First Impressions on Ashes of Creation PvP in Phase 2 + Changes I'd like to see made – Fighter PvP



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0:00 – Introduction
0:42 – 40v40 Performance
1:53 – Combat, TTK + Skill Expression
3:42 – The extreme ranged meta
7:38 – Class Balance
13:32 – The game is VERY gear dependent RIGHT NOW

My first impression of Ashes of Creation PvP now that we are in Phase 2 of the alpha testing.

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23 thoughts on “First Impressions on Ashes of Creation PvP in Phase 2 + Changes I'd like to see made – Fighter PvP”

  1. DLSS is gonna be required for AoC. Its pretty much required for throne and liberty which has the same scale of fights as AoC will. Interested to see how it will handle 200 v 200 and larger fights.

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  2. Rangers are bad in 1v1 but In group PVP they excel. Fighters are cracked in 1v1 but this game is mostly group PvP. An actual good tank Imo will only lose to a Bard….because Bard.

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  3. Hey brother, thanks for the vid. I was thinkin about gettin into this.

    I heard you say the game ran decently well during the 40v40, minus some expected FPS fluctuations.

    How's your FPS normally? I have a midrange PC right now from like 3 years ago. Was thinking of buying into AoC, but thought it might be pointless until I upgraded my PC, because I get kind of triggered by games running bad, or seeing lots of 50/60 FPS (or lower) areas. I got spoiled on running some games 120/140FPS, and now it's really hard to go back.

    I don't care about playing on low settings though. What do you think, how's the game just run for you normally when you're out and about, outside of the 40v40?

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  4. I agree, the fighter in large scale pvp is more or less useless and the thing about fighter going in and killing someone isn't a viable strategy until you have built enough momentum to remove/make yourself immune to cc while doing so. In small scale pvp 1v1s all the way up to 8v8s it can see a bit more play, but a skilled fighter vs a skilled any other class it's an uphill battle.

    I myself have killed lvl 25s (including bards) as my shitty lvl 20 fighter, but that is purely just a skill gap between myself the opponent. On equal footing, it's a tough fight that can be one sided, and getting kited is a viable strat to use vs fighter when fighting any mage, ranger and bard. I think what fighter needs to be more useful is a cooldown of somekind that doesn't rely on ramp up, but is more immediate utility. Berserk as cool as it is, it's too reliant on ramp-up and longevity of a fight and for that reason its utility is significantly diminished the shorter the TTK is. The CC immunity should be removed from Berserk and added to something like blood infusion or just a separate cooldown entirely. Being tied to Berserk makes it really bad imo and forces you to use Berserk a lot earlier than you would initially want to in a fight and leads to very limited use of Berserk's more offensive aspects.

    The TTK right now is too fast, it may not as bad as pre-gear nerf, but it's till pretty bad imo. Hopefully when they start implementing balance changes, they look more at the TTK and maybe tone down bards a bit, their damage with just auto attack is a bit insane currently while also able to kite and heal. They are a little absurd right now imo.

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  5. So that was you. I saw you grinding one of the islands next to carph a while back and considered poking you.

    Yea, i agree with everything you said. Defensive stats don't scale the same as offensive stats and the ttk is way too low. I think i'd rather they double everyone's hp instead of halving damage so the numbers don't change too much. The phase 2 pre-testing was a lot of fun because we were force to play with shit gear. Some of our mages have enchanted up level 10 gear and what they do is disgusting. They just melt people. Most of them have so much pen that your defensive stats don't matter, and there is no way to get enough health with how poorly con scales.

    Everyone knows fighters need tweaks. Fighters in my guild were asked to switch to either tank or ranger. I feel like they are in an ok place when it comes to 1v1s and small scale but they really need some tweaks so they perform better in raid v raid. They just get focused and are out performed by range classes.

    I'm assuming that rogues are just going to be better fighters when they release, and after that, hopefully they go back and rework fighter so it performs better.

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  6. You mention that fighter and tank have problems with kiting, and locking down a target. Yet you also say that there should be a global decrease in pvp dmg. Burst dmg is the only way to beat someone kiting you. So increasing time to kill would only make things worse, and make it better for people who can kite. Even more so when you can’t lock a ranged player kiting down…

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  7. survivability seems to come primarily from levels, like gear doesnt give enough armour/hp whatsoever. getting 40 health from an item when you're at 4k just from being level 20 something is just kinda silly.
    "Melees" are just rangers without abilities.
    Fighters should have a proper hamstring as you mentioned, but honestly they should probably have a speed buff like rangers.

    intrepid should remove the Penetration stat from the weapon trees. it's basically a required pick anyway so it doesnt add to build variety and it's also 20% armor pen flat.

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