Ashes of Creation Combat Changes!! | Caravan Blitz | Ep. 3



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In this episode of Caravan Blitz, ItsFayne and I analyze the new combat changes, talk more about the content creator program, and discuss group finder in MMOs. Settle for another awesome discussion, then head over to Fayne’s channel and check out part 2 for more of the same fun stuff!

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26 thoughts on “Ashes of Creation Combat Changes!! | Caravan Blitz | Ep. 3”

  1. It makes sense to me for melee classes to be more action mode focused and ranged classes to be more tab target mode focused. Melee is more quick-paced and directional while ranged is more strategic and positional.

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  2. ITs easy to make range action combat if they have good enough hit detection with smart use of projectiles on skills. And balancing out the damage from skill shot to tab target lock on.

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  3. As well you can have dungeons with action combat without issues you just design it appropriately. There is nothing action combat can't do that tab can't as when it comes to action combat. If you need to target something and have skills that only work on targets, taunts, heals, buffs, etc that is completely fine.

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  4. I feel the target type depends on the class. Ranged seems better with tab target where as a melee action combat may feel better. I am not sure how a melee ability followed by a tab target ability will feel like (mixed).

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  5. I think all ranged attacks should be tab target, Melee should be action combat, and AoE (rain of arrows, etc.) should be template target on the ground. This way you wouldn't have to keep switching between tab/action, it just is what it is based on the attack type. You would essentially be locked into an action combat "view", but the ranged attacks would automatically hit on whoever you have targeted. So a bow user would lock on to a target by left clicking on them in their reticle (or cycling enemies with Tab), and then press Q (or whatever) to start auto attacking and it automatically lands. When someone gets up close and they swap weapons to their dagger, then their left click swings their auto attack.

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  6. For Ashes I don't ever want a Group Finder, where I que up and stand stand around town watching Youtube waiting for it to pop.
    But I do want my one character to be able to Level up every combat job, it respects player gametime and makes the community stronger

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  7. "Your mother dresses you funny." I would have you know that some of our mothers (those that are still with us) have great fashion sense and we should all be proud that our Moms still help us pick out our clothes…

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  8. Great video guys! One comment on the DAOC not having a group finder, part of that magic IMO was the fact that the dungeons were not instanced and easily supported multiple full groups (8 people per group) progressing through the dungeon simultaneously. I would often just go to a dungeon at an appropriate level, solo mobs up at the top (they did not have "elite" mobs so soloing appropriate dungeon mob was viable, and they got higher and higher level as you progress to support a fairly wide level or group range), and would often run into others there at the same time and group up. So it happened very organically. You could also just do a /who dungeonname to see who was already inside a specific dungeon, maybe shoot them a whisper to see if you could join. For that game and the way the dungeons were made, it worked fine.

    But, for newer games that basically every dungeon is instanced, I admit at times I find a lack of a dungeon finder very tedious. It's just not the same vibe. Plus I'm much older now and have a family etc, I just don't have hours and hours to sit around in hopes of getting a dungeon group, constantly spamming or checking chat for LFG etc. So overall I don't really like what things like a dungeon finder do to a game, but if that's the way you are designing your dungeons and what I'm stuck with, then I would prefer to have that option.

    Without it, over time you will likely just end up in a scenario where people are just paying higher level toons to boost them through the dungeon cause it's faster, gets the quests done and good XP, and they don't have to fool with the headache of trying to find a normal group to get it done. In some ways, that can end up doing much more damage to the game long term than just having a dungeon finder. Just have to find the balance and it needs to match the dungeon design.

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  9. My thoughts on why rooted motion felt off – I think that feedback that led to the development of rooted motion for melee combat was given for different genre of games, when people tested apoc they've been playing Battle Royal, not MMORPG which has a very different flow of battle, in BR's, every fight should be quick, deadly and most importantly in BR's you only have the weapon that you've found, that's why it's so important for weapon attacks to feel impactful, they are basically the only thing in this game that does damage. Whereas in most MMORPG's and I think in Ashes too, the majority of your dps comes from your abilities and not from melee weapon attacks, in MMORPG's you need to have a feeling of "impact" on your skills not your weapon of choice, the weapon should be something supplementary and that's why it needs to be less impactful and more controllable, so while you hit a target you can position yourself nicely to get that impactful big CD off + if you have both your skills and your weapon attacks root you, it becomes really hard to do mechanics in boss fights, cause 70 to 80% of the time you just can't move.

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  10. Any concern about PVE casuals/carebears not staying due to the majority of content being open world? I could see PVP in dungeons (outside of the 20% of story) being a major turnoff for a lot of them.

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  11. I am planing on doing CZSK videos about AoC for our comunity, but everything I would do now is just speculation and I dont want to start the channel with theese, because later on guys will search for answers and find wrong ones. I could do some brainstorming videos for ideas, but that I will have to do in english and I much more preffer to speculate and brainstorm with u guys on twitch. The next thing is that they said that they will give us official AoC assets to work with, if hired, so you may waste a lot of time now on it and later find out you didnt need to. The very last and most important thing is that most of the knowledge I have is from other content creators and I dont wanna be a "reaction Andy" or canibalize on yours. How can I speak about the game, if I didnt even play it in person… you know what I mean? 😀

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