My glorious friends, my oh my…what a year it has been…and what a year 2024 is about to be!! Thank you for your patience, your support, and most importantly your feedback. Because of your participation in our development journey, we have turned a significant corner in the development of our combat…and it is feeling good. As always please give us your thoughts on our ranger showcase today, what you enjoyed and what could be done better. Next year things are about to heat up. 💪❤️🙏
Thank you and the team at Intrepid for such a wonderful year of updates, Steven! Loving what we've seen so far, it's absolutely amazing, and I know everyone is ecstatic for Alpha 2 next year! Would love if we could get a few interviews on the road to Alpha 2, similar to what we got with Alpha 1. We NEED that Narc interview, haha! Voices of Verra also have a great podcast, would love to see you join them.
Everything honestly looks amazing and lol this is probably already far more of a finished product than many of the games that we have to deal with on the market right now, so keep up the great work. The only thing I’ll say is could we at least get one more cosmetic/keys pack change that’s maybe even winter themed? I ask this because this unseen order stuff really ain’t it tbh and it’s alittle dark for the festive season we are now in. I know y’all are ending the Alpha 2 Keys but I believe in y’all to give us something more festive that fits the season alittle more then what we got. It could even be an old cosmetic pack that’s winter themed and I’m sure you’ll make a ton of people happy for it. Besides that, like I said keep up the great work, can’t wait to get into this game one day and Happy Holidays and Merry Christmas to you all! ❤️💪🥳
I would love to see loads of English longbow styles and not just have everything be a recurved bow (New World) or composite bow like the little Q icon from your UI.
In the realm of archery, ponder the impact of arrows lodged in living beings-a subtle dance of weapon and flesh. Imagine the arrow's journey within a creature or human, where its depth in the wound shapes the unfolding narrative. If the arrow doesn't embed deeply, envision a scenario where it not only poisons but inflicts a persistent, cutting damage until it either dislodges or breaks. This realistic portrayal adds depth to the Ranger's arsenal. The arrow, symbolizing both venomous affliction and physical harm, embodies the Ranger's strategic prowess. The narrative unfolds as a delicate balance between the lethality of poison and the constraints imposed by the arrow's integrity. Picture the practical limit to the sway and cutting potential of the lodged arrow-a manifestation of the Ranger's skill and the material's resilience. In embracing these subtleties, the Ranger's tale becomes an authentic exploration of combat's nuanced artistry. The arrow's trajectory is more than a fleeting event; it's a carefully choreographed interplay of danger and consequence.
⭐Hey AoC! ⭐ I think the Bow really needs 2 things: 1) A draw arrow animation as part of casting the spell 2) A Quiver on the back or the hip. Firing an arrow out of no where with no animation of loading the arrow feels very odd and "missing". Old MMOs such as WoW, ESO, and LOTRO all have arrow drawing animations and quivers. So it should not be too difficult to Add. I hope you see this, thank you. 😁 Edit: The way to approach this is by having the character reaching to their back, or side, to draw another arrow during the 1 second global cool down. That's how most games tackle it.
Totally agree, issue I have aswell, which would also be a problem for draw animation, is the fire rate is too fast. Rather have it slow but impactful, a bit more realism.
I get what you're going for but im not sure some of the abilities would be able to have a good looking animation adding in loading an arrow with how fast they are being shot.
Although the clutter would be way too much in large scale pvp if all templates showed. There has to be some indications on what ability the player is using so you can play around those abilities. I at least hope that some of the templates are visible so you can see the hitboxes for aoe abilities etc.
That armor looks so dang cool!!! Everything about this showcase was perfect. The abilities look so interesting and unique, the visuals are amazing, the class overall just looks sick. I cannot wait to play this, you guys are doing such an amazing job.
Scatter shot charging is an awesome idea. These kid of abilities always tend to be forgotten about since the overall dos tends to be low, but with this tech it has a huge variety and skill potential!
Thanks for all your transparency and updates. Keep it up and take all the time you need and deliver us the game we all want and deserve. We will be there to support you all the way.
Loving the Ranger so far! One thing I noticed, that is nice, was when the creatures tethered and started running back, you can still do damage to them. Every game I've played once that happens the creature usually can't be killed. I also like that even with it being in winter the white snow doesn't overpower everything visually.
The progress has been amazing...the ranger armor is fantastic! I'm not sure if this comes later but being able to see tracks in the snow at least temporarily would go a long way in immersion. The team has done absolutely brilliant work this year and it shows! I'm very excited to see what's in store this time next year.
This combat looks so much better. The animations in general just look more "crisp" when compared with the previous showcases. The spell/ability effects also look great. My one point of feedback is I think the damage numbers should display sooner after impact. Currently there's a small delay between when the ability hits, and when the number is displayed, and it somewhat reduces the "punchiness" of the combat.
