Ashes of Creation: Complete Weapon Overview [Alpha One]



Read more about Ashes of Creation ➜ https://ashesofcreation.mgn.tv

Weapons Weapons Weapons Weapons Weapons Weapons Weapons

Weapons Weapons Weapons:https://discord.gg/67nwvZZk9z

#AshesofCreation #MMORPG #Weapons

source

26 thoughts on “Ashes of Creation: Complete Weapon Overview [Alpha One]”

  1. I think if they can squeeze in some combat update during the A1 it'll will amp up the hype (or the gripe?) depending on how it goes but definitely worth the risk while we have eyes on it and can get some more feedback on where Intrepid should take it.

    By the way… the animations look AWESOME. Love how smooth the character trists and places their body when moving from different attack positions.

    Reply
  2. I don't think "split body" is the fix for the combat system. It honestly feels like more of a cop out and if its the only direction they're going to fix the combat that doesn't seem like a good sign to me as the direction for ashes development going forward. It is the lowest effort move, and the last thing we should be wanting from intrepid is low effort fixes.

    I'm hoping this is just one step in a much deeper combat overhaul.

    If they just implement split body and call it done this game is dead before it starts. The combat is nowhere near where I could see it being. They have foundations for something cool, fun, and interesting to play. Combat that can keep you engrossed for hours. They just need to add more depth to it.

    Stephen wants the weapon attacks to matter so they need to make the weapon attacks more interactive. You need to be making choices even if simple ones about what you are doing with your weapon attacks. If it just turns into hold left click or q till target dies they will have missed the mark.

    Reply
  3. An idea floating around a lot at the moment which I personally really like is the ability to use an offhand weapon based on your secondary archetype. This would create some interesting class flavour, uniqueness and visual identification. Imagine running Sword/Dagger, Axe/Wand, Wand/Mace and so on. This could also have a relationship with Weapon Skill trees to create skill synergies and unique attack combos?

    Reply
  4. I think, that when it comes to action combat, Tera Online had the combat animations handled the best. Yes, it locked you in the animations, but you could choose with your directional mapped keys, separate from aiming, which way would you character move. So in practice for example, when I was hitting somebody, I could hold the sideways directional key, aiming at my target and I would end up moving with the attack animation essentially in the circle around the target. This gave you the sense of committing to an attack, gave feeling of impact of your attacks and at the same time you retained to a satisfying degree the control over your character.

    I don't like split animation. There's no way they are not gonna feel as if you are floating while swinging. It's silly and you end up looking like flies flying around a spotlight.

    Reply

Leave a Comment