Good evening my glorious Ashes community. As promised I’ve re-recorded todays preview of the Alpha Two Tank archetype. Traditionally I’ve tried to take the approach of discovery for newer viewers of our game, but going forward the feedback I’ve heard loud and clear from the community is to be more definitive and curated in the conversation as well as my gameplay. If you prefer this style of update, leave your comments below. As always, this is a work in progress both in art and design. Our goal is to test and collect your thoughts and experiences to make a glorious experience that you can be proud to call Ashes. Much love ❤️
Not sure if you'll ever read this, but I'm a lifelong MMORPG player, currently trying to be an MMORPG youtuber. I get about 500k monthly views and Archeage is still to this day my favorite MMORPG experience of all time. I'd really like to be able to play in the alphas and betas and make content for this game but I grew up on the side of poverty so access to this game is pretty much impossible for me. Even if I got 2 retail or fast food jobs it wouldn't be sustainable to afford one of the packages. In every MMO I almost always find game breaking exploits and bugs so getting me in early would be a huge benefit. I'm more of a solo player that tries to find the most efficient way to do things in these types of games. Not sure if that's what you're wanting for beta / alpha testers but if so then let me know and I'd be glad to help.
Yes please! We have twitch to prove one thing that has become crystal clear: people like watching other people play video games, and watching someone play a good video game only drives the obsession even further.
To preface this post I am fully ready to get downvoted to hell for this. (this isn't me just shitting on the vid either so everyone relax) Personally it's too long of a video but it is better than what went on in the stream. This could all be condensed into 10 or 15 minutes, maybe less. We get the whole "discovery for newer viewers" thing, however we're not bumbling babes and most likely neither are new viewers. I would suggest a condensed version for the stream involving skills, what the skills do, what the skills look like, and maybe one mock fight (not all the running around). All of this can be around 20 minutes. Then slap this style of vid (the one this current one is using) on youtube after the stream followed by the condensed version from the stream, and then the stream itself.
Also, please have a bit more respect next time to the community and own it when you are not ready to do the Livestream. Don't call it a "Technical Issue", while remaining streaming for 2h, just because you didn't bother to record the showcase in advance. To be honest, I love you presence in the Livestream for the Q&A, for your perspective on what is going in the development and things such as Studio updates, etc, but I would really love if you would allow someone else to plan and execute the showcases, could even be the devs themselves that worked on the features with Margaret guiding or someone else. A showcase that should have taken 15 to 20 mins max, took 1h. People's time is valuable and Intrepid doesn't seem to take that into consideration on the livestreams.
thank you for not only just listening to our feedback but pretty much immediately incorporating it into your activities. This showcase was a huge improvement on an, imo, already great showcase.
Gota say... WAAAAAY MUCH BETTER video !!! Explaning all abilities first and showing them, BEFORE engaging in fights helps us to understand the kit. Thanks for you dedication and comitment by remaking the video !!
The fact that you guys are considering tanks viability in pvp is super exciting to me. I like playing tank but hate feeling like it has no place in pvp.
For the PvP aspects I would suggest a real agroo player system. Where players are affected by agroo as any pve monster. I think the idea of balancing this should be something like you can only attack to the first 3 guys in your "agrooed list" (by they attacking and agrooing you) and this "list" can be modified in the way of if the tank parameters is 50%> higher than any other in the "list" then you can only attack to that target. And so on if they have the same "agroo %" numbers and won't surpass the 50% so you can only attack between the first 3 guys or 5? (maybe) So you cant attack the "4th or 5th guy with 20% agroo or less. For clearing and seeing things right this method should look like the people you cant attack are untargeteable non damagable (only with AOE maybe when it hits also your attackable players) and you would see their health bars and names in total grey color. So you can see clearly that you cant attack them, until you fix the agroo their tanks stacked on you.
This is the first time I've encountered Ashes of Creation and I'm in love with it. I think that the developers' insight into class design is beautiful and I think it's rare to see gameplay divorced from a PR team carefully mandating the copy. This is great and I'd buy the game just because of this video. Great job, AoC team!
@@AshesofCreation It is super cool, i was wondering if it would be possible to make them last a little longer? maybe in some cases, like the grass stays down for a couple more seconds, but it is already great as it is :D
I appreciate a more definitive and curated presentation. It shows more confidence. Great overall improvement on monsters looking to receive damage! Great stuff with the grass also and props for the UI improvements! First a question: - Are there any settings disabling pop-in? / will there still be pop-in graphics with nanite? Bridge-scene 20:09 background, 22:28 background and @ 27:03 its severe. In the distance is no grass. Kills immersion, perhaps not in the heat of the moment for everyone, but surely on vid footage. Something nanite can fix? Some remarks/suggestions: - Within monsters' own animations, there seems no 'hit mark'; - If monsters hit players, it feels like little impact done when the player moves; - Sometimes footsteps of other players are lagging; - Is Nanite at work with your armor? It appears smudgy. Especially the pants in the sun (2:43), armor at 46:12 (looked better @ livestream) and the fur on Ferguson (10:18); - Nanite on the next mob in the background @ 21:04 & 31:49 & 42:06 timestamp? The mob looks squared-off / half the mob shows; Is it tunable?; - Idle greatsword stance and running looks off, stiff/unnatural. Its tilted to the side, no human is able to carry that weight like that; - The DPS greatswords overhead hammer attack I believe will come forward better when it hits closer to the caster; - Mob hit still counts @ 39:40 even after the starting animation, the mob is rooted and because you keep walking backwards, the attack isnt visually hitting, besides it moving your shield: it shouldnt hit or the mob should somehow move further forward; - Straight sand-lines at around 46:12 in the mausoleum is also diminishing immersion. Excuse me for being overly critical, I do want to have it mentioned. - Multiple POV's during a showcase would be enjoyable content consumption wise. - Survival of the Furthest needs to become a title. Keep up!
This is looking so, so good. The attention to detail, like the movement of the capes/cloaks is gorgeous, the cracks forming in the ground and sparks flying on impact 🤩 I'm a huge fan of beautiful landscapes in games and I can not wait to explore here
And this is still just alpha stages. It'll only improve from here which is what I find so amazing. Usually alphas are still more "proof of concept" than anything. I love they're going that extra step to really increase immersion too like the plant sway and how they showed before if you chop a tree down it's actually going to fall down and disappear for a while until a new one grows in slowly over time. It won't be like most MMOs where either it's unaffected or it just vanishes then pops back in moments later.
@@Eventide215 Yes!! Even now you can totally see where it's going and it is going to be mind-blowing 🤯 I might have to get a better/bigger monitor just so I can fully appreciate the all of it lol
Love the combat and how it flows. one suggestion if i may. some of the MMO's i played in the past had Threat meters on the mobs to tell if your loosing threat or if your a dps/healer if your gaining to much to allow yourself to back off. One other thing that maybe helpful is if the mob itself could show whom its targetting this can also allow the tank to focus his direction on that player in helping regain aggro or be able to tell them to drop dps or use a de-aggro moves if there is one to work together in keeping the tank the main focus of the mob. Keep up the work guys! cant wait to be able to start playing this game ones it comes out! been looking forward to it.
This game is really coming along, wow. I haven't watched a stream in about a year and you guys have really gone places with the game. Keep up the good work. Can't wait to see Bard.
Thank you for the kind words! While we still have a while to go, we're excited about the progress we're making also. 💛 (Bonus Round for a BARD joke: What do Bards drop when you kill them? LUTE! 🪕)
I am very excited for this game nowadays. I used to not care much about it but the passion this team have show soo far makes me confident they can deliver a solid product... and they seem actually play the game they develop and have fun interacting with it. I am used to see MMO interviews be a bit more robotic with people stuck in development hell or not knowing what to do with their IP but these guys sure do enjoy the world they are creating and have been showing consistent work, keep up the enthusiasm!