This. The timing of combat numbers and their appearance/animation is super critical. If people have to download an addon to get better info/animation then you are doing something wrong (in most cases)
I've been following for years. I can't find the two part videos where you explained the vision of the game over a map anymore, though those two videos is when I knew something special was trying to come to life. Patience is a virtue, not one we are meant to master. Though practice every single day. Here's to progressing forward!
The combat fluidity and build-crafting are noteworthy as of this update. I really appreciate the display. This update took me from the category of “watching but not excited” to “watching, optimistic, and excited”. Great work! Edit: Can’t stop thinking about how good the quality of life around Omnidirectional Disengage. As a deadeye pvp player in GW2, trust me it’s appreciated to not have to rotate camera.
I can not wait to start making content for this game. I have been following since the very beginning and I love the passion and drive the whole team has and how far you all have come. Much Love
LOVING this update, please continue the excellent work Intrepid! Incredibly fleshed out and already implementing feedback from the community, and it's only Alpha still! Can't wait to see where this game goes, the journey may be long... BUT ITS SO WORTH IT!
As a Ranger only player, I am extremely pleased. Loved it, loved the mobility, loved the bursty. Also looking forward to seeing a bit more Longbow gameplay in the future!
This snowscape is so fucking cool! I usually hate these types of areas in MMOs, but there’s so much depth and personality to what you’ve created. Also, that Air Strike animation is possibly the sickest thing I’ve seen from a ranged class!
Combat is starting to look good!! Seems like the game's moving in the right direction and i love to see it. Can't wait to see the final product and play it! Keep going guys. Revive the MMORPG genre!!!
Its pretty good to see that you have a clear idea of the overall kit and its interactions. This is good progress giving me high hopes that the combat will be good. And i hope it will be because for a mmo combat is one of the key components that either makes or breakes the game. The skill that penetrates armor is one of my favs because it gives the players not only a lot of situational options but also makes information gathering on targets much more important. Cc breaks for every class is also great, not only for skill expression but also for reducing frustrating situations and overall balancing
I think you guys nailed it. You're at the point now where the overall quality of the combat experience for ranger is being held back by character models/animations rather than design principles or spell effects. The character models/animations really do feel like a vestige of the ue4 days and I can't wait to see what the next iteration is like. Really digging the dynamic abilities.
As ranger main who transitioned to healer because the class was never done justice... thank you! Im so excited to come back to this class and I cant wait for Alpha 2 so I can play it!
I'm a web developer and you are making me want to switch from building cool webpage templates to build cool skills. Ahhhh so, so good. I really admire the work of the devs, designers, qa and all of the team I know this is a lot of work to make, really proud of you guys.
Its crazy how good you managed to make this class look aswell! Cleric, Mage, and Ranger all looked amazing! Iv been dreaming of playing an aoe based mage in AoC for awhile now but by launch ill prob want to play every single class. Gonna be rough to decide what to do, I hope ill actually have some free time when this finally comes out cuz man am I gonna need it.
There is literally dozens upon dozens MOBAs that have whole variety of them and I want to see all of them in Ashes. Smite skills should serve them as inspiration too.
Thank you Steven and everyone at Intrepid! You guys are making a lot of our dreams come true and every stream makes me proud to be a big backer for this project. I can’t wait to dive back in!
44:50 I have full faith that the team will resolve that issue to not have moments like this that break character and immersion. Maybe re-aggroing, or mobs not instantly healing to full when they reset, but slowly (or quickly) regenerating their health when out of combat. Moments like this reminds you that the mobs in the game are programmed NPCs that have no intelligent let alone creative thought rather than fostering suspension of disbelief to see the creatures as living entities with complex nature and behavior.
Combat and the ranger itself have really started to come together! Proud of you guys / the team 🎉👏🏻 Very excited for A2, and the near future pvp showcase
Honestly a perfect class IMO (Except for the obvious balance stuff that will come later) Animations: Perfect Mobility: Top Notch Offensive Abilities & Combos: Ooooohh boi And finally Steven slaying his team while saying "Oops" & pulling a named mob like a true DPS player: 10/10 Can't wait for Q3! Hopefully it will drop on my Birthday late July, nice present for me hahaha! Keep up the amazing work! ♥
Awesome. I'm going to have to listen to this a few more times, but the Ranger kit seems pretty good to me. I hope Camouflage remains part of the kit, though.
