Ashes of Creation Alpha Two Mage Archetype Preview



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We are extremely excited to give you an early preview of the Mage Archetype! 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 Mage Feedback https://forums.ashesofcreation.com/discussion/55467/feedback-request-alpha-two-mage-updates-shown-in-the-april-livestream/p1

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37 thoughts on “Ashes of Creation Alpha Two Mage Archetype Preview”

  1. Greetings my friends, I hope you all enjoy these regular updates for our progress. It is the most important thing in the world to our team to get your thoughts and feedback on what you’re seeing, and will soon be playing. What did you like about today’s update and where are areas you want us to improve. Much love ❤

    Reply
  2. I hate the purple sphere that appears around the character when it uses blink. dial it down a bit. Same with the ball of lightning… why is there a huge blue sphere around the actual ball it really doesn't look good.

    Reply
  3. Ну пока что игра выглядит как кусок альфы. В принципе не удивлён. Топовые игры рождались не так. А это. Мажоры делают игру для мажоров.

    Reply
  4. Zero innovation, and very basic spells. Quite disappointing.

    My honest opinion is that any VFX artist can do these spells in UE4 or 5 in just a few hours. It's really quite easy to go into niagara and make your spells pretty.

    If you guys want to stand out, go back to the drawing board, think harder and put the meaning and strategy behind each spell.

    Best way to actually make magic fun, is to make your team play some sort of arena pvp (1v1 for example) and that will quickly expose if your combat and ideas are good or not.

    What you showcased today is going to turn into a button-mushing fest as soon as cooldown is available. No strategy behind something like this.

    The combat needs to be fun on small scale, that's how you create meaning and weight. Then you move onto larger scale and PVE.

    It seems that you guys are doing it backwards, which will ultimately turn into a boring button mushing contents.

    Reply
  5. This is the most overhyped over priced outdated pay model of a game.

    No one wants to pay 15 dollars a month unless your wow. That pay model died with them and final fantasy is a joke.

    By the time this game comes out there’s going to be something better.

    This is such a low tier display for 3 years of work.

    I don’t see anything from when I got to play test to the follow up videos that provide anything different or special from other mmo’s. This doesn’t fill a gap or a niche or any sort of gap in the mmo genre.

    Mid af

    Reply
  6. Now that's what I call a combat update! Love the direction of the mage.. especially the idea for it to have defensive utilities and not just be a pure glass dps

    Reply
  7. I think that Mage mobility wasn't great, but if you wants us to play in group I think you should show it with tank. About animations I think that AoE should have better indication of range, so eg for Ice magic, a little of frost shows before AoE and stay to end, for electricity small sparks or some less demanding effect, visible but easy to ignore, so if many abilities are use we still can focus.
    For lighting, casting animation should have first gather of electricity next what is now as whole animation.

    Reply
  8. The combat and movement still don't look good imo(especially the movement), the scenery looks generic and the character out of place. I don't understand how shitty gatcha games get the combat right and this game with so many years in development can't. Overall, i have faith in this project. Let's hope they get it right. They have to…

    Reply
  9. I think the characters should move their shoulders and waist up in accordance with the laws of physics while running. they're walking like they're paralyzed above the waist right now. they physically act like a stick when they start running and when they stop. gw2 can help you in this regard. Because of the energy when I see the character running, I cannot concentrate on the game and there is no sense of belonging. It feels like a puppet.
    I guess because of the same bodily deficiencies of the laws of physics. The movements and gait during the fight still do not look artificial and realistic.
    Currently, a few games that can do what I'm talking about, character physics and movement details very well, are on the market. I think you should copy directly from them without making any ego about it.
    Of course, if you already have a plan in this regard, then it's different.

    gl

    Reply

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