Look at what's happening right now with The Day Before, game is hyped to the sun and back, players going crazy over it's most recent delay and even the community management team doesn't even know if the game is real or not. At least what we're doing here with intrepid is transparent and you can see the highs and lows and the progress first hand.
Sending the dev team lots-of-love! You are doing fabulous! I really like the balance on the graphics for the combat moves. They have style without being overkill on the brightness and flashes.
Absolutely in love with the way the UI is turning out. Beautiful areas and great looking enemies. Thank you Steven and team for the re-upload fixing audio and giving us more info at the start over all the skills 👍🏼
I was very critical while watching the stream earlier and I have to say thank you for taking the feedback and your willingness to re-record the video. This is the quality I and so many others were expecting. Additionally, taking into account the Tank's role in PvP and it's viability huge, as PvP is a huge pillar of the game. Finally, to me, the Tank's abilities felt very impactful and quite fitting for the Tank role. The visuals are incredible as always and the grass being affected by abilities is a fantastic touch. Once again, thank you for your continued transparency and willingness to accept feedback!
One thing about combat: It would be nice if when you cast an ability the character could move and not be static. That gives the combat fluidity. I understand it's an Alpha and there are still things to implement, but I think the combat is the main point in an MMO.
I can't stop noticing how great the immersion of the game feels. Not only the design and visuals are looking great, but also the sounds. The background music and the ambient sounds fits perfectly to the scenario, it is magical. True fantasy feeling right there. Exceptional job guys!
@@LcsGomes94 All of the game is still alpha too which is mind blowing. The UI is still in early iterations and already looks good. I've seen a few things I'd like changed, like the view cone on the minimap I want to match my camera's position, not my character's. I hope that is, or gets, implemented as an option. I also hope the world map becomes more detailed and similar to the minimap. Currently it looks like an artistic impression of the area. I'd like it to look like a handmade map. Especially since they mentioned before possibly being able to share map information with people.
@@AlexanderBC42 If that's what you want to think, that's your prerogative, but you're objectively and factually wrong. However, I know you're just another idiotic troll so you don't care. As long as you get your attention because nobody else will give it to you.
Hollo, Ashes Devs and community. I wanted to start off by saying how awesome this all looks, I am super excited to get into alpha 2. I wanted to give some feed back as someone that has done a bit of tanking in a few games, I really like the kit so far, the synergy between skills is looking great, I like the active blocking and the skills all have a use other than "do damage". I like that tanks have to establish and keep threat, and love the ideas I heard about wanting tanks to be more useful in PVP by giving them mor skills to protect the team. I would like to add my thoughts on two of the abilities that were shown off, the first being Aegis, I love the idea of this skill and it has serious potential to be a lot of fun for active tanking in both PVE and PVP, it felt like it lasted a little long for how much does, seems kind of strong to last 15 seconds, if its going to last 15 seconds maybe having a movement penalty like Grit does would make it feel more weighty and less like something I would want to pop on cooldown every fight. I like the idea of Grit and Aegis having a slow that stacks together when you combo them so it would feel like your character is really working hard to keep the group alive, feels like it fits the tank fantasy for me at least. the other ability I wanted to add thoughts on was the Grapple ability, first off, I love that kind of ability being added to a game with a dungeon system like this, it makes so much sense and feels like its something that can be extremally helpful for safe pulling. I do feel that adding a snare debuff to it is a little weird though, in my experience abilities that pull a mob/mobs to you are used for safe pulling and controlling ranged adds most of the time. adding the snare I can think of a couple uses for the snare but at the same time it seems like I would just get annoyed at it more often then not because I would be trying to move the mobs where I want them, and don't want to wait for a debuff to wear off so that can get into position. I feel the snare would be more useful on a different skill that's designed to help with kiting instead of forcing the mob into your face, maybe like a startling shout that has a little bit of range or maybe something like caltrops, something to give the tank breathing room in an emergency. Thank you for the awesome content and I seriously cant wait to get my hands on this game and dig into it, I love the environment effects and the style of the dungeon that we saw in this video, being open and choosing where and when to pull, instead of a hallway where you just pull everything and try to get done as fast as you can, I would like the dungeons to be dangerous and have choices to how you approach them, not a huge fan of (pull everything and AoE them down) zerg rush style game play. I think if a team works well together that can pull off stunts like that but to do it in a random group should be dangerous and iffy at best. Keep up the good work Devs its looking AMAZING!
an idea for tank in PvP might be something like a "soft taunt", you as a tank "provoke" the other player that is currently attacking your healer/support, the "provoked" player then has a debuff on him that deals e.g. 50% less damage to all targets EXCEPT the one that "provoked" him so the provoked player has the option to say A: "fuck the damage loss/debuff, i still go after the support" and puts himself maybe in a risky spot or he is going after the tank that provoked him in the first place and has no debuffs in that case doesnt have to be damage loss, can be any debuff basically that way you have the option to "taunt" someone, but the other person isnt forced to attack you only incentivized
been loving the amazing progress you guys are making! This is really good, love the new UI, weapon animations vfx and direction, much love to all the Intrepid Team!
I've always hoped for an mmo where tree branches/leaves don't block your character's point of view. I wonder if it is an option for developers to do that? Possibly have part of or all of the tree become transparent if it is taking up a substantial ratio of your character's viewpoint? Other than that constructive criticism/idea, everyone at Intrepid Studios seem to be working hard and doing amazing things.💗
Interprid, you guys are improving and improving, so glad to see it unfold. My take: - Blue aura is awesome - Archer's 3 root jump is awesome - The mob eletric shock is awesome All the rest need a bit polish But what I would love to see is those jaw dropping skills of higher levels that I pray you guys deliver
Can't say it enough how amazing everyone who is a part of the development and creation of this incredible game is. Just watching these videos makes me feel like I'm slowly learning the lore of the world. I'm not an alpha player but I just want to thank everyone for their hard work. This project and community are special, cannot wait to see what the future brings.
This project and our glorious community really are something special. We love sharing our development journey, and thank you for making the time to follow along! 💛
Man this is loads better than trying to get everything done like that on stream. You guys should do multiple takes more often 😆 Genuinely though this gave us a much better, clearer, and realistic idea of not only the tank, but what to expect out of group play. Amazing work team. You guys really are killing it. Can't wait to be in a beta one day 🙃
Can't wait to play this game. I think the flashing effects definitely need to be turned down. But I love the clean UI and graphics, and it looks like it feels fun to play.
Hey guys! I'm loving to see how much Ashes is improving. I don't play as a tank very often, but one thing felt kinda weird. The particles of the autoattacks seem too shiny. There are too many flashes. The rest is perfect.
I'm verry pleased with the tank preview, especially when compared with the reupload where more time was spend on the individual abilities. I'm a little bit concerned for 2 handed and dual wield threat atm, but depending on build and archtype it doesn't seem that that would remain a problem. Especially Aegis seems really well suited for offtank as well as pvp mechanics and since that aegis will reduce damage based on your mitigation, you can no doubt do funky stuff eg: have an offtank in full magical mitigation gear and aegis for the maintank when the boss uses a magical ability, or place a offtank next to the melee dps and aegis and grit during cleaves so the melee dps doesn't die.
I'm excited. I was never a tanky player but after Lost Ark's sword and board paladin I've been craving a party buff/ tank style class that can sate the desire. Immediately the sound and visual design from watching felt extremely satisfying. Can't wait. o7
It looks like the foliage and the effects attached to it gives u -50% fps. The mele attack skills animation and effects needs to be smoother with reduced flashing lights, also the sound of the attacks needs more depth and variety
This is much better than the live-streamed showcase. I think other people would agree with me that the layout you guys had for this showcase is much better, and more appealing, than the previous showcases!
I want to believe in you guys and I wish you all the best. The transparency and friendliness of this team has been great. I hope you guys do enough tests to make sure this is stable for massive amounts of players.
I feel like after a certain time, it would be very immersive for the weapon to auto-unequip when idle/out of combat. The animation is very smooth. Looks great!