This ranger looks like what I’ve been missing for years - YEARS! my favorite class was the ranger class from Aion; this feels fast paced, organic and abilities that matter. Not surprised you guys knocked it out of the park. The mobility abilities also look great. Devs well done! 👏 👏👏
Something really cool for airstike and similar abilities on other classes~ Its nice you have control in the air but instead of having that initial locked movement one way, it would feel super good, and i mean SUPER good if you can control the direction of that ability, for example, holding W + airstrike you can leap forwards, holding S + Airstrike you can leap backwards, same for A and D. Having the freedom and flexibility on such skills during combat across any class would be huge in my opinion.
Great suggestion, this would be a nice addition and looks like it wouldn't be too hard to implement since the concept exists on the evade and in the current iteration of the skill with aerial movement.
Wow! Amazing work, the abilities are beautiful and seem to fit the ranger playstyle. I am so excited to see more and then in due time get to play it myself!
Hands down best ranger combat I’ve seen in any MMO ever! Only 2 points of feedback: 1) Pets? Maybe because it’s only the base class showcase but would love to see pet gameplay 2) damage numbers are hard to see, perhaps making them an easier color to see or bigger/bolder like WoW and more immediate when abilities hit would make the combat feel punchier and satisfying. Such small points of feedback because this was such a perfect update!! 🙌🏻
what if you had a spirit that you could turn into a raven tiger or bear and have it level with your hunt and mark abilities its close to being set up like that.
This looks amazing guys! Really stellar work. This feels like it will have the right level of mobility. The impact of the attacks seems spot on. Having something like barrage that you can pair with ammo enchantments and the marks. It really just feels like a comprehensive kit, more so than even the mage. And everything visually is stunning. I would like to see more footage from a party member in the future when you discuss how things look client-side vs what others see though. Great showcase!
The focus on building with an emphasis on the verticality of the map makes combat look way more amazing than it used to. Glad to see Ranger getting some love.
Animations and spell effects look so much better. Especially the air attack and the charge cone aoe. This combat and the intricacies look fun to play and just watching them makes me want to try. I hope all the classes get their own really cool to watch and fun to use attacks.
Snipe (the first ability) is the best ability in the game I've seen so far. The particles of many skills are cool, but this also has WEIGHT, which i adore ! How the back curls to be able to sustain the energy of the shot, HUUUGE BRAVO to the animator of the skill !! Give this man the mage skills, to put weight into them !
One thing that does concern me about the skill tree is that the player may be forced to spend skill points on a skill they never wanted in order to gain access to a skill they do want, assuming the unwanted skill is not necessary for the function of the desired skill of course.
The Vek model is looking really cool and I am in love with the fur + bone, sort of spirit animal vibe to the set they're wearing. Hope to see more like it and PRAYING that Pyrai will be able to wear similar styles. The blue runes/details on the skull are neat af. One of the BEST silhouettes I've ever seen on a hood in-game. love the ears. I'm honestly blown away by the animations, the particle effects are beautiful and varied.. I especially like the decals that only casters can see, like the tracing sigils on the ground or that seem to close in and connect when a ranger is holding to cast the green spread shot... I love the mechanics that allow you to instantly release a spread or hold for a focused-fire skill shot, really REALLY cool, can't wait to see more like it for other archetypes/classes. I'm excited by the "rock, paper, scissors" approach to class balance. It's not ALWAYS fun but I think it's really important to be wary of certain solo battles and to be encouraged to team up and socialize. Rangers /should/ have to think carefully about when (if ever) they should risk engaging a tank or rogue on their own... I think it's a lot of fun to have mobility skills that can (sometimes) give them an upper hand if they're being clever and using terrain to outplay an opponent. I am obsessed with the omnidirectional *option* on disengage, It's so much more beautiful and immersive to be able to appreciate the agility and acrobatics compared to spinning my camera while jumping to execute the maneuver.. sometimes that is fun which is why I think it's so great to have the option... I was a little worried that the marks + hunts may result in bloated bars and end up just being a macro if that is possible but it seems fun to have to consider synergies and play around them in various situations. The gem springs were breathtaking, with such stunning and ethereal vibes. new wallpaper for sure. Before this showcase, I felt confident I was a mage-based character but with the acrobatics shown today, I am thinking it just won't be as much fun to play a wizard as it will be to flip over chasms and traverse verra with true elven agility. Hoping to see a rogue or ranger mechanic that is sort of a "saving throw" when they fall off of ledges - react quickly to catch the ledge, throw a grappling hook, or stab the wall to stop your descent and mantle back up.. just sayin ;)
After the last showcase on crafting and the things I see from paladin/tanking wise. I finally brought home a pre-purche! Looking forward to explore this game, both in beta and release =)
looks great how ever nameplates could use work. colour and size changes depending on if you have agro or are targeting. was that spider at the end an elite? nameplate should be more obvious for an elit. i just hope all UI is customisable on release
Hi, i have a question: how many active abiities are equippable at once? i like it to be around 5-10...more than 10 is quite overwhelming for me cause no more buttons to press on keyboard easily and too much variables and combos, simple is better :)
IF all classes have the same mobility capabilities as the Ranger, this games combat is going to me insance! Great content as always, promising for the future, lets go!
