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Ashes of Creation Alpha Two Fighter Archetype Preview

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  • Опубликовано: 28 мар 2024
  • We are extremely excited to give you an update on the Fighter Archetype in Ashes of Creation! This 4K video is just a taste of what's to come!
    Reminder that Ashes of Creation is an open and transparent development project. As such, you will see work-in-progress art, systems, and mechanics. Leave us your thoughts on our progress in the video comments!
    💬 If you have any feedback on what was shown, please share it with us over on our Forums!
    - For Fighter Archetype Feedback forums.ashesofcreation.com/di...
    Follow us on
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    🗣 Join the discussion by connecting to our official discord / discord
    📺 Watch live the last Friday of every month at / ashesofcreation

Комментарии • 884

  • @stevenjsharif
    @stevenjsharif 4 месяца назад +185

    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! 💪❤️

    • @VVc0mpu73r
      @VVc0mpu73r 4 месяца назад +12

      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.

    • @JackJ0n3s
      @JackJ0n3s 4 месяца назад +2

      Atmosphere looks great. You guys have really nailed down the surface fog. Adds so nuch to the environments. The shift to UE5 was definitely an important decision.

    • @Oryyyt
      @Oryyyt 4 месяца назад +2

      Whoever did the weighty gs animations and the chonky sound fx deserves a raise.

    • @BoinasVerdesAR
      @BoinasVerdesAR 4 месяца назад +6

      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

    • @Oryyyt
      @Oryyyt 4 месяца назад

      @@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

  • @jordanrowe3608
    @jordanrowe3608 4 месяца назад +229

    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

    • @AshesofCreation
      @AshesofCreation  4 месяца назад +38

      Our team is super passionate as we are trying to create the most glorious MMO we possibly can! 🥰

    • @Pugh.Pugh.BarneyMcGrew
      @Pugh.Pugh.BarneyMcGrew 4 месяца назад +3

      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!

    • @user-up1ki2br4l
      @user-up1ki2br4l 4 месяца назад

      @@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.

    • @user-up1ki2br4l
      @user-up1ki2br4l 4 месяца назад

      @@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

    • @Raffalius
      @Raffalius 4 месяца назад +4

      @@user-up1ki2br4l 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.

  • @gardenrabbit3565
    @gardenrabbit3565 4 месяца назад +347

    Looks chunky, aggressive, and impactful. Proof that the internet has to chill and keep letting this team work.

    • @challenger3596
      @challenger3596 4 месяца назад

      you like talkin out your ass

    • @ImmortalityV
      @ImmortalityV 4 месяца назад +52

      @@appachie He's being positive about it. What are you even saying?

    • @JackJ0n3s
      @JackJ0n3s 4 месяца назад +18

      Unfortunately we live in the age of the social media generation. They want everything instantly, have an attention span of 5 seconds and move on when those aren't met. Steven once said that "we need more risk takers to progress the Gaming Industry". He couldn't be more right. Yet. In today's society, it's actually consumers who need to take more risks. Try new genre's of Games which they'd never think they'd ever play.
      There's also Xbox Game Pass. Which inheritently involves "free" content. We are surrounded by Free-to-Play Games releasing every single week. AoC need to inspire a generation to go against those principles. I'm thankful they're taking the risks. Only time will tell if Gaming will accept an MMO like this. Especially on a subscription-based model.

    • @AshesofCreation
      @AshesofCreation  4 месяца назад +108

      The team is cooking! 👨‍🍳 👌

    • @og_bildungsfern
      @og_bildungsfern 4 месяца назад

      guys yeah everything looks amazing but try to understand this comment, i feel like it has truth in it. though i dont know whyy

  • @peterwebster8994
    @peterwebster8994 4 месяца назад +49

    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.

    • @Kokoro562
      @Kokoro562 2 месяца назад +1

      @Hannes917 we can collide our swords

  • @NathanYoungLibrary
    @NathanYoungLibrary 4 месяца назад +114

    Omg that dash to ledge was freakin awesome

    • @MrYdoineedthis
      @MrYdoineedthis 4 месяца назад +1

      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.