Please don't listen to Asmongold when thinking about ideas for the game. He is clueless. Last time he said "we need to be able to do large pulls". We don't need that. Classic WoW was the most immersive levelling experience and that was partly due to Mobs being hard to kill and having to be careful with how many you pull. If you were on your own and you accidentally pulled 3 you would most likely be dead. It gave a sense of danger. Being able to just run through and AoE down large packs removes that sense of danger.
Great Work guys. Thank you for for showing all the abilities and explaining them before you jumped into action. Good stream. Likes: 1. Spell combos shield + knock down was a nice CC. 2. Chain Pull ability was nice for pulling mobs and repositioning them. a. One thing about the chain grab ability is that you can pull the second mob that is on a party member to you. 3. Group synergy, movement and combat flow looks good. 5. Tank aggro management looked at times to frustrating to get back once lost. 6. Blocking looked great. It was very nice to see that you can mitigate damage at the expense of maintaining aggression. At some point as a tank, you will have to come out of block to keep aggro. Steven dimostrated that many times during combat. 7. It was nice to see you able to block the main AOE ability of Oaken bane Echo but like you mentioned there needs to be a point where you cannot just sit their blocking 24/7 without it becoming less effective. Like the stamina or mana depletion. a. In PvP tanks that can just turtle up and block everything people toss at them is not fun. 8. Lawn mower mobs are fun sometimes but having to be tactical depending on your level is nice to see making a comeback. a. No running through the entire zone to get to the main mob unless you’re like lv50 in a level 14 zone. 9. Liked the displacement of the grass with abilities. Nice to have environment interactions like that. 10. Loved the loot changing notification and acceptance requirements. No Ninjas allowed. Please add the ability to auto loot or click and pick up without having to open ever bag every time. 11. I hope that you add class kit abilities that would increase the distance as a gap closer for PvP. Just thinking of WoW and how the shield charge works. 12. Aegis spell was perfect for group damage mitigation but is a fast way to get the tank killed. 13. I would like to see that when you have your defensive stance/ability up that the spell icon would turn red or greys out letting you know it is active. Kind of like WoW does for Defense and Offensive tank stance. 14. Please add distance notifications to shield charge, or chain grab so you know when you are in range of using that ability on your active target. a. In Wow I had to download an addon so it would indicate when the icon was in range to use Taunt etc. or shield charge. b. An example of why I would like this feature: Holding agroo on 6 mobs and a ranged DPS class pulls one off and knowing that the move is out of range by looking at the icon being red would help me determain if I should even repostion to get that one off him. 15. The UI is looking better and better each time you show it off. Hats off to the UI and art team. Dislikes: 1. The lighting seems extremely bright when you have direct light on white or silver assets. For example, @ 46:04 in the stream you put on the armor and GMFergusons facial features and your armor really gets washed out by the direct lighting. When you show off the completed armor set at 4K I wanted go into setting and adjust Gamma to tone things down a bit. This will come in time. 2. Agroo generation seemed a bit low for the tank. 3. Healer and dps need a agroo CYA sheding ability or rescue to drop their agroo position. That way when a mob pulls off the tank and runs outside their dps/melee abilities they can shead that mob back to the tank. A one time use on a long cool down. Get out of agroo free card for emergancy use only. If you keep pulling agroo after that as dps or healer your own your own. 4. Animation speeds for some of the tanks sword abilities are too fast. The double slash needs to be slowed down 10-15%. When you run those back at 50% speed you can actually see the swords in the animations but when run at normal speed all you pick up is the sound and a few flashing particle effects of the slashes. 5. Having mob nameplates red and player name plates orange need to be fixed.
Every video is a step closer to many of our dream coming true. An mmo, true to its origins. A world, beatiful, colorful, fantastic to the extent of feeling it inside your soul. The ui which remind me of my childhood mmo, and the little cute crown behind or after the name of the group leader. A tab target mmo system which makes you reminisce bout the good old day. I'm happy that it's only a demonstration, of a version that isn't even beta. YOU GUYS, THE DEVELOPERS, ARE RESPONSIBLE FOR MANY, MANY PEOPLE'S DREAM COMING TRUE. You have my support, our support as a community, you all are doing a great, great job.
Hey Team, thank you for the work you put into the game. Some feedback regarding skill visuals: Too much. Way too much flashy effects overall. Things like the stomp are fine. Or the charge. But those flashy hit effects feel a bit overwhelming.
Hey Ashes, in 36:50 you can see that the block doesnt work properly, it only reduces dmg when you hold the block before the enemy's attack got casted. Would be better to just have to block when you're about to receive the dmg, so the tank can actually do some skills and doesnt have to "pre-hold" block in case a big atk comes in and your still in animation lock of one of your attacks to keep the aggro.
@@Synkronist That's sad, game is gonna be dead on arrival if they launch with a 90's combat system. Tanking with no blocking? Ranged with no aiming? Games have been doing this for 10+ years.
The attention to detail for just an alpha build is amazing and the UI looks excellent. The progress has been great and I'm really excited to see whats to come
I think you just hit on an idea that would be incredibly unique, at 12:50 you and the team are talking about flooding or that it could be a drought. Which sparked an idea, with the amazing weather system that you have in play it would be interesting if you could factor in severity of those effects which could lead to flooding or draughts. The change in the terrain and environment would be interesting from a player's standpoint. Also, when this happens you could have triggered events that happen depending on if there is flooding or a drought, which in turn would bring players back into a zone for environmental quests be it sideline, storyline, or faction lined quests.
I do like the straight forward review of skills at the beginning, its concise and lets us know what we're looking at before chaos.. That's a good flow but watching everything after that is optional and FUN - I like the longer live streams, I'm a enjoy of the authentic and flowy game sessions too, and PLEASE DONT TRIM THESE DOWN TO 15 minutes for the sake of people that prefer cliff notes. these longer videos definitely provide BOTH. You have content creators to condense the essentials - many of us fans and long time supporters are grateful for this quantity of content :)
Few hours before 3rd weekend of Alpha 2 and if you see this and current state you must be amazed how good work Intrepid did with this class. Everything looks so clean in Alpha2 and much better visually and audiovisually. Continue with this awesome work guys !! :3
Excellent as always! The costume designs, world building, animations and abilities are beautiful. An artful project that really shines amongst the modern mmos. I would really love to see you guys do the same thing again but perhaps have a mage in the group to showcase some cool robes & magic weapons, for those that are looking for that kind of thing.
Enemy nameplates should be invisible until you are IN COMBAT with them, so they blend into the scenery and look more realistic. Dont waste the beauty of this engine by having floating text across the entire map when that really only matters in combat.
Looking forward to become a powerful Storm mage after this showcase. Please guys! It will be the first respectful Storm mage class in MMO imo . You have all the ingredients, it's only apply. Amazing video by the way, very entertaining
One thing I'm noticing is that its a little hard to tell who actually has aggro from each monster when fighting in a group. Something to think about, Intrepid. Absolutely love how things are looking otherwise
Yeah, especially if aegis is designed to have everyone stacked on the tank, it is paramount to be able to tell who the mobs are actually targeting in that stack.
I hope they will improve character movement, running and stop looks not natural and I hope we see more action combat so u have to doge some enemy attacks Thanks for sharing the monthly updates.
Hello guys, this version seems more complete and I like its flashyness and not that slow to play, in other games tanks are slow and I don't like that much, and that's one of the main reasons I play DPS in MMOs but this one seems to have a lot of potential. My suggestion would be to keep this route and explore with parries by shielding in the right moment against charged attacks of enemies or spells. That way you could reward the skill of the player to find the correct time to do it or just the reaction time of the player which would go to the more flashy gameplay with the last one, the tank could get a buff by this mechanich, or knocking the enemy to the ground, but most important to me is to get a cool animation and satisfying animation, that's the opinion coming from what's the direction of the this tank and from dps player that never touches tanks cuz of their gameplay
Holding active block looks to OP and boring right now, I hope this gets updated. Other than that, this is an amazing video. I love how the Tank focuses on controlling the behaviour of opponents, I hope this also carries over in PvP.