It looks sooo much better than previous iterations. Really like the direction you are taking. I agree there is something off about the animations though regarding no quivers and never drawing an arrow. Makes the bow feel "gun'y" if thats a word. The sound of the string getting drawn is usually super satisfying, really think you should include that
I absolutely love the Air Strike ability. I think it might need some polish with regards to how easy it is to aim the actual projectiles, since it seems pretty hard to predict where they will land. Otherwise, it really does seem like a 10/10 ability in terms of coolness and satisfaction while using it.
The new guy on the VFX team is so talented! New unique and interesting abilities and upgrades Can't wait to see more! This was a great showcase. It's nice that you say even VFX can change in the future because people don't know that and are tired of "false" alpha games that push everything to later, but you actually deliver everytime.
Looks very fluid and slick. With all the CC flying about though I do hope you're planning to incorporate diminishing returns or similar. Can't recall if you've commented on this or not.
it looks amazing! but i hope youll tweak the mobs to not reset as fast lol but i think thats an easy call after the 1 HP spider :D cant wait to see more, you guys are great
raining death would be really cool if you broke the damage cone into three zones of of distance breakpoints. like zone 1: 0-5m from player, zone 2, 5-10m zone 3 10-15m or whatever. could charge it up rolling thunder style and the animation was up to 3 quick "bam bam bams" doing damage in each zone of the cone depending on how long you pressed it . Could have talents that make the different zones do nifty synergy stuff to smoothe the rotation out as needed.
zone 1: 5m knockback. zone2: increased ammo imbue effect zone3: marked forbonus crit to targets. imagine max range charge raining death into that other dynamically closing cone aoe for a huge crit
My glorious friends, my oh my…what a year it has been…and what a year 2024 is about to be!! Thank you for your patience, your support, and most importantly your feedback. Because of your participation in our development journey, we have turned a significant corner in the development of our combat…and it is feeling good. As always please give us your thoughts on our ranger showcase today, what you enjoyed and what could be done better. Next year things are about to heat up. 💪❤️🙏
Thank you and the team at Intrepid for such a wonderful year of updates, Steven! Loving what we've seen so far, it's absolutely amazing, and I know everyone is ecstatic for Alpha 2 next year! Would love if we could get a few interviews on the road to Alpha 2, similar to what we got with Alpha 1. We NEED that Narc interview, haha! Voices of Verra also have a great podcast, would love to see you join them.
Everything honestly looks amazing and lol this is probably already far more of a finished product than many of the games that we have to deal with on the market right now, so keep up the great work.
The only thing I’ll say is could we at least get one more cosmetic/keys pack change that’s maybe even winter themed? I ask this because this unseen order stuff really ain’t it tbh and it’s alittle dark for the festive season we are now in. I know y’all are ending the Alpha 2 Keys but I believe in y’all to give us something more festive that fits the season alittle more then what we got. It could even be an old cosmetic pack that’s winter themed and I’m sure you’ll make a ton of people happy for it.
Besides that, like I said keep up the great work, can’t wait to get into this game one day and Happy Holidays and Merry Christmas to you all! ❤️💪🥳
I would love to see loads of English longbow styles and not just have everything be a recurved bow (New World) or composite bow like the little Q icon from your UI.
I love you 🥲
In the realm of archery, ponder the impact of arrows lodged in living beings-a subtle dance of weapon and flesh. Imagine the arrow's journey within a creature or human, where its depth in the wound shapes the unfolding narrative. If the arrow doesn't embed deeply, envision a scenario where it not only poisons but inflicts a persistent, cutting damage until it either dislodges or breaks.
This realistic portrayal adds depth to the Ranger's arsenal. The arrow, symbolizing both venomous affliction and physical harm, embodies the Ranger's strategic prowess. The narrative unfolds as a delicate balance between the lethality of poison and the constraints imposed by the arrow's integrity. Picture the practical limit to the sway and cutting potential of the lodged arrow-a manifestation of the Ranger's skill and the material's resilience.
In embracing these subtleties, the Ranger's tale becomes an authentic exploration of combat's nuanced artistry. The arrow's trajectory is more than a fleeting event; it's a carefully choreographed interplay of danger and consequence.
