very accurate to the fantasy(maybe a goblin king/chief somewhere?). I hope to see more of these with other mob types or maybe the opposite, a dungeon/camp with fewer mobs but each mob is more challenging. Seeing you guys fight the goblins gave me like helldivers vibes but in a fantasy setting. I can now live my goblin slayer fantasy in AoC traveling the world and only killing goblin mobs.
- Destructible assets because fuck 'em. Time to let out some frustration on some inanimate objects.
The Bad:
-Skill animations seem to be missing some frames and that makes it look choppy. Also. the swing effects or swing trail should follow the sword swing and not linger on the screen for longer than the sword swing.
-Some skills are still too flashy for my taste but they are fine. Too much effects that you can no longer see your target like the blood splatter or flashes . Hopefully it can be toned down in a setting. I usually like more simplistic and "realistic" effects.
-The death animations seems too fast, if the body could fade out a little slower it can be more satisfying.
I love how you can already see the potential for high uptime simulations going on for max dps even with this early version of the combat. I am thrilled with what I see, fighter fits right in with people who like theorycrafting and running sims for "top deeps" in WoW. That Max Momentum Attack Speed Exert + Rupture, on top of a well timed combo reset is top notch gameplay.
I really like the environmental decorations ( especially when you just passed the bridge and there is thst wooden swirly thing around 1:09:50 ). It looks immersive and interesting
It would be cool to have a slight underlay under the warrior, indicating which form he is currently in. This would be really helpful in pvp. If I am battling a warrior I would want to wait until a warrior is no longer in his cc resist form to pop my cc's. It also more intuitive than looking at the buff icons, when clicking on a player
This +1!
i would love it if they achieved this with different animation stances but that might be too much work but it would be so cool tho
Another cool thing you could do which would add to the immersion is changing the stances or changing the way the greatsword or any other weapon is being held by the character. For example if you are in a Form of Ferocity, the character could look more offensive/ready to attack looking.
I was hesitant to jump on the kickstarter, but now I can say with confidence that I will be buying a subscription to this when I'm allowed to play. Fine work.
Didnt play it, but im already excited! Keep up this awesome work!
Great showcase! can't wait for A2
You guys have come a long way since alpha 1 :)
Can't wait to test Alpha 2 :)
dude that war cry looks sick af
doooood, last time i saw a dev update livestream was a couple months ago at that time when i saw the visuals i though meh its not that exiting but now the amount of progress they did is just amazing iam more hyped up for this game than ever. i am convinced that they will create not just a great MMORPG but they will change the whole market and set the benchmark to whole new level. keep doing watchu doing devs this is incredible
I think the normal hit animation should be fixed a little more, the skill effects are great 👍🏼
something that is not "super" prio yet but should be worked on is character movement animations when jumping/strafing while casting a spell or attacking, a game looks and feels good when the character has 2 animations for a skill depending on what ur doing (aka if ur moving or standing still), so if ur strafing, jumping or running in general ur character wont be sliding around or be static or locked into an animation that was designed for standing still, im pretty sure the team is aware of this ofc and the warrior looks amazing, im usually a rogue main but warrior is always my main alt so this looks sick!
Awesome job Intrepid, fighter looks fun and the ambience i love it
Loving this showcase, and ofc work in progress. But in the future I think it would be cool to see your character hold the weapon in different positions when idling in different forms. Ex: he's holding the sword on his shoulder in one form. When switching forms he holds it by his side or something. Just extra flavor to visually show what form other fighters are using and how they carry themselves :)
Great stream! I think it would be a good idea to add a little sound for quest completion to give the player warm fuzzies. Nothing crazy, just something to help feed the addictive nature of quests.
More impressive than expected as always, great seeing the action combat in.. action! I'm really looking forward to testing this. :)
The new Cataclysm is *IT*!
You guys have showed yet again that you are listening to player feedback and that this is going to be an AMAZING game! Great job!
The skill animation look okay overall, but they must be kept in the same color theme. If you go with red animations on some skills, keep other skills red also. Currently some skills have red animations and for eg. the ground slam is yellow/ gold. It doesnt make sense and looks shit when you chain skills with each having different color. Each class should focus on one color scheme.
Absolutely love the fighter so far. Since I'm planning on playing a spellsword as my main I really hope we get a good look into augments and the true class selection in a coming showcase. Keep up the great work, can't wait for A2!!
All the top content creators are complaining but this looks freaking amazing??!!??
Feels heavy and impactful, exactly what we need for melee! Well done! I’m dying to get in the game and play!
I main sword wielder in every rpg and mmo, and I must say this fighter is just FANTASTIC.
It looks like it FEELS good and fun. That’s all that matters. Well done
Usually I am playing magic classes, but even I feel like I should give this a try...