Exactly active block should be used mainly for big telegraphed attacks to stop you from getting chunked. If the meta is to sit there blocking most things tanking will be a snoozefest
are you guys delusional? this looks like a phone game. there doesn't appear to be any feeling or satisfaction with these skills. spamming buttons in a linear dungeon with archaic concepts like sitting to restore mana. It looks like I would be checking a box and trying to gtfo out of that dungeon ASAP. Doesnt seem fun or exciting at all
People are dumb and can't think by themselves it seems. Constantly have to validate everything the devs do without giving good critics. The game looks so soulless and the graphics already looks outdated and generic, they should try to do something more stylized
Now that's an excellent video! Really like the improvements to the ui and combat, the design and visuals of the skills, the zone, the mobs and the items. Looking better by the day!
Love the progress keep going strong! For feedback, the animations looked really choppy, meaning instead of a smooth 60 fps animation it looked like a lot of the movements especially the two with melee weapons, have about 5 frames per second and it looks more like an anime fight, than good, "realistic" movement.
thanks Intrepid, looks great! very excited to see what the future holds. I'm very curious how will threat management work in A2. during the twitch stream it was pointed out that "there may be some other interesting things we want to do with threat" (03:25:20), I wonder what those interesting things may be. anyways, much love to the team, keep up the great work
This re-upload is great. I'm sure it's fairly mentally draining to deal with so much negative feedback and sometimes we go too hard. But I'm really glad you did this second vid!!! The mix was fixed, the gameplay was a lot smoother. Nice job
I really like that the vision for this game's group content isn't a go go go zergfest like most other mmorpgs in the market right now. Having a bit of downtime isn't game breaking. Having to do a bit of planning isn't evil. Having to make tactical decisions in combat with your abilities without spamming them mindlessly isn't boring or unfun. I hope the game continues development towards this direction and it actually ships with this vision intact. It might not make the game the highest grossing mmorpg of the decade but it will earn it a solid spot in the market alongside the other big players, offering a different experience that's still very appealing.
As someone who is a heavy PvP person in any game but mostly MMOs, thank you for thinking about tanks viability in said PvP. I'm happy to see more diversity on the battlegrounds to come! Keep up the great work!
This looks way more fun the second time around! You all look more in Sync and i loved how you went through each ability in the beginning to better showcase each skill. We love you Intrepid! great job! looking forward to this game so much! You all Rock!
@@AshesofCreation Tanks for being the best Game developers in the world! Can't wait to help mold this game into something spectacular! Alpha 2 here we come! ;)
Looks really good only thing I would like to see added is a small perfect block window that gives a small vulnerability synergy like a few second window for a counterattack by players. Have it so it's an auto critical attack for party members and have it maybe have a cool animation for the attack. Would add another cool synergy that can only be applied by tanks with good skilled blocks.
Bellowing shout shouldn't crack the ground. It is always a temptation to go over the top with effects, but be careful not to make the screen an effect storm. Thanks for the work you are doing! I'm looking forward to this great adventure with my kids!
I think what we need now is dates when this will be released & maybe a solid push to have the game released sooner rather than later. Considering there’s a lot more other MMO’s coming out within the next 12months. It could be potentially be a failed game, if these other MMO’s have the same sort of mechanics AND more - people will go there. I want to play this game just as much as everyone else. But we really do need dates.
Couple pieces of feedback: 1. The mace animations look top notch. Truly looks smooth and fluid. Love it. 2. I enjoyed the explanation of abilities. Much needed and much improved from the live stream. 3. I still don't quite understand how the resouces of the different classes work. Like how do you gain courage as a resource? I believe the Cleric had a resources as well you discussed.
That was the quickest response of feedback i have ever seen from a developer, video is so much better. Also i see alot of people saying that there is to many effects, i agree and i hope you implement an setting that allows you to turn off friendlies non vital animations. Ffxiv has this and it helps focusing on the enemy so much. Non vital abilities are the ones that don't affect you gameplay, a example of a vital one is a healing circle or a shield you have to stand behind! Cheers great work Steven and the team!
This updated recording definitely seemed like something people appreciated. You're very welcome, and we'll definitely be taking this feedback to heart as we plan for the next Developer Update Livestreams.
It looks amazing!! I wish I had the money so I could play the alpha. I cant wait for this game. Also for the tank, could there be some way to SHOW that the tank has the aggro? Maybe a little icon in the corner showing which enemies are aggrod on you?
Thanks for explaining what the abilities do and I really like the idea of combo abilities, especially the charge and tremoring bellow. The difficulty is looking great too, with the idea of different class kits being better for different fights as well, I'm looking forward to testing it all out in Alpha 2!
would definitely vote for UI showcase if I was aware about this survey. Because UI will be with for your entire experience and it truly improves your feeling of the game, while a simple dungeon is just a mere part of this experience. So yeah, it's good how it turned out about February dev preview
Not sure if its been mentioned but one thing I think could be interesting is for certain beefy or bulky classes like the tank made to absorb damage would be to make them also have a larger character model so that they would appear more threatening and would naturally draw attention and appear more threatening. possibly for each level of tank you take the character model grows slightly larger
I didn't catch the stream, but I thought this video was superb! Tank looks like it has massive potential to be a fun class to play. I'm excited. Thank you all.
Thank you for reshooting the video. I really like the abilities being read out and shown outside of combat so we know what we're looking at when combat does begin
Good evening my glorious Ashes community. As promised I’ve re-recorded todays preview of the Alpha Two Tank archetype.
Traditionally I’ve tried to take the approach of discovery for newer viewers of our game, but going forward the feedback I’ve heard loud and clear from the community is to be more definitive and curated in the conversation as well as my gameplay.
If you prefer this style of update, leave your comments below.
As always, this is a work in progress both in art and design. Our goal is to test and collect your thoughts and experiences to make a glorious experience that you can be proud to call Ashes.
Much love ❤️
Not sure if you'll ever read this, but I'm a lifelong MMORPG player, currently trying to be an MMORPG youtuber. I get about 500k monthly views and Archeage is still to this day my favorite MMORPG experience of all time. I'd really like to be able to play in the alphas and betas and make content for this game but I grew up on the side of poverty so access to this game is pretty much impossible for me. Even if I got 2 retail or fast food jobs it wouldn't be sustainable to afford one of the packages. In every MMO I almost always find game breaking exploits and bugs so getting me in early would be a huge benefit. I'm more of a solo player that tries to find the most efficient way to do things in these types of games. Not sure if that's what you're wanting for beta / alpha testers but if so then let me know and I'd be glad to help.
Yes please! We have twitch to prove one thing that has become crystal clear: people like watching other people play video games, and watching someone play a good video game only drives the obsession even further.
To preface this post I am fully ready to get downvoted to hell for this. (this isn't me just shitting on the vid either so everyone relax)
Personally it's too long of a video but it is better than what went on in the stream. This could all be condensed into 10 or 15 minutes, maybe less. We get the whole "discovery for newer viewers" thing, however we're not bumbling babes and most likely neither are new viewers.
I would suggest a condensed version for the stream involving skills, what the skills do, what the skills look like, and maybe one mock fight (not all the running around). All of this can be around 20 minutes. Then slap this style of vid (the one this current one is using) on youtube after the stream followed by the condensed version from the stream, and then the stream itself.
Also, please have a bit more respect next time to the community and own it when you are not ready to do the Livestream.
Don't call it a "Technical Issue", while remaining streaming for 2h, just because you didn't bother to record the showcase in advance.
To be honest, I love you presence in the Livestream for the Q&A, for your perspective on what is going in the development and things such as Studio updates, etc, but I would really love if you would allow someone else to plan and execute the showcases, could even be the devs themselves that worked on the features with Margaret guiding or someone else.
