Ashes of Creation Waiting Room – Teamwork



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teamwork memes

Yeah so, if there are any weird mistakes with the editting or the voice over… it’s because i’m too tired to QA this video 😀 i feel sick!
Joining the discord would make me feel better though, i’m feeling generous today and sharing my personal stash of copium to the boiz:
https://discord.gg/muwNp8NhbB

Business Inquiries: [email protected]

#AshesofCreation #MMORPG #COPIUM

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27 thoughts on “Ashes of Creation Waiting Room – Teamwork”

  1. It's going to be interesting to see how the combat will have changed from alpha 1 to alpha 2. Hybrid combat is my fav after playing GW2 for several years,. I loved the combat style and being able to miss in NW (but the rest of it was crap) was excellent. I like the 1 and 2-handed dam idea, nothing annoys me more in an MMO of being a mob grinding simulator.

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  2. Narc likes furries. I knew it; check 5:27.
    I also like your solution; it sounds better for immersion too!
    thumbs up
    I would like see an in-depth video on ways an MMO (and AoC) can incorporate teamwork in a way most players would like.

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  3. How I miss group content that required marking targets, planning a kill order and maybe an off tank.

    AOE zergfests don't have the same feeling of accomplishment

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  4. Man you're right. I never realized what it was that made TBC (and WotlK too I think) such unique battle experiences. You really had to master your niché. Nobody could steamroll (Except for BM hunters lol).

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  5. I agree with the one-handed and two-handed limitations you suggested, especially for Tanks.
    Decisions should matter, and a double-dipped Mage Archwizard should be able to spec into an AoE specialist, since they chose to abandon utility from a different /subclass.

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  6. mmmm, can't say I agree with AOE weapon locks. It will will likely pigeonhole class and combat and economic preferences into a smaller focus pool. Much prefer augments and build craft options, with perhaps aoe diminishing returns over lager group spreads. AOE is mainly used to compensate action combat shortfalls to keep on par with tab target abilities as compromise. maybe some weapons can be better or worse at aoe but I think cleaves are basically a cope for action combat fans who think they can overcome ping/server issues with perfect skill.

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  7. I think it would be less clunky to keep the cleave mechanics but just reduce damage on enemies hit after the first, or just split damage evenly among all hit targets. Though with the second option I think scaling the total damage up a little based on the number of cleaved enemies would be good, that way there is still a reason to attach multiple enemies rather than only ever pulling one at a time

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  8. Would be interesting to hear your thoughts on FFXIV latest producer luve letter where they talked about wanting it to be less MMO and more of RPG "alone or with friends" and expanding the system where you can run dungeons with NPCs instead (Trust system). The rationale is that when you force people to play with other people they are more likely to quit than to submit to the pressure andby allowing them to have NPC stand-ins you may actually entice some players to try grouping with others once they have built their confidence

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  9. Very perceptive of you narc, they need to get this right to maintain role specific balancing in group content, being dependant on others whilst also pulling your own weight is the best way to form good relationships in game that strengthen the community 👍

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  10. I have never been a fan of group combat. When I play an MMO, it becomes my story, not some groups story. When I do get into a raid group, I find it a waste of time, and the rewards are lacking. But then if I got high on copium, I may find the group combat to be more rewarding.

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  11. As someone who ran a hunter in 3 hunter 5 mans (vanilla and BC) and rarely had a healer, allowing flexibility, and making sure there is no true 'meta' build, makes for a lot more fun. Sure, we had to learn how to use our pets properly when everyone was screaming "NO PETS". And we had to make sure our pets took the damage, not us. But it was challenging, which in turn was rewarding. And we had 3 different hunter builds, a dex monkey, a crit monster, and a staff hunter. Great memories.

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  12. I think the aoe cap should be limited by weapon type or the weapon attack movement. For example, slash or chop type weapons like sword and axe should have higher aoe cap than hit type weapons like club or mace or hammer and daggers are lesser aoe cap than above. About spear and polearm I don't really know because those weapons type are hybrid long stick with a knife or axe or axe and small hammer on the tip and the way to use these weapons are so different cross different region, personally I will give the highest aoe cap and melee attack range to spear and polearm. Please know that I only discuss aoe cap, how the weapon deal damage is another topic.

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  13. I partly agree, hear me out. I remember back in 2007 when TBC launched, the dungeons were TOUGH! It was fun but having that constant tough challenge even when you had mid level gear got tedious.
    Since casual players make up a large bulk of the player base these days (cause boomers have to much real life aggro to spend 16 hours a day playing mmos) It's important to let them have face roll content. Now, again at the start — you struggle but with gear you can face roll easily.
    For the more hardcore audience we could have world of warcrafts mythic + system or some other system which allows you to play content at a harder difficulty.

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