EVERY Weapon Animation in Alpha 1. (Ashes of Creation Explained)



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25 thoughts on “EVERY Weapon Animation in Alpha 1. (Ashes of Creation Explained)”

  1. Honestly looking at it while the animations make the combat seem impactful there has to be a nod to direction of attack and type of stance indicated by the movement defensive stance would not be so aggressively attacking forward while a balance dance would not go as far either I believe there is room for improvement based on directional attacking and the animations that would allow for it to be toned down or customize depending on what you're trying to do I know taking that I don't want to be taking giant animated steps forward while trying to manage the direction of whatever mob that I have control. Conversely will trying to run down somebody that needs to be stabbed I want the animation to go as far as possible. So I think given a nod to diversity of types of attacks and intent there is room for improvement or expansion of what's already there.

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  2. I love the staff and spear animations, they set up a perfect monk class feel with the spin over head. I'm not sure if I love that forward movement on the light attack, because if you are in a bosses hit box and you keep moving forward it will put you right under the boss every time causing you to keep back peddling to get back into position.

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  3. Agree with the general sentiment. If a melee has to have a sort of restriction in terms of movement, then the contrast should be that they genuinely ARE more impactful ie. do more damage. But for balance, it would be easier if both ranged and melee had some sort of drawback, be it impact, or if they are more mobile then damage should be more limited as a trade-off.

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  4. For all the animations, please eliminate the weapons trail. That's distracting for me. The forward movement for the animations looks more like an unrealistic slide rather than an authentic lunge. Please tone that down. My preference is for more realistic movement rather than the fantastical over the top Eastern style.

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  5. The weapons looks like they swing too fast. It visually looks like they weigh nothing. Also, with the forward movement. Why not have the first or even second swing not move you forward, but they 3rd combo where you jump maybe move forward 2 steps?

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  6. so do two people trying to attack each other just go flying passed each other whiffing the air? seeming like every fight is going to become a swing whiff electric slide jousting boogaloo. while that could be very funny to watch it would be extremely annoying in a fight. how much of a delay is there between pressing the button and the animation stopping? that delay plus the preset distance you slide forward with each attack could be a complete gamebreaker for me. add in potential ping spikes to that time from button press to auto slide finish and I can see me walking away.

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  7. Shield with Sword looking good, but share same animation with axe and mace feel not right. Personally I more like sword attack animation feel slashing and dancing like sword dance which now is ok to me and if consider it just a basic attack animation should not be too fancy, axe is similar to mace but axe is about chopping and cutting rapidly like using a lighter weighted hammer that looks like same kind of move but imaging finding weak spot to attack instead of punching through, and mace is all about just punching through any way no matter it’s a weak spot or not.

    Two hand weapon all ok to me, but I personal more like to picture sword kind of weapon perform attacks like dancing using last hit energy to power next hit for example 2B’s large sword heavy attack and hold heavy attack in Nier: Automata and for Spear I also feel Nier: Automata is a good reference or if you want more fancy and more wide attack range can do some research about Chinese martial art about spear and staff/stick(don’t know what you call it in English). And at some degrees all two hand weapon should perform some kind of spin attack or whirlwind attack(I don’t know how to put what I want to say into English) for two hand axe and two hand mace, can make some improvement by research other games like Monster Hunter Hammer for reference.

    Wand is ok but a little too fast too much projectiles, I worry about the PC performance is able to handle if too much people using wand.

    Spell book can be better, I more like spell book is a channel type attack by channel the power in spell book to perform channel attack like mind flay in WOW and maybe can power up depend on what the last active skill you used to improve spell book basic attack for example Prismatic Beam as last skill you used you may be able to perform a lesser one as a basic attack.

    And personally I don’t like the yellow/orange weapon swing effects its’ too much I like more simple effect something like the long sword in Monster Hunter Rise or very light distortion or blur effect in Nier: Automata.

    No dagger and dual wield? I hope dual wield attack use both hands to perform attacks like dual blade in Monster Hunter you can tune down the damage but dual wield attack animation has to be good and hope can hold dagger back hand.

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  8. I'm going to scream 'till my dieing days, this game NEEDS dual wielding. Especially for rogue and fighter.

    I do not like character moving while attacking. I don't want to attack 3 times and end up on the other side of the battlefield.

    I really like the 2h axe animation, thought it felt like you're swinging around a heavy item.

    the 2h sword felt like it had too much range.

    The rest was pretty good, just no movement, please!

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  9. I really like the staff animation, but i HATE the spear annimation, spears are the best weapons in the world, please make the annimations realistic looking!

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  10. Not a fan of the sliding forward, the movements to the animations themself minus the forward movement are very good. Maybe my one criticism though would be the light show you get just swinging a sword or an axe…bit flashy. With the wand I get it…its casting spells so I like it there. My concern would be when you get large groups doing pvp the constant light show starts to make it hard to see what the hell is going on.