A showcase that should have taken 15 to 20 mins max, took 1h. People's time is valuable and Intrepid doesn't seem to take that into consideration on the livestreams.
thank you for not only just listening to our feedback but pretty much immediately incorporating it into your activities. This showcase was a huge improvement on an, imo, already great showcase.
Gota say... WAAAAAY MUCH BETTER video !!! Explaning all abilities first and showing them, BEFORE engaging in fights helps us to understand the kit. Thanks for you dedication and comitment by remaking the video !!
We heard the feedback and we went straight to work resolving everyone's concerns. We truly care about your feedback.
The fact that you guys are considering tanks viability in pvp is super exciting to me. I like playing tank but hate feeling like it has no place in pvp.
🛡💕
For the PvP aspects I would suggest a real agroo player system. Where players are affected by agroo as any pve monster. I think the idea of balancing this should be something like you can only attack to the first 3 guys in your "agrooed list" (by they attacking and agrooing you) and this "list" can be modified in the way of if the tank parameters is 50%> higher than any other in the "list" then you can only attack to that target. And so on if they have the same "agroo %" numbers and won't surpass the 50% so you can only attack between the first 3 guys or 5? (maybe) So you cant attack the "4th or 5th guy with 20% agroo or less.
For clearing and seeing things right this method should look like the people you cant attack are untargeteable non damagable (only with AOE maybe when it hits also your attackable players) and you would see their health bars and names in total grey color. So you can see clearly that you cant attack them, until you fix the agroo their tanks stacked on you.
I wish tanks could actually taunt in pvp. Something like the Hero Axe does with his berserkers call in DOTA 2
@@gonmordevol7245 Removing player control of their own character is NOT the way.
Tanks always had a place in PvP, most people just play them wrong.
We appreciate all the effort you and the team are putting in. Keep it up guys! We're just gamers playing games.
🤗
Way better than the original stream. Thank you for redoing this to better show off the tank. Great work guys, lovin the progress
We heard the feedback and we went straight to work resolving everyone's concerns. We truly care about your feedback.
This is the first time I've encountered Ashes of Creation and I'm in love with it. I think that the developers' insight into class design is beautiful and I think it's rare to see gameplay divorced from a PR team carefully mandating the copy. This is great and I'd buy the game just because of this video.
Great job, AoC team!
We're a company of gamers, making the game we all want to play. Thank you for the kind words! 💛
Two tank previews in one day? Y'all are great. Keep this kind of format going forward! Thank you Intrepid :))
Indeed! We heard the feedback and we went straight to work resolving everyone's concerns. We truly care about your feedback.
Looks great, really like the grass being affected by combat moves
That's pretty nifty right!?
@@AshesofCreation Cant wait to see what other little details you have sneaked in
@@AshesofCreation It is super cool, i was wondering if it would be possible to make them last a little longer? maybe in some cases, like the grass stays down for a couple more seconds, but it is already great as it is :D
@@Danlivions I agree. Its great feature, but I think it should stay longer or maybe make it not re-grow while you are in combat?
Much preferred this format for an archetype showcase. Livestream felt more like general group play where this was more focused and digestible
Thanks! We'll be adjusting our format going forward.
I appreciate a more definitive and curated presentation. It shows more confidence. Great overall improvement on monsters looking to receive damage! Great stuff with the grass also and props for the UI improvements! First a question:
- Are there any settings disabling pop-in? / will there still be pop-in graphics with nanite? Bridge-scene 20:09 background, 22:28 background and @ 27:03 its severe. In the distance is no grass. Kills immersion, perhaps not in the heat of the moment for everyone, but surely on vid footage. Something nanite can fix?
Some remarks/suggestions:
- Within monsters' own animations, there seems no 'hit mark';
- If monsters hit players, it feels like little impact done when the player moves;
- Sometimes footsteps of other players are lagging;
- Is Nanite at work with your armor? It appears smudgy. Especially the pants in the sun (2:43), armor at 46:12 (looked better @ livestream) and the fur on Ferguson (10:18);
- Nanite on the next mob in the background @ 21:04 & 31:49 & 42:06 timestamp? The mob looks squared-off / half the mob shows; Is it tunable?;
- Idle greatsword stance and running looks off, stiff/unnatural. Its tilted to the side, no human is able to carry that weight like that;
- The DPS greatswords overhead hammer attack I believe will come forward better when it hits closer to the caster;
- Mob hit still counts @ 39:40 even after the starting animation, the mob is rooted and because you keep walking backwards, the attack isnt visually hitting, besides it moving your shield: it shouldnt hit or the mob should somehow move further forward;
- Straight sand-lines at around 46:12 in the mausoleum is also diminishing immersion. Excuse me for being overly critical, I do want to have it mentioned.
- Multiple POV's during a showcase would be enjoyable content consumption wise.
- Survival of the Furthest needs to become a title.
Keep up!
If you want to make sure the dev team sees feedback like this, make sure you share it over on our forums: forums.ashesofcreation.com/
This is looking so, so good. The attention to detail, like the movement of the capes/cloaks is gorgeous, the cracks forming in the ground and sparks flying on impact 🤩
I'm a huge fan of beautiful landscapes in games and I can not wait to explore here
Thanks for the kind words!
It doesnt
And this is still just alpha stages. It'll only improve from here which is what I find so amazing. Usually alphas are still more "proof of concept" than anything. I love they're going that extra step to really increase immersion too like the plant sway and how they showed before if you chop a tree down it's actually going to fall down and disappear for a while until a new one grows in slowly over time. It won't be like most MMOs where either it's unaffected or it just vanishes then pops back in moments later.
@@lukeit7949 compare this to ANY mmo on low graphics, k thanks bye lol
@@Eventide215 Yes!! Even now you can totally see where it's going and it is going to be mind-blowing 🤯 I might have to get a better/bigger monitor just so I can fully appreciate the all of it lol
Love the combat and how it flows. one suggestion if i may. some of the MMO's i played in the past had Threat meters on the mobs to tell if your loosing threat or if your a dps/healer if your gaining to much to allow yourself to back off. One other thing that maybe helpful is if the mob itself could show whom its targetting this can also allow the tank to focus his direction on that player in helping regain aggro or be able to tell them to drop dps or use a de-aggro moves if there is one to work together in keeping the tank the main focus of the mob. Keep up the work guys! cant wait to be able to start playing this game ones it comes out! been looking forward to it.
This game is really coming along, wow. I haven't watched a stream in about a year and you guys have really gone places with the game. Keep up the good work. Can't wait to see Bard.
Same exact thoughts. I have been avoiding updates for a long time but this one has me pretty hyped.
Thank you for the kind words! While we still have a while to go, we're excited about the progress we're making also. 💛
(Bonus Round for a BARD joke: What do Bards drop when you kill them? LUTE! 🪕)
I am very excited for this game nowadays. I used to not care much about it but the passion this team have show soo far makes me confident they can deliver a solid product... and they seem actually play the game they develop and have fun interacting with it. I am used to see MMO interviews be a bit more robotic with people stuck in development hell or not knowing what to do with their IP but these guys sure do enjoy the world they are creating and have been showing consistent work, keep up the enthusiasm!
Look at what's happening right now with The Day Before, game is hyped to the sun and back, players going crazy over it's most recent delay and even the community management team doesn't even know if the game is real or not.
At least what we're doing here with intrepid is transparent and you can see the highs and lows and the progress first hand.
We're all gamers here, and we're making the MMORPG that *we* all want to play. Thanks, buddy! 💛
Sending the dev team lots-of-love! You are doing fabulous! I really like the balance on the graphics for the combat moves. They have style without being overkill on the brightness and flashes.