  • @TheWildBois
    @TheWildBois 4 месяца назад +40

    The sound of the shout is just perfection. Insanely powerful feel.

  • @HaxzploiD
    @HaxzploiD 4 месяца назад +15

    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.

    • @monster2slayer
      @monster2slayer 4 месяца назад +1

      are you high? the cape is rendering at like 10 fps lmao 1:36:18

    • @coadamolx0100
      @coadamolx0100 4 месяца назад +2

      @@monster2slayerthats just performance issue , it comes down to optimizing which isnt done yet

    • @HaxzploiD
      @HaxzploiD 3 месяца назад

      @@monster2slayer My comment was strictly pointing to them getting it under control, as in less clipping.

    • @tektight
      @tektight Месяц назад

      They need to make it wind affected as well not just gravity affected like it is now.

  • @ericlalonde4070
    @ericlalonde4070 4 месяца назад +7

    I'm at 4:27 and just love the clean uncluttered UI...hope it stays as clean at launch!

  • @brandonnufer3670
    @brandonnufer3670 4 месяца назад +26

    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!!!

    • @pryce4917
      @pryce4917 4 месяца назад +3

      Agreed, there is something about the basic combo that just looks glitchy and stuttering

    • @CHIM3RA.
      @CHIM3RA. 4 месяца назад

      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

    • @brandonnufer3670
      @brandonnufer3670 4 месяца назад +3

      @@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

    • @CHIM3RA.
      @CHIM3RA. 4 месяца назад

      ​@@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.

    • @acajoom
      @acajoom 4 месяца назад

      Maybe when you play it you will love it being super fast.

  • @estharogaming2991
    @estharogaming2991 4 месяца назад +9

    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 !

  • @bryanc1558
    @bryanc1558 4 месяца назад +4

    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 :)

  • @ZybakTV
    @ZybakTV 4 месяца назад +4

    This is giving me Wildstar Warrior vibes…but way chunkier. Fucking awesome 😎 👏

  • @blackevan88
    @blackevan88 4 месяца назад +38

    I really like what I'm seeing. Cool effects.

  • @brian_hermelijn
    @brian_hermelijn 4 месяца назад +15

    You guys have come a long way! Really amazing to see the whole developement of the game.

  • @CatSnievans
    @CatSnievans 4 месяца назад +1

    More impressive than expected as always, great seeing the action combat in.. action! I'm really looking forward to testing this. :)

  • @outdoorsnevada4138
    @outdoorsnevada4138 4 месяца назад

    excellent showcase this go round! Glad to see a new race and the updates to the fighter archetype

  • @AverageYTer
    @AverageYTer 4 месяца назад +1

    Awesome job intrepid. Really enjoying the unique look of each class. It adds so much flavor.

  • @TheYashakami
    @TheYashakami 4 месяца назад +3

    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!

  • @guazey2622
    @guazey2622 4 месяца назад +60

    Every spell looked amazing! great job Intrepid!

    • @erasmusbonda463
      @erasmusbonda463 4 месяца назад +2

      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

    • @Auld17
      @Auld17 4 месяца назад +2

      way over-the-top for a fighter.

  • @lb6726
    @lb6726 4 месяца назад +1

    Yo! That jump dash was crazy! I had to replay it like 3x. Love it haha

  • @Ash-mo8lv
    @Ash-mo8lv 4 месяца назад +1

    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.

  • @Schmitzerize1992
    @Schmitzerize1992 4 месяца назад +48

    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! :)

    • @WhiskeyAfterHours
      @WhiskeyAfterHours 4 месяца назад +4

      Now this is how you give feedback, bravo.

    • @kdf_dudu
      @kdf_dudu 4 месяца назад +2

      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.

    • @vaels5682
      @vaels5682 4 месяца назад +4

      Wide skilltree tends to mean more choices if you have limited points, not a bad thing

    • @AliothAncalagon
      @AliothAncalagon 4 месяца назад +3

      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.