⭐Hey AoC! ⭐
I think the Bow really needs 2 things:
1) A draw arrow animation as part of casting the spell
2) A Quiver on the back or the hip.
Firing an arrow out of no where with no animation of loading the arrow feels very odd and "missing". Old MMOs such as WoW, ESO, and LOTRO all have arrow drawing animations and quivers. So it should not be too difficult to Add.
I hope you see this, thank you.
😁
Edit:
The way to approach this is by having the character reaching to their back, or side, to draw another arrow during the 1 second global cool down. That's how most games tackle it.
Vote this man up!!!!!
and the quivver change with the bows
Totally agree, issue I have aswell, which would also be a problem for draw animation, is the fire rate is too fast. Rather have it slow but impactful, a bit more realism.
I get what you're going for but im not sure some of the abilities would be able to have a good looking animation adding in loading an arrow with how fast they are being shot.
We need a quiver none the less
Having client-side ability templates seems like an excellent idea to keep the visual clutter down during larger battles.
Although the clutter would be way too much in large scale pvp if all templates showed. There has to be some indications on what ability the player is using so you can play around those abilities. I at least hope that some of the templates are visible so you can see the hitboxes for aoe abilities etc.
Is this not the same as "client side stuff" that happened with New World?
@@LaubeQ sure than u can abuse those client side things
That armor looks so dang cool!!! Everything about this showcase was perfect. The abilities look so interesting and unique, the visuals are amazing, the class overall just looks sick. I cannot wait to play this, you guys are doing such an amazing job.
Scatter shot charging is an awesome idea. These kid of abilities always tend to be forgotten about since the overall dos tends to be low, but with this tech it has a huge variety and skill potential!
Been waiting patiently. This game is becoming breath taking at this point! Good luck with the development, looking forward to more :)
Damn, the effects are insane.
And once again, I love the verticality of airstrike. It's even cooler now.
You guys have come so far!!! The game is looking amazing. Can't wait for A2.
This ranger main is over the moon! This WAS AWESOME!
@42:32 typical hunter pulling before tank is finished. i love it.
Great progress - wishing the whole team at Intrepid/Ashes a great holiday - Keep up the good work. Cant wait to sink my teeth in it.
Love how open you guys are. Keep up the good work 👍👍👍👍👍👊
Thanks for all your transparency and updates. Keep it up and take all the time you need and deliver us the game we all want and deserve. We will be there to support you all the way.
Ranger seems to have great flexibility.. I hope this flexibility doesn't get nerfed!
Loving the Ranger so far! One thing I noticed, that is nice, was when the creatures tethered and started running back, you can still do damage to them. Every game I've played once that happens the creature usually can't be killed. I also like that even with it being in winter the white snow doesn't overpower everything visually.
The progress has been amazing...the ranger armor is fantastic! I'm not sure if this comes later but being able to see tracks in the snow at least temporarily would go a long way in immersion.
The team has done absolutely brilliant work this year and it shows! I'm very excited to see what's in store this time next year.
This combat looks so much better. The animations in general just look more "crisp" when compared with the previous showcases. The spell/ability effects also look great.
My one point of feedback is I think the damage numbers should display sooner after impact. Currently there's a small delay between when the ability hits, and when the number is displayed, and it somewhat reduces the "punchiness" of the combat.
This. The timing of combat numbers and their appearance/animation is super critical. If people have to download an addon to get better info/animation then you are doing something wrong (in most cases)
I agree, numbers should be closer to projectile visual hit.
Such a good point of feedback!
I think that's a very easy fix
Yeah the delay really kills the vibe
very happy with how the game is coming along
THIS, is amazing. Well done!!!!
I've been following for years. I can't find the two part videos where you explained the vision of the game over a map anymore, though those two videos is when I knew something special was trying to come to life.
Patience is a virtue, not one we are meant to master. Though practice every single day.
Here's to progressing forward!
Such a huge improvement on the ranger and combat in general! Well done to all the devs, its clear for all of your passion y’all put into it.
The combat fluidity and build-crafting are noteworthy as of this update. I really appreciate the display. This update took me from the category of “watching but not excited” to “watching, optimistic, and excited”.
Great work!
Edit: Can’t stop thinking about how good the quality of life around Omnidirectional Disengage. As a deadeye pvp player in GW2, trust me it’s appreciated to not have to rotate camera.
Amazing! And it only get's better from here on!
Off cooldown casting is amazing idea for the mark!
I can not wait to start making content for this game. I have been following since the very beginning and I love the passion and drive the whole team has and how far you all have come. Much Love
Mages and Rangers are always my two favorite classes to play, and the fact that I can combine those in this game makes me so excited to play.