Sending lots of love to YOU, from the dev team! 💛💜
Absolutely in love with the way the UI is turning out. Beautiful areas and great looking enemies. Thank you Steven and team for the re-upload fixing audio and giving us more info at the start over all the skills 👍🏼
Thank you for ALL of the positive vibes. Glad you liked what we had to share, and we're grateful for your support 💛
I was very critical while watching the stream earlier and I have to say thank you for taking the feedback and your willingness to re-record the video. This is the quality I and so many others were expecting. Additionally, taking into account the Tank's role in PvP and it's viability huge, as PvP is a huge pillar of the game. Finally, to me, the Tank's abilities felt very impactful and quite fitting for the Tank role. The visuals are incredible as always and the grass being affected by abilities is a fantastic touch. Once again, thank you for your continued transparency and willingness to accept feedback!
One thing about combat: It would be nice if when you cast an ability the character could move and not be static. That gives the combat fluidity. I understand it's an Alpha and there are still things to implement, but I think the combat is the main point in an MMO.
I can't stop noticing how great the immersion of the game feels. Not only the design and visuals are looking great, but also the sounds. The background music and the ambient sounds fits perfectly to the scenario, it is magical. True fantasy feeling right there. Exceptional job guys!
The minimalistic but really well made UI is also a perfect fit to the game aesthetics, loving it, the map mainly.
@@LcsGomes94 All of the game is still alpha too which is mind blowing. The UI is still in early iterations and already looks good. I've seen a few things I'd like changed, like the view cone on the minimap I want to match my camera's position, not my character's. I hope that is, or gets, implemented as an option. I also hope the world map becomes more detailed and similar to the minimap. Currently it looks like an artistic impression of the area. I'd like it to look like a handmade map. Especially since they mentioned before possibly being able to share map information with people.
What great immersion? Are you 12? This is just the run of the mill mmo presentation that we've seen tens of times before.
@@AlexanderBC42 If that's what you want to think, that's your prerogative, but you're objectively and factually wrong. However, I know you're just another idiotic troll so you don't care. As long as you get your attention because nobody else will give it to you.
Yes! Me too love the ambience in this games, the job showed looks great!
Loved the approach taken for this livestream!
Glad to hear!
Hollo, Ashes Devs and community. I wanted to start off by saying how awesome this all looks, I am super excited to get into alpha 2. I wanted to give some feed back as someone that has done a bit of tanking in a few games, I really like the kit so far, the synergy between skills is looking great, I like the active blocking and the skills all have a use other than "do damage". I like that tanks have to establish and keep threat, and love the ideas I heard about wanting tanks to be more useful in PVP by giving them mor skills to protect the team. I would like to add my thoughts on two of the abilities that were shown off, the first being Aegis, I love the idea of this skill and it has serious potential to be a lot of fun for active tanking in both PVE and PVP, it felt like it lasted a little long for how much does, seems kind of strong to last 15 seconds, if its going to last 15 seconds maybe having a movement penalty like Grit does would make it feel more weighty and less like something I would want to pop on cooldown every fight. I like the idea of Grit and Aegis having a slow that stacks together when you combo them so it would feel like your character is really working hard to keep the group alive, feels like it fits the tank fantasy for me at least. the other ability I wanted to add thoughts on was the Grapple ability, first off, I love that kind of ability being added to a game with a dungeon system like this, it makes so much sense and feels like its something that can be extremally helpful for safe pulling. I do feel that adding a snare debuff to it is a little weird though, in my experience abilities that pull a mob/mobs to you are used for safe pulling and controlling ranged adds most of the time. adding the snare I can think of a couple uses for the snare but at the same time it seems like I would just get annoyed at it more often then not because I would be trying to move the mobs where I want them, and don't want to wait for a debuff to wear off so that can get into position. I feel the snare would be more useful on a different skill that's designed to help with kiting instead of forcing the mob into your face, maybe like a startling shout that has a little bit of range or maybe something like caltrops, something to give the tank breathing room in an emergency.
Thank you for the awesome content and I seriously cant wait to get my hands on this game and dig into it, I love the environment effects and the style of the dungeon that we saw in this video, being open and choosing where and when to pull, instead of a hallway where you just pull everything and try to get done as fast as you can, I would like the dungeons to be dangerous and have choices to how you approach them, not a huge fan of (pull everything and AoE them down) zerg rush style game play. I think if a team works well together that can pull off stunts like that but to do it in a random group should be dangerous and iffy at best.
Keep up the good work Devs its looking AMAZING!
an idea for tank in PvP might be something like a "soft taunt", you as a tank "provoke" the other player that is currently attacking your healer/support, the "provoked" player then has a debuff on him that deals e.g. 50% less damage to all targets EXCEPT the one that "provoked" him
so the provoked player has the option to say A: "fuck the damage loss/debuff, i still go after the support" and puts himself maybe in a risky spot
or he is going after the tank that provoked him in the first place and has no debuffs in that case
doesnt have to be damage loss, can be any debuff basically
that way you have the option to "taunt" someone, but the other person isnt forced to attack you
only incentivized
Its so cool seeing the project progress over time, even just looking at the game a year ago its like night and day, you all are seriously amazing.
Thanks, buddy! Full speed ahead! 💛
Big W for the re-record looks fantastic. I especially enjoy all the little things thrown in like the quest log and map.
Glad you liked it! 💛
been loving the amazing progress you guys are making! This is really good, love the new UI, weapon animations vfx and direction, much love to all the Intrepid Team!
Much love to everyone over at Guilda Nova Ordem! We appreciate the positive vibes and your support! 💛
I've always hoped for an mmo where tree branches/leaves don't block your character's point of view. I wonder if it is an option for developers to do that? Possibly have part of or all of the tree become transparent if it is taking up a substantial ratio of your character's viewpoint? Other than that constructive criticism/idea, everyone at Intrepid Studios seem to be working hard and doing amazing things.💗
In Neverwinter online we have an icon to indicate if the Tank has aggro or not, something like that would be interesting in Ashes.
Interprid, you guys are improving and improving, so glad to see it unfold.
My take:
- Blue aura is awesome
- Archer's 3 root jump is awesome
- The mob eletric shock is awesome
All the rest need a bit polish
But what I would love to see is those jaw dropping skills of higher levels that I pray you guys deliver
Thanks for improving the Tank showcase from what we saw on stream. Well done guys! We learnt a lot more from this.
Glad you liked the second take! _TANKS_ for your support 🛡💛
I watched the stream earlier and just want to say that this iteration of the video is waaaay better! 😊
Much better than before, keep going in this way/style :) friendly and informative really nice look at this showcase.
Glad you liked the second take! TANKS for the kind words 💛🛡
Can't say it enough how amazing everyone who is a part of the development and creation of this incredible game is. Just watching these videos makes me feel like I'm slowly learning the lore of the world. I'm not an alpha player but I just want to thank everyone for their hard work. This project and community are special, cannot wait to see what the future brings.
This project and our glorious community really are something special. We love sharing our development journey, and thank you for making the time to follow along! 💛
Man this is loads better than trying to get everything done like that on stream. You guys should do multiple takes more often 😆
Genuinely though this gave us a much better, clearer, and realistic idea of not only the tank, but what to expect out of group play.
Amazing work team. You guys really are killing it. Can't wait to be in a beta one day 🙃
Glad you liked the updated video 🛡💛
Can't wait to play this game. I think the flashing effects definitely need to be turned down. But I love the clean UI and graphics, and it looks like it feels fun to play.
Hey guys! I'm loving to see how much Ashes is improving.
I don't play as a tank very often, but one thing felt kinda weird. The particles of the autoattacks seem too shiny. There are too many flashes.
The rest is perfect.
I'm verry pleased with the tank preview, especially when compared with the reupload where more time was spend on the individual abilities. I'm a little bit concerned for 2 handed and dual wield threat atm, but depending on build and archtype it doesn't seem that that would remain a problem. Especially Aegis seems really well suited for offtank as well as pvp mechanics and since that aegis will reduce damage based on your mitigation, you can no doubt do funky stuff eg: have an offtank in full magical mitigation gear and aegis for the maintank when the boss uses a magical ability, or place a offtank next to the melee dps and aegis and grit during cleaves so the melee dps doesn't die.