    • @Patrik-hi6pr
      @Patrik-hi6pr 4 месяца назад

      This is the perfect example why you old wow boomers should not give any suggestions. Go play wow and be quiet.

  • @Raffalius
    @Raffalius 4 месяца назад +1

    You guys have come a long way since alpha 1 :)
    Can't wait to test Alpha 2 :)

  • @skyridercommendor6303
    @skyridercommendor6303 4 месяца назад

    Thanks a lot for a really nice presentation 💌 keep the awesome work up. looking soo much forward to A2.

  • @xnnro
    @xnnro 4 месяца назад +1

    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!

  • @andepau2
    @andepau2 4 месяца назад

    Looking fantastic, great job team! Fighter has jumped to the top of my list as first to try.

  • @kirchhoff7049
    @kirchhoff7049 4 месяца назад +15

    This is the first time I am seeing what all the hype is about.

  • @ludozico
    @ludozico 4 месяца назад +4

    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

    • @Kakaitokoi
      @Kakaitokoi 4 месяца назад

      boodseeker came to my mind when I saw that ability as well! rr gg DOTO VOLVO 4life

  • @hitmanminionggop4768
    @hitmanminionggop4768 4 месяца назад

    Great Work guys ! love the that you are filling all the holes in a class like making an auto attacks impacfull,weapon skill trees are great ideas please continue working on that topic. Each weapon should feel unike i´d rather have few awsome weapons than 30 alike ones.Mop density and spawn rate seem reasonable. Also i would like to see the enviremental world effects like "snow" have impact in varoius ways like monster being a little slower or the players.The weapon and class skill tree combined with yor team and the envirement should feel like a epic game, thanky so much guys

  • @MGFitman
    @MGFitman 4 месяца назад

    Didnt play it, but im already excited! Keep up this awesome work!

  • @trenttucker3254
    @trenttucker3254 4 месяца назад +15

    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

  • @Zenny9
    @Zenny9 4 месяца назад +23

    Change the color of the fighter abilities to be more orange/red they look to “paladin like” right now
    Oh and Maim is badass!

  • @Aliisdabeste
    @Aliisdabeste 4 месяца назад +2

    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.

  • @iamFreddyP_
    @iamFreddyP_ 4 месяца назад +3

    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!

  • @paulbarriosduque1101
    @paulbarriosduque1101 4 месяца назад

    Nice to see you got inspiration from an ARPG like Atlas Fallen and its original momentum system. Looking forward to seeing this in further action from alpha 2

  • @innerzialis5564
    @innerzialis5564 4 месяца назад

    Guys, keep doing the hard work, results already are insane! Im soooo looking forward to test all of that in alpha2 with Thor.

  • @sanfiierro
    @sanfiierro 4 месяца назад

    Awesome job Intrepid, fighter looks fun and the ambience i love it

  • @UlfhednarTV
    @UlfhednarTV 4 месяца назад +3

    The amount of progress they show each development update is very impressive

  • @ZybakTV
    @ZybakTV 4 месяца назад

    This is looking fantastic!! 🤯

  • @monke9523
    @monke9523 4 месяца назад +2

    dude that war cry looks sick af

  • @burnedraventales6030
    @burnedraventales6030 4 месяца назад

    I really love that abilities like the charge and leap can be used to move across the terrain, that is the thing that I was most excited about. I love that you can leap over gaps and charge up ledges to reach people. Its also really nice we are starting to see the other races.

  • @kevinoldman232
    @kevinoldman232 4 месяца назад

    Awesome, nice and smooth, excited for alpha 2 testing

  • @koraxx2085
    @koraxx2085 2 месяца назад

    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

  • @DrumNBassLenny
    @DrumNBassLenny 4 месяца назад

    So very impressed with this looks amazing and leaps and bounds ahead of what melee use to look like and the fighter spells just wow i cant wait to play !!!!

  • @ColtonRitchie
    @ColtonRitchie 4 месяца назад +3

    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!

