Ashes of Creation: Alpha One Preview of the Tank Archetype | Levels 1-10 Active Skills



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A short preview of early development on the Tank Archetype. For information, read on: https://www.mmorpg.com/developer-journals/ashes-of-creation-bulwark-on-the-battlefield-tank-alpha-one-preview-2000120931

These are the levels 1-10 active skills that will be available for the Tank Archetype in our Alpha One! Check out our Creative Director’s Letter for more upcoming dates! https://ashesofcreation.com/news/2021-01-08-creative-directors-letter

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50 thoughts on “Ashes of Creation: Alpha One Preview of the Tank Archetype | Levels 1-10 Active Skills”

  1. Glorious Ashes Community, I hope you enjoy this short preview of the active level 1-10 skillset for the Tank Archetype. As always, it is important to note this is an EARLY preview and will undergo many iterations as we get through the Alphas and Betas, but we wanted to keep you updated with the progress on this amazing development journey. As always, please leave your valuable comments! I love reading what our Glorious community has to say! Much love <3

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  2. I dont know where else to ask, dear Ashes Team, please don't let Innova to localize your game in CIS region. All games which they do localize are about in-game transactions and basically P2W content only.
    Please T_T

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  3. Good work guys, it looks like you're making nice progress. I do think your animations rely far too much on the colour orange/red/yellow. Would love to see more earthy tones however.

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  4. The entire thing looks amazing but i have some things to address. 1) Myrmidon swings are really quick and it looks kinda awkward. 2) the shields that appear on top of the 2 characters (bulwark) look kinda weird.. I would prefer a simpler design. And 3) the auto attacks look way to fancy in my opinion.. too many sparkles.. still would prefer something more simple like just a white line of air with each auto or something like that. Other than that the game looks freaking insane! Can't wait to play it!

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  5. Nice looking skill line. Hopefully the tank/tank build includes a 'guard' ability, something similar to what they have in TOR, where you can select a team mate and absorb a percentage of any damage directed at them. Given the amount of PvP this game will feature, an ability like that is pretty much a must have tool for dedicated tanks who are trying to keep their healer alive.

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  6. Tbf I don't play wow but from what i see this combat reminds me of wow. ( Which to me is pretty big turn off) please be as bold with the combat as you are with your other systems.. just bring some interesting systems/mechanics not this old copy paste stuff

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  7. I think you guys should be careful adding to long of animations to some of these moves. They look really cool but the standtime after you use some of these moves looks clunky and sluggish but great work so far!

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  8. @Ashes of Creation Just curious why does the Tank player keep their shield to the lowered position right after activating the spell? Wouldn't a Tank look more threatening + want to keep the threat visually by maintaining a raised shield stance after initiating the spell?

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  9. Ahh, food for the tank soul in me. It's great to see this video, I've been waiting to see how the tank archetype takes form since I backed during Kickstarter. This looks like a very solid toolkit to bring the fun into the early game, something that I feel like a lot of devs miss the mark on when dealing with tanks especially. I'm just hoping for a viable two handed sword/axe/hammer tank build! The animations do look great but, like a few have said, I feel like they need a bit more weight to them to hit that sweet spot of satisfying impact to go along with all the 'Arrrgghh!". I can already tell that I'm going to have a lot of fun using Onslaught, Shockwave and Resounding Smash. I am more hyped than ever to see this game continue to develop after seeing this!

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  10. These seemed like the most refined animations and sounds in the archetypes you have released thus far. Onslaught was my favorite animation (sound was great as well). I think all the fire/magma effects seem off to me, but I think the texture/particles could be less elemental(fire) based and more neutral. Even an earthy/ground or metallic aesthetic would fit the concept more I- but lipstick is usually easily adjusted/modified. Overall, I love these quick(er) animations, and I love the updates to the game so far. Very excited for the game, and genre as a whole.

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  11. If an mmo wants to succeed in 2021 the character animations/feel of the character not only need to be equally as smoothe as wow, but be even better. RIFT (2011) has better animations and movements then this game

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