Love what you guys are doing with this! Appreciate all the hard work ❤
Thanks, buddy! There's still plenty of work to be done, but we're excited for how Ashes of Creation is coming together. 💛
I'm excited. I was never a tanky player but after Lost Ark's sword and board paladin I've been craving a party buff/ tank style class that can sate the desire. Immediately the sound and visual design from watching felt extremely satisfying. Can't wait. o7
We're glad you like it!
Really looks incredible; loving the progress you all have made. I can't wait to test in Alpha 2
We're excited for Alpha Two also (but we may be slightly biased)
It looks like the foliage and the effects attached to it gives u -50% fps. The mele attack skills animation and effects needs to be smoother with reduced flashing lights, also the sound of the attacks needs more depth and variety
This is much better than the live-streamed showcase. I think other people would agree with me that the layout you guys had for this showcase is much better, and more appealing, than the previous showcases!
Glad you liked it, and _TANKS_ for the kind words 😉🛡
I want to believe in you guys and I wish you all the best. The transparency and friendliness of this team has been great. I hope you guys do enough tests to make sure this is stable for massive amounts of players.
The hammer, the shield... it was what I most expected to see until then. Absolutely incredible. Spellshield, here I go!
Tank/Mage LFG! 🛡💫
I feel like after a certain time, it would be very immersive for the weapon to auto-unequip when idle/out of combat. The animation is very smooth. Looks great!
Please don't listen to Asmongold when thinking about ideas for the game. He is clueless. Last time he said "we need to be able to do large pulls". We don't need that. Classic WoW was the most immersive levelling experience and that was partly due to Mobs being hard to kill and having to be careful with how many you pull. If you were on your own and you accidentally pulled 3 you would most likely be dead. It gave a sense of danger. Being able to just run through and AoE down large packs removes that sense of danger.
I agree with this
I agree with this as well. That's why classic WoW leveling is so fun!
Great Work guys. Thank you for for showing all the abilities and explaining them before you jumped into action. Good stream.
Likes:
1. Spell combos shield + knock down was a nice CC.
2. Chain Pull ability was nice for pulling mobs and repositioning them.
a. One thing about the chain grab ability is that you can pull the second mob that is on a party member to you.
3. Group synergy, movement and combat flow looks good.
5. Tank aggro management looked at times to frustrating to get back once lost.
6. Blocking looked great. It was very nice to see that you can mitigate damage at the expense of maintaining aggression. At some point as a tank, you will have to come out of block to keep aggro. Steven dimostrated that many times during combat.
7. It was nice to see you able to block the main AOE ability of Oaken bane Echo but like you mentioned there needs to be a point where you cannot just sit their blocking 24/7 without it becoming less effective. Like the stamina or mana depletion.
a. In PvP tanks that can just turtle up and block everything people toss at them is not fun.
8. Lawn mower mobs are fun sometimes but having to be tactical depending on your level is nice to see making a comeback.
a. No running through the entire zone to get to the main mob unless you’re like lv50 in a level 14 zone.
9. Liked the displacement of the grass with abilities. Nice to have environment interactions like that.
10. Loved the loot changing notification and acceptance requirements. No Ninjas allowed.
Please add the ability to auto loot or click and pick up without having to open ever bag every time.
11. I hope that you add class kit abilities that would increase the distance as a gap closer for PvP. Just thinking of WoW and how the shield charge works.
12. Aegis spell was perfect for group damage mitigation but is a fast way to get the tank killed.
13. I would like to see that when you have your defensive stance/ability up that the spell icon would turn red or greys out letting you know it is active. Kind of like WoW does for Defense and Offensive tank stance.
14. Please add distance notifications to shield charge, or chain grab so you know when you are in range of using that ability on your active target.
a. In Wow I had to download an addon so it would indicate when the icon was in range to use Taunt etc. or shield charge.
b. An example of why I would like this feature: Holding agroo on 6 mobs and a ranged DPS class pulls one off and knowing that the move is out of range by looking at the icon being red would help me determain if I should even repostion to get that one off him.
15. The UI is looking better and better each time you show it off. Hats off to the UI and art team.
Dislikes:
1. The lighting seems extremely bright when you have direct light on white or silver assets. For example, @ 46:04 in the stream you put on the armor and GMFergusons facial features and your armor really gets washed out by the direct lighting. When you show off the completed armor set at 4K I wanted go into setting and adjust Gamma to tone things down a bit. This will come in time.
2. Agroo generation seemed a bit low for the tank.
3. Healer and dps need a agroo CYA sheding ability or rescue to drop their agroo position. That way when a mob pulls off the tank and runs outside their dps/melee abilities they can shead that mob back to the tank. A one time use on a long cool down. Get out of agroo free card for emergancy use only. If you keep pulling agroo after that as dps or healer your own your own.
4. Animation speeds for some of the tanks sword abilities are too fast. The double slash needs to be slowed down 10-15%. When you run those back at 50% speed you can actually see the swords in the animations but when run at normal speed all you pick up is the sound and a few flashing particle effects of the slashes.
5. Having mob nameplates red and player name plates orange need to be fixed.
Every video is a step closer to many of our dream coming true.
An mmo, true to its origins.
A world, beatiful, colorful, fantastic to the extent of feeling it inside your soul.
The ui which remind me of my childhood mmo, and the little cute crown behind or after the name of the group leader.
A tab target mmo system which makes you reminisce bout the good old day.
I'm happy that it's only a demonstration, of a version that isn't even beta.
YOU GUYS, THE DEVELOPERS, ARE RESPONSIBLE FOR MANY, MANY PEOPLE'S DREAM COMING TRUE.
You have my support, our support as a community, you all are doing a great, great job.
Hey Team, thank you for the work you put into the game.
Some feedback regarding skill visuals: Too much. Way too much flashy effects overall. Things like the stomp are fine. Or the charge. But those flashy hit effects feel a bit overwhelming.
Hey Ashes, in 36:50 you can see that the block doesnt work properly, it only reduces dmg when you hold the block before the enemy's attack got casted. Would be better to just have to block when you're about to receive the dmg, so the tank can actually do some skills and doesnt have to "pre-hold" block in case a big atk comes in and your still in animation lock of one of your attacks to keep the aggro.
Sorry, but that wasn't him blocking. It was the startup animation of a shield ability.
@@Synkronist not about the exact time posted but the whole minute of fighting
@@Synkronist That's sad, game is gonna be dead on arrival if they launch with a 90's combat system. Tanking with no blocking? Ranged with no aiming? Games have been doing this for 10+ years.
@@Skilliard No, active blocking is in the game lol.
I was merely referring to the exact moment he referenced.
@@Skilliard How about you spend more than 5 minutes learning about something before you critique it.
Super excited about how the tank looks but absolutely LOVE LOVE LOVE how the UI is looking!
Appreciate the positive vibes regarding the UI. While it's still a work-in-progress, we're also excited about how it's coming together. 💛
The attention to detail for just an alpha build is amazing and the UI looks excellent. The progress has been great and I'm really excited to see whats to come
I think you just hit on an idea that would be incredibly unique, at 12:50 you and the team are talking about flooding or that it could be a drought. Which sparked an idea, with the amazing weather system that you have in play it would be interesting if you could factor in severity of those effects which could lead to flooding or draughts. The change in the terrain and environment would be interesting from a player's standpoint. Also, when this happens you could have triggered events that happen depending on if there is flooding or a drought, which in turn would bring players back into a zone for environmental quests be it sideline, storyline, or faction lined quests.
I'm a huge fan of active blocking! Also that timed blocking mechanic sounds very fun!
Gotta keep things interesting for Tank players 😉🛡
I do like the straight forward review of skills at the beginning, its concise and lets us know what we're looking at before chaos.. That's a good flow but watching everything after that is optional and FUN - I like the longer live streams, I'm a enjoy of the authentic and flowy game sessions too, and PLEASE DONT TRIM THESE DOWN TO 15 minutes for the sake of people that prefer cliff notes. these longer videos definitely provide BOTH. You have content creators to condense the essentials - many of us fans and long time supporters are grateful for this quantity of content :)
It's getting really huge, I'm so happy for the game, team, and community!