  • @user-tt2hb7zk1r
    @user-tt2hb7zk1r 4 месяца назад

    I am really impatient! This looks so cool, I love how they take inspiration from what already works and make it even better

    • @nordy259
      @nordy259 4 месяца назад

      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.

  • @rankoneneet2273
    @rankoneneet2273 4 месяца назад

    Great work. The hard work really shows. I want to play this game.

  • @satsunoryu
    @satsunoryu 4 месяца назад

    Looks great. Looking forward to seeing it with polish in the future.

  • @14Nazgul88
    @14Nazgul88 4 месяца назад

    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

  • @-Bleriot-
    @-Bleriot- 4 месяца назад +2

    Maim looks like the last Q animation on aatrox in league and its the awesome !!

  • @riotinprogress
    @riotinprogress 4 месяца назад

    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?

  • @Tekk23
    @Tekk23 4 месяца назад +1

    Wow I love that big lightning bolt spell effect.

  • @Morthral
    @Morthral 4 месяца назад

    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 :)

  • @FirestoneTales
    @FirestoneTales 4 месяца назад

    Just amazing!

  • @Crash1991.
    @Crash1991. 4 месяца назад

    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!!

  • @prechass2495
    @prechass2495 4 месяца назад

    Awesome stream, goog Job intrepid! Keep up your good work!

  • @shippinsunshine8035
    @shippinsunshine8035 4 месяца назад

    Great job!

  • @Mezcon2
    @Mezcon2 2 месяца назад

    Seeing the Goblins in the old stone fort gave me huge flashbacks to playing the Elder Scrolls 4 Oblivion. Good times.

  • @TheFlameArcane
    @TheFlameArcane 4 месяца назад

    Brings me back to the good ol days of mmorpgs. And that is a very good thing

  • @joshburleson
    @joshburleson 4 месяца назад +2

    Holy shit!

  • @Green-Bean1
    @Green-Bean1 4 месяца назад +1

    the world looks so good now.

  • @windhammer1237
    @windhammer1237 4 месяца назад

    Looks great I can't wait to have an adventure with my buddies.

  • @Pontos420
    @Pontos420 4 месяца назад

    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.

  • @AndrewVisse
    @AndrewVisse 4 месяца назад +2

    Great showcase! can't wait for A2

  • @andrecseta
    @andrecseta 4 месяца назад

    this was a massive W, thanks guys keep it up

  • @pizzarand
    @pizzarand 4 месяца назад +6

    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

    • @ColtonRitchie
      @ColtonRitchie 4 месяца назад +2

      This +1!

    • @faintsmile3279
      @faintsmile3279 4 месяца назад +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

  • @BTOURN
    @BTOURN 4 месяца назад +1

    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.

  • @Bighunky-pj6jf
    @Bighunky-pj6jf 4 месяца назад +7

    Holy shit blitz is awesome.

  • @Viktor_Artemenko
    @Viktor_Artemenko 3 месяца назад

    BLIGHT: SURVIVAL a good example of how a camera should be positioned to associate itself with a character

  • @RLxMax
    @RLxMax 4 месяца назад +2

    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 :)

  • @user-nb7co9hs3g
    @user-nb7co9hs3g 4 месяца назад +1

    I like how swol the orc is.
    Awsome.

  • @mondday9978
    @mondday9978 4 месяца назад

    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

  • @melowhaze7973
    @melowhaze7973 4 месяца назад

    This looks and seems to FEEEL so fking amazing. Loving it. Such a big improvement that its crazy. Something odd with the animation when running do, like a choir boy running with a candle lol. Would be nice if he had a cool running stance with the sword. And also some off the moves the char had he uses the sword with one hand, when he is wielding 2-handed sword. Seems a bit odd. Other then those 2 small things, this is really starting too look like a next gen mmo, with some impactful combat with real depth. You guys are doing such an amazing job!

  • @MrYdoineedthis
    @MrYdoineedthis 4 месяца назад

    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

  • @lucasmelo5991
    @lucasmelo5991 4 месяца назад +2

    Bard, we want bards, I'm collapsing waiting for this class

  • @Buttz2Buttz
    @Buttz2Buttz 4 месяца назад

    Cant wait for this to release, keep it up guys, looks great.

