Mage Showcase | Ashes of Creation – April 2023



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So I have to admit, I am a little more optimistic about Ashes of Creation’s development after this month’s official livestream. This month they made a ton of little changes that made the livestream just a little bit more reassuring, which is good because listening to the community feedback about the livestreams is a great way to regain some of that lost trust. The biggest one was that Steven did the basic showcase of the abilities with all the cooldowns turn to 0 for a better show and tell, but then he turned it over to one of his developers with the cooldowns set to normal, to show the more complex combos of the mage abilities in a how you expect it to play in Alpha 2 sort of presentation.

Mage Showcase Video: https://youtu.be/OP-YMN2VXlw

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16 thoughts on “Mage Showcase | Ashes of Creation – April 2023”

  1. Combat should be fluid and immersive and should not be overcomplicated or tiresome, at least for most classes. It's understandable if some classes feel more fluid than others, if some are more complex than others, if some are faster paced than others but ultimately every class should feel appealing, fill its purpose and have its pros and cons (balance).

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  2. Personally, I quite like this level of power and complexity. You can't overpull (he was struggling with 3 enemies even while doing a good rotation), you're not going to stomp all over stronger monsters like that rock elemental (he did good damage but very nearly died), and you still get to feel powerful with a satisfying explosion of damage when you do things right. The specific numbers might need a bit of tweaking, but this is the right feel for balance in my mind. You're not incredibly threatened by one regular mob, but you can't go ham and pull in a small army to AoE kill.

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  3. I think the ability to move while casting is something to keep a close eye on. Mobility in pvp, in my opinion, is generally a pain all around and annoying as all hell… at least for me. It really depends on how punishing CC is. If CC is out of control, then mobility will be as well. So I for one would rather CC be on the light side, so that mobility will also be on the light side. Like, I already feel like the teleport the mage has is already going to be more annoying than fun. But I'm a pvp type… so…

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  4. I did like the mage. Even with all the CC their class provide, the player wasn't able to kit THAT much. He was taking damage all the time. I did like the "no los" mechanic, up to a point. It's known that if you stand at 30 meters, then you can endlessly break distance for many ranged characters. Or just hide for a second. It doesn't give that much time to cast spells for mages for example, while a Ranger could still shoot arrows

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  5. The aoe sleep sucks, but so long as ANY damage cancels the effect and they don't go more than 10m with it I think it's far. The big concern is if DOTs will or won't wake the target and if other classes can combo a stun or snare with the mage sleep to avoid diminishing returns on spamming sleep.
    This is a big problem with moving into testing without all the archetypes, we cant legitimately address anything without the rest of the data.
    A pretty showcase doesn't make up for the amount of fuck ups and lies. Every time Intrepid does something right, the next several things get borked. You don't deserve a cookie for doing your job properly.

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  6. First off I want to point out the visual fidelity and the layers of the spells themselves, when the ice cone gets propelled forward we have the chilled air rolling then under the ice spikes growing off the ground that has a chill veinures emerge on it, it is so, so, so deeper than the disco light show of the clerics spells, it corresponds with what ones brain thinks an ice cone should look like. That is why its so good. Then the movement I find nice, because its not over the top, and is a bit hypocritical to demand action combat, aiming, projectiles, collisions and what not and then turn around and say " oh noo, you don't get to move while casting, go be a sitting duck, and check out my action skill when I hit you in pvp!". As for the staking of effects I am used to such and find it appealing because you can play around of having classes complement their sets, and in the same time being able to burst off or cancel your stack with something else, I think it adds a bit more challenge to the group and team play, having to pay attention to what your mates a trying to do, to not cancel their stacks or eat them up, time correctly interruptions and or combos etc.

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  7. not sure about the whole ailment stacking , i prefer other systems even archeage's where specific skills just combo'ed with other skills , status stacking generally leads to 1 combo being the best combo so you dont see any build diversity , frost frost fros lightning etc i like ailments but maybe have cold slow , lightning splashchain and fire crit, essentially like letteral vanilla wow , ignite stacking was pretty fun in classic , slows always have use and chain lightning is always satisfying , i dont need to combo skills unless there are multiple options so i can feel like im inventing my own build

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  8. i feel the combat lvl of complexity was really good, there are going to be ton of clases and all of them are suposed to be equally challenging in order to stick with that archtype, as i understand AoC are not in the line of encouraging alts, you are supposed to main a class and make it your own so make the most of it.
    my only concerns as a melee player myself would be the interactions with other if a party of 3 mages come and get me and an ally they will be able to proc everything in 2 secs, how is it going to be handle, so theres a chance to at least escape, iam already seeing myself perma frost till i die.

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  9. The reason that combat in Archeage is so enjoyable to me is because "CC", "Debuffs", and "Ailments" were interactable between skills of other classes/skillsets. "Chill", for example, counts as a slow, meaning that other classes that can combo with "slow" can finish or interact with a "Chill" combo, even though it wasn't necessarily pointed out to the players.

    Personally I like team games, so anything that allows multiple different players with different class choices to work together with a variety of skills is my jam, especially when you have 20+ skills you can use at any time. I'm hoping that that is the kind of gameplay they are looking to develop here, rather than make combos all be solo-class only, as that only helps lead to players having large groups of the same class picks during fights, creating that teamwork where it otherwise wouldn't exist.

    It also makes it so that combat is like a "dance" or "rhythm game", which is how I felt about Archeage. Timing between specific skill combos, especially when paired alongside other players, meant that I could look for specific animations and effects to occur both from enemies and teammates to time my own combos correctly. I know most people never noticed that sort of gameplay though and missed out on the possibilities, playing the game more as a "rotation-only" style with their own abilities instead. Hopefully a newer MMO can demonstrate capabilities between classes better and make it more accessible.

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  10. the level of complexity is just right. I like the building of chill to get to frozen and then the shatter with lightning is the cherry on top. How does this apply to other classes? Cant wait for the bard i know they are trying something diff for bard but i like the heal buff/debuff support role and hope at least one of the bard subclasses has this role.

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  11. Hopefully they see this video and take your suggestion about splitting up the long videos and asking questions in between. It would make a lot more sense to do it that way and then post it on YouTube later.

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  12. I really liked the showcase. The mage has take the right direction and, as a mage user, I very much appreciate that.. Hope to see other nice spells like "fireball" or "counterspell" which give that "D&D touch" i hope… The feedback is good, and in my opinion I'm for a little more complexity in scaling and sinergies between elements, but I think this is a "general view" that has to include also ARMOR SETS, WEAPONS, AUGMENTS that we'll se in the future…

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