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  11. I think either 1 of 2 things needs to happen either stop the forward movement on the first 2 attacks maybe decrease the damage of those attacks buffing the 3rd attacks damage keeping the animation lock the other option would be putting in more animations that allow for strafing during animation lock of the attack giving you more of a feel for moving

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  12. -I don't mind moving forward as part of the animation as long as I am trying to move forward while I swing.

    -I could 100% do without the sparkles flying off during the weapon swings.

    -The position the staff is held when swung… is an abomination. I would much rather see a 2 handed bo staff styling on staves.

    -All of the attacks seem way too fast, especially the 2 handed weapons. I'm not in alpha so I can't say whether that speed feels good from a gameplay standpoint, but just based on looking at it here… it looks super cheesy fast. I can only imagine how goofy it will get if there are stats like haste in the game. That speed also makes it kind of hard to say how I feel about most of the weapon swings.. just way way too fast.

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  13. Hi everyone, well, they need to SLOW down a little bit with those weapon Animation's is to fast,maybe with a dagger can do that speed, the foward's is unnecessary with a melle weapons. They need to change that for sure not because I dont like it, because unnecessary for game

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  14. In regards to peoples reasons for disliking the ''forward motion'' aspect.

    I feel it can be interpreted in a few ways and the general consensus is the forward motion is forced and unnatural.
    To break it down a little more to the core elements what could cause me to agree with that would be lack of control.
    For context i play BDO warrior and the overwhelming majority of abilities have some aspect of motion to them. Be it a half step, a full step, a lengthy charge etc. It feels incredible to play because i have control over every aspect of the movement that will happen resulting from the animations even if I don't make use of animation cancels and flows.

    Why does it look like it would feel bad to me in AoC right now? There's no fine control over your forward motion based on the ''light attack'' as its a single chain of animations when interrupted it starts again from 1. As in theres always the 1st attack animation followed by the nr 2, followed by 3. Theres no way to change that without stopping your attacks altogether and waiting for it to reset. The simplicity of a 1-2-3-4-5 chain combo has its utility and has its place.

    My thoughts on how this can be addressed would be adding different chain attacks which change based on the following key inputs given that you use WASD as movement keys and Q as weapon attack.
    Q-Q-Q-Q Stationary balanced state attacks in the direction of the target
    Q+W – Q+W – Q+W Forward motion attacks that are attacks while advancing
    Q+A – Q+D Sidestep attacks that have lateral movement and attack arc thats suitable for that
    Q+S – Q+S – Q+S This is something I'm split on , either a retreating attack with a backstep or heavy stationary attacks to targets ahead of you.
    With all of these different chains having natural progression and flow. Such as Q – Q – Q+W – Q+A – Q – Q+S – Q+W.
    Does this mean a lot animation work? Yes, is it feasible? I'm leaning towards no, depending on how usable said attacks are for Tab target as its very natural for Action input, less so for Tab.
    Would it help give more control over the character to even just have differing attack animations based on a direction pressed and light attack. Yes. As there's no passive tree for the weapon attacks or even much in terms of any meaningful choices in weapon attacks. The weapon with the best stat scaling and fastest attacks per second and DPS will be used for the benefit of the DPS.

    Would like to see major differences in the cleaving capability between a spear, halberd, great sword and one handed weapons though. Would love to have the aoe weapons outshine others in attacking multiple targets however not as efficient in single target and vice versa. Great single target damage however not great cleave range or arcs.

    The other aspect that makes me feel slightly at odds with especially the one handed weapon + shield, is that the shield is just dead weight on the character. It's an aesthetic stat item hanging on the offhand that allows other abilities to look more complete (especially the charge). Humans have fought with a one handed weapon and shield for a very long time and they generally didn't just abandon the advantages of having the shield by lowering it completely or letting it swing behind them. This has a clear impact on how 'impactful' you can make the attacks and there is a balance to be made for animations that make use of the shield and attack around it and from behind it.

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  15. Its be nice to change the one handed weapons doesnt even have to be a large change maybe inverse the directions or something like that to show some difference

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  16. Hi!!!! Personaly i didnt play it… 😥 how does it feel when your acualy fight in pvp and pve. Maybe if they realy what to change to non would be nice if you could pick it you what it or not as an opction in game HF!!!!

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  17. Not a fan of the forward movement on basic attacks, aesthetically they look cool but it makes me feel like I’m not in full control of my character as he’s constantly sliding around mobs. I feel like the controls are already a bit awkward for testing, then once you add the forward slide in it’s just too much.

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  18. So i think the animations are actually pretty good for the weapons. The biggest thing about why moving forward is a bad thing is because you cannot react to stuff happening. I think moving forward should be a thing but only while holding "w" or whatever key you have forward bound to. You should also be able to move back left and right while swinging imo or while pressing no movement keys swing while standing still.

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