  • @myflamerider
    @myflamerider 4 месяца назад

    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.

  • @chrisk1458
    @chrisk1458 4 месяца назад +3

    Can we all agree that we dont want to install addons and just have things like a dps meter hidden in the advanced settings ?

    • @watcher98
      @watcher98 4 месяца назад

      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

  • @Dezmerizing
    @Dezmerizing 4 месяца назад

    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!

  • @Twitch177
    @Twitch177 4 месяца назад +18

    Every live stream keeps getting better and better, this game is GOATED. GREAT WORK TEAMMM!!!!!!!!!!!!!!!!!!!!!!!

    • @gonzales6931
      @gonzales6931 4 месяца назад +5

      goated? its not even out yet, chill on copium dosage my guy

  • @ryanhennessy7488
    @ryanhennessy7488 4 месяца назад +1

    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.

  • @BrookeandShane
    @BrookeandShane 4 месяца назад

    Love it!

  • @cps3119
    @cps3119 4 месяца назад

    Feels heavy and impactful, exactly what we need for melee! Well done! I’m dying to get in the game and play!

  • @lolcat5303
    @lolcat5303 4 месяца назад +6

    Looked on point. Virtually every archetype reveal so far has been very good. Still most excited for the mage. Your mage hits all the right notes.
    I'm curious how the difficulty will look in PA2, as I'm going to assume these showcases won't be reflective of the difficulty when it releases, which I'd hope would be higher and show more strategic interplay between mobs, e.g. protecting healers, healers/mages not just sitting there like ducks but using protective abilities, ranged generally trying to keep distance from melee, and so on.

  • @Godswead
    @Godswead 4 месяца назад

    Looks amazing

  • @gibran5000
    @gibran5000 4 месяца назад

    looks great, it seems like you guy evolve by leaps and bounds with each live.

  • @SupBabyFresh
    @SupBabyFresh 4 месяца назад

    It looks like it FEELS good and fun. That’s all that matters. Well done

  • @Bazerath
    @Bazerath 4 месяца назад

    I'm loving what I'm seeing, I can't wait to play. My most anticipated game for sure.

  • @TheBlackSheep666
    @TheBlackSheep666 4 месяца назад

    looks good cant wait to play this

  • @Trendy-Trims
    @Trendy-Trims 4 месяца назад

    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.

  • @lewisnash2155
    @lewisnash2155 4 месяца назад +1

    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 :)

  • @WildFyreAshes
    @WildFyreAshes 4 месяца назад +7

    Waaaaay hype for this glory!

  • @carlwheat9318
    @carlwheat9318 4 месяца назад

    Great job y'all. Can't wait to play.

  • @zeroics
    @zeroics 4 месяца назад

    What do you guys think of having a talent/skill progression system that spreads out radially from a central point rather than progressing linearly from top-bottom / left-right. I feel like it makes much more sense as like a way to represent learning and growth, "branching out" from one core position into paths of skill or knowledge that are interconnected in certain areas, does that make sense? More like the PoE skill tree madness or the Skyrim constellations than the standard page of icons that you progress down ?

  • @ThiagoDom
    @ThiagoDom 4 месяца назад

    I love everything yall been doing. But, I'm just wondering, is this the final FONT format? or you still working on UX?

  • @Tenebrous888
    @Tenebrous888 4 месяца назад +1

    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.

  • @FantraFora
    @FantraFora 4 месяца назад

    this looks amazing. A little off topic for hte video but are you thinking of adding glider type mobility to treverse the land, like in Archeage. or something similar?

  • @SteampunkTV
    @SteampunkTV 4 месяца назад

    I love these segments where they're just playing the game, especially around the goblin camps. Just raw gameplay showcasing the game.

  • @Nedehiel
    @Nedehiel 4 месяца назад

    Looks great!

  • @IRedpunk
    @IRedpunk 4 месяца назад

    I can't wait to play it ! This looks great !