Great job, looking forward to see how this will end up.
nice to see the old reliable charge>thwart>whirlwind slashx3>pin down>precision strike combo still going strong
xD lmao. ITs changed but yeah
yo i main fighters and this looks amazing! someone get this to asmon!
Always love the monthly updates with the achetypes
Passion is always the most important aspect of creating a good product in the game space. The only question in my mind is the financial balance to make the project long-term sustainable. I hope they have that part nailed down too.
Would love an option to increase the size of the visual damage numbers that pop up. Looks great!
I am really impatient! This looks so cool, I love how they take inspiration from what already works and make it even better
This is what happens when the CEO of the company actually plays MMOs himself and not some corporate suit with zero passion for his project.
BLIGHT: SURVIVAL a good example of how a camera should be positioned to associate itself with a character
One of the games I am really looking forward to love everything about it so far
I have no idea what your plans are or development are for classes
but I like the idea - that you get to choose which way you want to spec to for the fighter class
>like how you are a heavy hitter with great sword but slow with little mobility
>or fast with a Great sword with high mobility but not that much damage - like a samurai with dashes and fast cut attacks
>or be a more defense focused with a Great sword where you reflect and counterattack with a lot more life steal
could be 3 different things you can spec into
i like how much resource you get since it'll encourage people to keep on using and refueling their resource which could teach people new to mmo how to do rotations and such.
Feedback following some of the last questions asked by the devs : for my part, I highly value immersion, so I dislike fast respawn rates, super predictable spawns and mobs that never change their patterns. A way to improve mobs is to make them react to sound and LOS if the players are hiding around ; and varying spawn points, etc. Also, not all creatures should fight to death: some should logically run away when too hurt or just hurt (some animals notably). Also, of course, activities should NOT feel like grinding.
Man I love this AOC team. For someone that’s never played any game like is I am beyond excited. So excited that I learned to build my own pc after months and months of research and savings. I come from the CoD and Pubg world of games and to me this is amazing and ready to switch it and invest my time in something long term. I know there’s a lot of people say this and that and to those all I gotta to say is stfu. You either like it or you love it and if you don’t you can leave and leave the game alone. To me this is amazing and can’t wait to play❤
Good variance on free flowing abilities and rooted abilities. Excellent agency on channel cast and exiting to other abilities to capitalize on synergies. Like how fluid the fighter is, while still being impactful as well. Love the escalation of effects: shaken - trip - dead. Rupture and wound stacks, gonna take some discipline to sit in the fighters barrage of abilities to avoid stacking wounds. Blood fusion definitely feeds well into Fighter Blood Fury RP :P
Really love the direction, my 2 cents…
My favorite has always been more reactive/mechanical combat. Parry type skill would be good or I think combo skills, where you can choose different effects depending. Stacking effects that have a key press when you reach them.
I just don’t like button mashing that much
Also think that lunge skill should be cast on press if you have a target.
Holy shit blitz is awesome.
Keep up the good work y’all. I cannot wait for this game!!
Combat has been my biggest concern about this game from day one. This alleviates that. Holy shit I'm so excited to play!
This game wasn't on my radar, but this this made me put it on it, looks amazing!!
Love seeing the progress being made! The UI is really starting to take shape and it's looking pretty decent. I think it was like 2, even possibly 3 years ago I asked during one of your presentations about whether or not you all are going to allow UI mods. I believe you said that they were going to be allowed. UI is such a personal preference for a lot of people, that allowing someone to change some variables to change the shape of the spell icons, the border style of the spell icons, move the objective tracker somewhere else, or changing the color of the mana to a more aqua blue or whatever it may be would be such a benefit for the users. Is this still where things stand with you and your team?
Love what I’m seeing obviously 🙄 Ik everyone is waiting to play but I gotta say this you can tell the team is putting in a hell of a lot of work and effort into this MMORPG guys keep up the great work/job!! In my eyes 👀 to see a new mmorpg on the market in the near future is a breath of fresh air!!!
Looks wonderful!
Very nice variety in abilities while still having synergy throughout.
Only a couple of concerns:
I might be in the minority here idk. But I personally would prefer a base fighter archetype to lean less into colorful animations. When I see orange/gold glow around you as you essentially fly to a higher ledge when casting blitz, you remind me of a human torch. Also, the colors in general seem arbitrary. Maim is a pinkish red while whirlwind is a bright yellow while blitz is an orange/gold. When the moves are as flashy as they are in this game, I want colors to be more reflective of consistent theme and/or mechanical functionality (red for bleed/wound abilities, orange for aoe, yellow for single target, just as an example). Having said that, MY preference would be to highly diminish the use of colors in general for this class! Make it feel like the weaponry is key. Greys and browns and maybe red for bleed stuff. Perhaps heatwave effects around the character and their weapons. ‘But June, that would look boring in comparison to other classes, especially the mage!’ This could be true…. But I’m kinda like yeah… so what? Keep the colors for the bigger moves (cataclysm, heroic leap, rupture bleed) for personally pleasure and only include other colors to signify status effects like wounded debuff. The colors to me make it feel like it’s already a fiery or light based class rather than a tried and true fighter archetype.