Mortal Online 2
LOVING this update, please continue the excellent work Intrepid! Incredibly fleshed out and already implementing feedback from the community, and it's only Alpha still! Can't wait to see where this game goes, the journey may be long... BUT ITS SO WORTH IT!
As a Ranger only player, I am extremely pleased. Loved it, loved the mobility, loved the bursty. Also looking forward to seeing a bit more Longbow gameplay in the future!
I hope this game can develop the iconic hear it from a mile away key music tracks WoW has. Looks good!
It would be cool to see 2x2,3x3 arenas for ranking or something like that. That looks awesome 🤙
Need 10v10
We may have something like that in the future. 😉
Best would be gear equalized arenas, 2x2, 3x3 and 6x6 or bigger. With a ladder and cosmectics to win at the end of the pvp season !
As a WoW Arena Player i Like this too, but pls No Tuning around 3s Arena😂
Cant wait for leaving wow and spend my Time in real PvP game
Arenas were one of WoWs biggest mistakes dont do it. Pvp should only be in the open world. This is an mmo not league
This looks amazing. I really am looking forward to playing this. How ever please take your time. I want it to be as perfect as it can be.
Simultaneous casting looks fun!
This snowscape is so fucking cool! I usually hate these types of areas in MMOs, but there’s so much depth and personality to what you’ve created.
Also, that Air Strike animation is possibly the sickest thing I’ve seen from a ranged class!
Thet tree on the back ground omg 😍
Looking truly clean and snappy, a lot better. Can't wait to see the mage next...
Combat is starting to look good!! Seems like the game's moving in the right direction and i love to see it. Can't wait to see the final product and play it! Keep going guys. Revive the MMORPG genre!!!
Its pretty good to see that you have a clear idea of the overall kit and its interactions. This is good progress giving me high hopes that the combat will be good. And i hope it will be because for a mmo combat is one of the key components that either makes or breakes the game.
The skill that penetrates armor is one of my favs because it gives the players not only a lot of situational options but also makes information gathering on targets much more important.
Cc breaks for every class is also great, not only for skill expression but also for reducing frustrating situations and overall balancing
As a ranged main. Im digging this. Cant wait to see the other classes.
Nice work! Love it!!! So hyped for Ranger🔥
I think you guys nailed it. You're at the point now where the overall quality of the combat experience for ranger is being held back by character models/animations rather than design principles or spell effects. The character models/animations really do feel like a vestige of the ue4 days and I can't wait to see what the next iteration is like. Really digging the dynamic abilities.
As ranger main who transitioned to healer because the class was never done justice... thank you! Im so excited to come back to this class and I cant wait for Alpha 2 so I can play it!
I'm a web developer and you are making me want to switch from building cool webpage templates to build cool skills. Ahhhh so, so good. I really admire the work of the devs, designers, qa and all of the team I know this is a lot of work to make, really proud of you guys.
Its crazy how good you managed to make this class look aswell! Cleric, Mage, and Ranger all looked amazing! Iv been dreaming of playing an aoe based mage in AoC for awhile now but by launch ill prob want to play every single class. Gonna be rough to decide what to do, I hope ill actually have some free time when this finally comes out cuz man am I gonna need it.
I am impressed! Your progression is visible every update. Very nice work. I am happy for you nad community! :)
Beautiful! That archer is nasty! i love it.
Unpopular take here, but If it was up to me I would go full LoL with skills.
Make them all vector based telegraphed skill shots!
There is literally dozens upon dozens MOBAs that have whole variety of them and I want to see all of them in Ashes.
Smite skills should serve them as inspiration too.
You're doing some god work for this game and the MMORPG genre in general, been following you since 2020 and will not stop.
I can’t wait to ask my grandkids in twenty years when they’re born how ashes of creation beta test is going
players started families died and even rebornd and this game still in development
really excited with this new show case of the ranger... cant wait for the alpha 2 playtest and to see some nice game play with them...
Thank you Steven and everyone at Intrepid! You guys are making a lot of our dreams come true and every stream makes me proud to be a big backer for this project. I can’t wait to dive back in!
44:50 I have full faith that the team will resolve that issue to not have moments like this that break character and immersion. Maybe re-aggroing, or mobs not instantly healing to full when they reset, but slowly (or quickly) regenerating their health when out of combat.
Moments like this reminds you that the mobs in the game are programmed NPCs that have no intelligent let alone creative thought rather than fostering suspension of disbelief to see the creatures as living entities with complex nature and behavior.
Combat and the ranger itself have really started to come together! Proud of you guys / the team 🎉👏🏻
Very excited for A2, and the near future pvp showcase
I'm SOOO happy about "doing right by Ranger mains" THANK YOU.
