Ashes of Creation: Weapon Charges, Tanking Mechanics and Prismatic Goodness



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17 thoughts on “Ashes of Creation: Weapon Charges, Tanking Mechanics and Prismatic Goodness”

  1. I'd also like to see the ability to overload a rank 3 augment by placing 5 points into it, which changes the spells function a good deal. Let's say Prismatic beam is Arcane damage and at rank 3 is 150dps, at rank 4 it stays 150dps, but at rank 5 it changes to the Wind based spell called Hurricane, a channeled frontal cone knockback which does 25dps, but depletes the Mages MP bar quickly as it's channeled.

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  2. Tanks made a lot of more sense in Warhammer Age of Reckoning. You don't just stand there, depending on a tank class you can not only deploy a lot of active CC, damage mitigation for your team (even in PvP!), but also dish out damage. You are a total PITA not just a passive punch bag with a lot of hit points.

    Also a personal peeve – AoC clearly takes some inspiration from D&D world (classes, the whole Underrealm thing)…tank class does not exist there, well at least not under such crude title. D&D and similar systems like Pahtfinder offer a number of interesting classes you can build to be able to sustain a lot of damage, but also be active in battle.

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  3. Ammo has a HUGE penalty. It makes killing something, killing it by Gold Poisoning. Use a bow, become poor, and you spend cash for what others get for free. Unless, the fighter pays for weapon swings?
    If ammo is cheap enough to be trivial, it is pointless. While if it has a significant cost, it punishes the ammo user.

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  4. I don't know if I've heard it articulated so succinctly that threat ought to be generated from CC or debuff abilities, but it certainly something I thought a lot about, and was missing while leveling a prot boy in classic WoW. Tanking, and just playing a tank class could be a lot more fun in general if designed from the ground up with this in mind. Good video.

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  5. TBC has the best tanking mechanics wow has ever had, threat mattered, each tank fills a niche and I find it enjoyable to play. Having gone back and tanked on a wrath private server a couple of years ago, and living through it when wrath was live, I can tell you tanking was BORING then, there was no skill involved, it was go in, AOE spam, go on to the next trash pack until the boss, barely do anything to the boss and boss flops over. It only got somewhat interesting in raids when they actually added things for the tank to do in the hard/heroic modes.
    Tanks should not be good damage dealers, they should also not be able to fully self sustain, a healing cooldown is good but being able to top yourself off via healing over and over is not good game design.

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  6. Consumable ammo in an mmo is a fucking terrible idea and there is a reason why other games either don’t have it or got rid of it. It just ends up being a tax on ranged classes. It’s not fun to have to go back to town to buy ammo just to play the game. Also, what’s the corresponding melee tax? Repair 4 times as often? No. Shit idea.

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  7. tanks should have a powerful ability where they become invincible for a few seconds, then they have to deal the damage they avoided back to enemies, otherwise they receive the remaining damage, this gives tanks a chance to mitigate large damage attacks

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