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Ashes of Creation does have some Anti-Meta features? But there are also some designs built into this MMO that I think foster a desire to form a META even more. I get into that and quite a bit more in this one.
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4:45, couldn't agree more
I'm usually not a big PvP guy, but since I want to focus a lot on sea content and sea content it's bound to open PvP, I will have to optimize a bit to make my character viable for battle, even tho I want my main focus to be exploring and utility. So I pray the Charlatan class has some good options for that.
The biggest thing about the meta that will be different in Ashes vs. any other current MMO, is accessibility. In every other MMO I can think of, if you are a certain class, at max level you have access to all the same skills as everyone else of that class, it's just a matter of what skills you choose to slot, and/or what order you use them in. You also have access to the same chance for gear, you might not have the ability to kill a certain boss on a certain difficulty, but you have access to that boss. In Ashes, both augments (so skill variations) and gear, will be locked behind things like node progression, node location, availability of processing/crafting tables of specific types, religious standing, guild size, etc. So, I may be able to make a guide for "Most OP Spellshield Ever Seen", but if the only server that has the dungeon unlocked through node progression that drops the specific sword that makes the build work is the server I'm on, then it will only be "meta" on my server. So while yes, all games forever into perpetuity will have a meta, at the very least Ashes metas will be localized, regional, or server based. Small difference yes, but a difference still.
The fact that Steven is actively trying to avoid maytahs, is definitely a good thing, otherwise maytahs are virtually guaranteed.
Meta always finds a way.
I think that group structure provides a great deal of opportunity for "anti-meta."
For example, in original EverQuest, back in 2002, I created an anti-Trinity group based on pet classes, primarily elementals.
We'd have the pets /guard a "nucleus" at the center, while the casters formed a ring around them. One or two pullers would lead trains of mobs into the nucleus, which would get and hold aggro, while the casters would nuke from the outside, while healing or resummoning their pets as necessary.
This group structure had numerous advantages over the Holy Trinity of Tank, Healer, and DPS.
The big advantage was that the Pet group did not depend on any single member. While Trinity groups broke if either the Tank or Healer left, Pet Groups could grow and shrink by adjusting the pull rate as needed.
An experienced Pet Group could continuously train mobs into a Cuisinart of Death.
With the variety of strong archetypes, there will be many interesting groups to be found in Ashes.
The complex web of memberships: groups, families, guilds, alliances, batallions, citizenship, defenders, attackers, and so on, offers opportunity for discovery.
To focus on character builds and grinds misses the variety and complexity that Ashes of Creation will offer.
The way he says meta is triggering lol
Meta. Does not sound like beta.
The basic things I've come to believe about Ashes of Creation combat:
absolutely NO one shot kills, even Max vs. Noob.
It's going to be rock, paper, scissors, sharpener, pencil, pen and vial combat. Stuff we know, and stuff we don't, but each with a weakness. I've seen two noobs take out higher level skilled player, because of communication.
Combat with two on one will be based more on communication and skill outside of built in weaknesses.
With just the known modifications to abilities you're going to spend months trying them out. Months. It's a SHEER numbers game.
In Alpha One combatants fought at least a minute or two unless it was four or more to one.