The ranger looks very mobile & fluid. Can't wait to test it out!
You guys are knocking it out of the park, the improvement from A1 to A2 has just been insane.
Honestly a perfect class IMO (Except for the obvious balance stuff that will come later)
Animations: Perfect
Mobility: Top Notch
Offensive Abilities & Combos: Ooooohh boi
And finally Steven slaying his team while saying "Oops" & pulling a named mob like a true DPS player: 10/10
Can't wait for Q3! Hopefully it will drop on my Birthday late July, nice present for me hahaha!
Keep up the amazing work! ♥
So stoked!! Nice job Ashes team! Excited to play Alpha 2.
I love how fluid the movement for ranger looks. It seems like it would be a blast to zip around a battlefield, great job!
Awesome. I'm going to have to listen to this a few more times, but the Ranger kit seems pretty good to me.
I hope Camouflage remains part of the kit, though.
This ranger looks like what I’ve been missing for years - YEARS! my favorite class was the ranger class from Aion; this feels fast paced, organic and abilities that matter. Not surprised you guys knocked it out of the park. The mobility abilities also look great. Devs well done! 👏 👏👏
This update right here... made me buy the biggest supporter pack. Ranger main FTW!
Awesome piece of work, deep admiration. Congratulations!!
Something really cool for airstike and similar abilities on other classes~ Its nice you have control in the air but instead of having that initial locked movement one way, it would feel super good, and i mean SUPER good if you can control the direction of that ability, for example, holding W + airstrike you can leap forwards, holding S + Airstrike you can leap backwards, same for A and D. Having the freedom and flexibility on such skills during combat across any class would be huge in my opinion.
Great suggestion, this would be a nice addition and looks like it wouldn't be too hard to implement since the concept exists on the evade and in the current iteration of the skill with aerial movement.
This is exactly what I imagined a ranger class to be. Amazing work from Brian, Trav, and others designing this class. I can't wait to play it.
Oh hell yes.
An early gift.
Awesome and thanks. I´m looking forward. Merry Christmas and Happy New Year to all.
Wow! Amazing work, the abilities are beautiful and seem to fit the ranger playstyle. I am so excited to see more and then in due time get to play it myself!
So excited about this. I really hope Alpha 2 is in 2024. I feel like I've been waiting on this game for 5 years lol
The way the numbers are shown and the values are great.
Hands down best ranger combat I’ve seen in any MMO ever! Only 2 points of feedback:
1) Pets? Maybe because it’s only the base class showcase but would love to see pet gameplay
2) damage numbers are hard to see, perhaps making them an easier color to see or bigger/bolder like WoW and more immediate when abilities hit would make the combat feel punchier and satisfying.
Such small points of feedback because this was such a perfect update!! 🙌🏻
what if you had a spirit that you could turn into a raven tiger or bear and have it level with your hunt and mark abilities its close to being set up like that.
This looks amazing guys! Really stellar work. This feels like it will have the right level of mobility. The impact of the attacks seems spot on. Having something like barrage that you can pair with ammo enchantments and the marks. It really just feels like a comprehensive kit, more so than even the mage. And everything visually is stunning.
I would like to see more footage from a party member in the future when you discuss how things look client-side vs what others see though.
Great showcase!
Looks great!! Can't wait for the Summoner!!!
The focus on building with an emphasis on the verticality of the map makes combat look way more amazing than it used to. Glad to see Ranger getting some love.
Animations and spell effects look so much better. Especially the air attack and the charge cone aoe. This combat and the intricacies look fun to play and just watching them makes me want to try. I hope all the classes get their own really cool to watch and fun to use attacks.
Been following since the start! Keep up the good work!
OH BOY IM SO EXCITED TO PLAY THIS GAME , IVE BEEN WAITING FOR FAR TOO LONG, YOU GUYS ARE KILLING IT !!
Snipe (the first ability) is the best ability in the game I've seen so far. The particles of many skills are cool, but this also has WEIGHT, which i adore ! How the back curls to be able to sustain the energy of the shot, HUUUGE BRAVO to the animator of the skill !! Give this man the mage skills, to put weight into them !
Oh god those effects/animations are looking INCREDIBLE
One thing that does concern me about the skill tree is that the player may be forced to spend skill points on a skill they never wanted in order to gain access to a skill they do want, assuming the unwanted skill is not necessary for the function of the desired skill of course.
Oh my gosh this is amazing! I was debating if I wanted to play alpha 2 but this has definitely sold me
The Vek model is looking really cool and I am in love with the fur + bone, sort of spirit animal vibe to the set they're wearing. Hope to see more like it and PRAYING that Pyrai will be able to wear similar styles. The blue runes/details on the skull are neat af. One of the BEST silhouettes I've ever seen on a hood in-game. love the ears.