ANYWAY my second concern is the momentum mechanic. Don’t get me wrong I love the idea in a vacuum, but my concern is that you’ll notice too big of a difference when you’re building it up vs when you’re maxed out. Like moving 20% slower while you’re traveling would feel pretty bad, for example. Or if you’re fighting easier mobs but it takes slightly longer because you’re losing out on like 20% power (idk if that’s accurate but you see what I mean) as opposed to a class which doesn’t require a build up time, might feel like a buzzkill. Also, personally, I’d get very stressed out the moment I saw my momentum bar diminishing. It was going down pretty fast after a few seconds out of combat. It endorses a berserker type approach to the world, which, in a sense, is probably fine for most people who want a classic warrior/barbarian vibe. But not as much a ‘fighter’ vibe inherently, in my opinion. Anyway, maybe that’s what specific classes would be for. I’d love to see how the combat momentum mechanic is altered (even if slightly) when combined with other archetypes!
Why would wait for weapon combo, when are so many skills to use in the skill bar? Maybe reduce the skill bars
Increase the CD of the skills that will move players to actually use the weapons combos
I can't wait to play it ! This looks great !
Can we all agree that we dont want to install addons and just have things like a dps meter hidden in the advanced settings ?
I would hope not lest we devolve into WoW where no one will raid with you if you don't do the dps they want or have the gear and specs they want. Just have fun and don't worry about those kinds of things
Overall, love the fighter's direction right now. Looks like it plays wonderfully and feels powerful.
Personally, I'd like the visual effects toned down just a tiny bit, like 10% (across all classes, not just fighter).
Think named/elite mobs could use a slightly better visual indicator they are special, either a different outline to their health bar, slightly larger size, or something else. Very easy to lose them in the fray. Doesn't need to be much, just a small visual cue.
Can't wait for A2!
Very good job on the Fighter, it looks decades ahead of what it used to be. My only feedback is Exert should probably still allow u to build some momentum while it is up in order to extend its duration as long as ure connecting ur damage. Just has to imo.
Besides that, great showcase, cant wait for the next one
Warrior Class:
First, the abilities are looking great. The effects are looking so much better now that you got rid of all the over-the-top flash-bang effects. Gap-closing abilities are looking great. I love the fact that you can jump to targets that are on higher ground. Having a leap and gap closer is nice. Just having mobility in this game is huge. I love that increasing combat attack speed impacts how fast ability speeds complete which can lead to quicker spike damaging combos. Having a stun brake is good. Being able to change between stances to gain benefits is great. Bleed dots and stacking effects and combos to burn through high healing classes so you spike DPS down look great. Having an instant kill skill-based ability that must be timed is nice but would like to make sure it is not too OP. I like the weapon skill augments and ability trees for the customization of weapon combat. You even said this means something and is not just junk passives and arguments. They have weight in the game. I love the fact that you can customize your weapon builds to augment your class and subclass builds. The more options you must fine-tune your play style the better. I like the mana regen and health options. The class kit makes you pay attention to what combos you are trying to stack. Fighting becomes more of a dance than a static rotation. Knowing when to conserve and use mana and combat momentum makes for a rewarding class. When it takes time and effort to truly master the ins and outs of a class it is more rewarding. Having a skill-based learning curve to knowing how to play a class will show you who is a bad, good, or great player. It is always nice joining a group and knowing in a few minutes what level of skill of Tank, Healer, etc. you have by how they play the class. Just having max gear alone does not guarantee you will not be killed by a better skill-based player who knows their class like the back of their hand.
I like the spell effects of the mage now. Lighting and Ice effects look crisp and clean. The detail of lighting hits discharging through the ground or Blizard is cool to watch.
The environment and lighting are starting to look so much better.
The character models are looking so much better.
You can tell when Steven is playing a class that he needs time with it to truly learn it.
All in all, I think your team is making great progress.
Mob density seems a bit too much. Steven likes to pull everything in the area by not staying close to the group. Follow the tank and let him or her dictate the fighting tempo of the party is key.
If all Archetypes are this cool, at least the combat will be good haha. I wish I had Alpha access, I love testing things.
I think showing the weapons sheathed/put away on the characters would also add a bit of realism/emersion to these videos.
Looks great. Looking forward to seeing it with polish in the future.
Absolutely loved the preview! Combat looks a lil choppy right now and the spells i do Believe are still a lil too much and could be dialed down a bit in terms of effects, but looking forward to playing alpha 2 😎