I'm honestly blown away by the animations, the particle effects are beautiful and varied.. I especially like the decals that only casters can see, like the tracing sigils on the ground or that seem to close in and connect when a ranger is holding to cast the green spread shot...
I love the mechanics that allow you to instantly release a spread or hold for a focused-fire skill shot, really
REALLY cool, can't wait to see more like it for other archetypes/classes.
I'm excited by the "rock, paper, scissors" approach to class balance. It's not ALWAYS fun but I think it's really important to be wary of certain solo battles and to be encouraged to team up and socialize. Rangers /should/ have to think carefully about when (if ever) they should risk engaging a tank or rogue on their own... I think it's a lot of fun to have mobility skills that can (sometimes) give them an upper hand if they're being clever and using terrain to outplay an opponent.
I am obsessed with the omnidirectional *option* on disengage, It's so much more beautiful and immersive to be able to appreciate the agility and acrobatics compared to spinning my camera while jumping to execute the maneuver.. sometimes that is fun which is why I think it's so great to have the option...
I was a little worried that the marks + hunts may result in bloated bars and end up just being a macro if that is possible but it seems fun to have to consider synergies and play around them in various situations.
The gem springs were breathtaking, with such stunning and ethereal vibes. new wallpaper for sure.
Before this showcase, I felt confident I was a mage-based character but with the acrobatics shown today, I am thinking it just won't be as much fun to play a wizard as it will be to flip over chasms and traverse verra with true elven agility.
Hoping to see a rogue or ranger mechanic that is sort of a "saving throw" when they fall off of ledges - react quickly to catch the ledge, throw a grappling hook, or stab the wall to stop your descent and mantle back up.. just sayin ;)
This game looks so cool
I will be keeping my ranger gameplay alive in this game as well
Looks amazing, thank you for keeping us in the loop on everything, stevens enthusiasm is infectious 😂
After the last showcase on crafting and the things I see from paladin/tanking wise. I finally brought home a pre-purche! Looking forward to explore this game, both in beta and release =)
Gonna be pre ordering this game next month hoping to test the waters on Alpha 2. Looks sooooo good
looks great how ever nameplates could use work. colour and size changes depending on if you have agro or are targeting. was that spider at the end an elite? nameplate should be more obvious for an elit. i just hope all UI is customisable on release
Hi, i have a question: how many active abiities are equippable at once? i like it to be around 5-10...more than 10 is quite overwhelming for me cause no more buttons to press on keyboard easily and too much variables and combos, simple is better :)
IF all classes have the same mobility capabilities as the Ranger, this games combat is going to me insance! Great content as always, promising for the future, lets go!
Keep up the good work! Can't wait to give Alpha 2 a test!
Loved the gameplay !
A2 Q3 CONFIRMED!
It looks sooo much better than previous iterations. Really like the direction you are taking. I agree there is something off about the animations though regarding no quivers and never drawing an arrow. Makes the bow feel "gun'y" if thats a word. The sound of the string getting drawn is usually super satisfying, really think you should include that
I absolutely love the Air Strike ability. I think it might need some polish with regards to how easy it is to aim the actual projectiles, since it seems pretty hard to predict where they will land. Otherwise, it really does seem like a 10/10 ability in terms of coolness and satisfaction while using it.
The new guy on the VFX team is so talented!
New unique and interesting abilities and upgrades
Can't wait to see more! This was a great showcase. It's nice that you say even VFX can change in the future because people don't know that and are tired of "false" alpha games that push everything to later, but you actually deliver everytime.
Looks very fluid and slick. With all the CC flying about though I do hope you're planning to incorporate diminishing returns or similar. Can't recall if you've commented on this or not.
Looking forward to watching my kids playing it 15 years from now
Well unfortunately for you, Biden will outlaw games by then because toxic is not allowed in our hurt feelings society! 😢
it looks amazing! but i hope youll tweak the mobs to not reset as fast lol but i think thats an easy call after the 1 HP spider :D
cant wait to see more, you guys are great
raining death would be really cool if you broke the damage cone into three zones of of distance breakpoints. like zone 1: 0-5m from player, zone 2, 5-10m zone 3 10-15m or whatever. could charge it up rolling thunder style and the animation was up to 3 quick "bam bam bams" doing damage in each zone of the cone depending on how long you pressed it . Could have talents that make the different zones do nifty synergy stuff to smoothe the rotation out as needed.
zone 1: 5m knockback. zone2: increased ammo imbue effect zone3: marked forbonus crit to targets. imagine max range charge raining death into that other dynamically closing cone aoe for a huge crit