Big game is big! Thank you for the kind words! 💛
WHOA character models looks great and the combat looks fun. :)
Can't wait for bald man's reaction
Which one? Narc or Asmonbald?
Asmonbald
And his reaction to the Narc video that comes from it
Which baldy
@Eternal Wrathe there is only one. The eternally malding one: Asmongold
Few hours before 3rd weekend of Alpha 2 and if you see this and current state you must be amazed how good work Intrepid did with this class. Everything looks so clean in Alpha2 and much better visually and audiovisually.
Continue with this awesome work guys !! :3
Excellent as always! The costume designs, world building, animations and abilities are beautiful. An artful project that really shines amongst the modern mmos.
I would really love to see you guys do the same thing again but perhaps have a mage in the group to showcase some cool robes & magic weapons, for those that are looking for that kind of thing.
I'm amazed by how this game evolved in time. It's alpha and it's already looking better than some big MMOS out there.
Good work guys!
Amazing work. Graphics and the overall artstyle is beautiful, gameplay looks like alot of fun, animation and effects look great. Great job guys!
Enemy nameplates should be invisible until you are IN COMBAT with them, so they blend into the scenery and look more realistic. Dont waste the beauty of this engine by having floating text across the entire map when that really only matters in combat.
Wow, the effects are looking sweet for an alpha build! I love the progress we get to see, and how in touch with the community you guys are. :D
Looking forward to become a powerful Storm mage after this showcase. Please guys! It will be the first respectful Storm mage class in MMO imo . You have all the ingredients, it's only apply.
Amazing video by the way, very entertaining
One thing I'm noticing is that its a little hard to tell who actually has aggro from each monster when fighting in a group. Something to think about, Intrepid. Absolutely love how things are looking otherwise
Yeah I agree, something as simple as showing the target of your target would go a huge way towards letting you know where the aggro is
Yeah, especially if aegis is designed to have everyone stacked on the tank, it is paramount to be able to tell who the mobs are actually targeting in that stack.
13:50 did a normal enemy just have threat? Dude just this one bit of gameplay did it for me, I'm buying the 250$ pack this coming month I need this.
For the love of god - rethink the way characters hold greatswords when they're standing idle. They look so dumb and stiff currently.
true
Really admire that you're willing to put the effort in to course correct in response to feedback. Think it bodes well for the game in general.
I hope they will improve character movement, running and stop looks not natural and I hope we see more action combat so u have to doge some enemy attacks
Thanks for sharing the monthly updates.
Hello guys, this version seems more complete and I like its flashyness and not that slow to play, in other games tanks are slow and I don't like that much, and that's one of the main reasons I play DPS in MMOs but this one seems to have a lot of potential. My suggestion would be to keep this route and explore with parries by shielding in the right moment against charged attacks of enemies or spells. That way you could reward the skill of the player to find the correct time to do it or just the reaction time of the player which would go to the more flashy gameplay with the last one, the tank could get a buff by this mechanich, or knocking the enemy to the ground, but most important to me is to get a cool animation and satisfying animation, that's the opinion coming from what's the direction of the this tank and from dps player that never touches tanks cuz of their gameplay
Holding active block looks to OP and boring right now, I hope this gets updated. Other than that, this is an amazing video. I love how the Tank focuses on controlling the behaviour of opponents, I hope this also carries over in PvP.
Exactly active block should be used mainly for big telegraphed attacks to stop you from getting chunked. If the meta is to sit there blocking most things tanking will be a snoozefest
I'm super excited for this! Cannot wait!
are you guys delusional? this looks like a phone game. there doesn't appear to be any feeling or satisfaction with these skills. spamming buttons in a linear dungeon with archaic concepts like sitting to restore mana. It looks like I would be checking a box and trying to gtfo out of that dungeon ASAP. Doesnt seem fun or exciting at all
People are dumb and can't think by themselves it seems. Constantly have to validate everything the devs do without giving good critics.
The game looks so soulless and the graphics already looks outdated and generic, they should try to do something more stylized
This is looking really good ☺
The effect that the skills does to the grass is amazing love it
We're geeking out over how skills can be seen in the grass also. Glad you loved it! 💛
waaaaaayyyyy better than the live stream. Thank you for posting an updated video. Much easier to see how the class works and understand the mechanics.
Now that's an excellent video!
Really like the improvements to the ui and combat, the design and visuals of the skills, the zone, the mobs and the items. Looking better by the day!
Love the progress keep going strong! For feedback, the animations looked really choppy, meaning instead of a smooth 60 fps animation it looked like a lot of the movements especially the two with melee weapons, have about 5 frames per second and it looks more like an anime fight, than good, "realistic" movement.
thanks Intrepid, looks great! very excited to see what the future holds.
I'm very curious how will threat management work in A2. during the twitch stream it was pointed out that "there may be some other interesting things we want to do with threat" (03:25:20), I wonder what those interesting things may be.
anyways, much love to the team, keep up the great work
Keep it up! I’ve been waiting coming up on 3 years now for Alpha 2 since I preordered it, so bloody excited. Looks awesome!!
This re-upload is great. I'm sure it's fairly mentally draining to deal with so much negative feedback and sometimes we go too hard. But I'm really glad you did this second vid!!! The mix was fixed, the gameplay was a lot smoother. Nice job
I really like that the vision for this game's group content isn't a go go go zergfest like most other mmorpgs in the market right now.
Having a bit of downtime isn't game breaking. Having to do a bit of planning isn't evil. Having to make tactical decisions in combat with your abilities without spamming them mindlessly isn't boring or unfun.
I hope the game continues development towards this direction and it actually ships with this vision intact. It might not make the game the highest grossing mmorpg of the decade but it will earn it a solid spot in the market alongside the other big players, offering a different experience that's still very appealing.
As someone who is a heavy PvP person in any game but mostly MMOs, thank you for thinking about tanks viability in said PvP. I'm happy to see more diversity on the battlegrounds to come! Keep up the great work!
That was awesome, the levels of how beautiful that area is is crazy. Want slap down my house right in the middle.
This looks way more fun the second time around! You all look more in Sync and i loved how you went through each ability in the beginning to better showcase each skill. We love you Intrepid! great job! looking forward to this game so much! You all Rock!
Glad you liked the second take! TANKS for the kind words 💛🛡
@@AshesofCreation Tanks for being the best Game developers in the world! Can't wait to help mold this game into something spectacular! Alpha 2 here we come! ;)
Those greatswords are great, but it would be so much cooler to have the idle unsheethed animation has it resting on your shoulder, it's heavy.
Much better video and I enjoyed watching through it. The active block looks very interesting and I like the general idea where you are going with it.
Looks really good only thing I would like to see added is a small perfect block window that gives a small vulnerability synergy like a few second window for a counterattack by players. Have it so it's an auto critical attack for party members and have it maybe have a cool animation for the attack. Would add another cool synergy that can only be applied by tanks with good skilled blocks.
Looking forward to release. Great work, awesome progression.
Thanks, buddy! 🛡💛
Bellowing shout shouldn't crack the ground. It is always a temptation to go over the top with effects, but be careful not to make the screen an effect storm. Thanks for the work you are doing! I'm looking forward to this great adventure with my kids!
I think what we need now is dates when this will be released & maybe a solid push to have the game released sooner rather than later. Considering there’s a lot more other MMO’s coming out within the next 12months. It could be potentially be a failed game, if these other MMO’s have the same sort of mechanics AND more - people will go there. I want to play this game just as much as everyone else. But we really do need dates.
Couple pieces of feedback: 1. The mace animations look top notch. Truly looks smooth and fluid. Love it.
2. I enjoyed the explanation of abilities. Much needed and much improved from the live stream.
3. I still don't quite understand how the resouces of the different classes work. Like how do you gain courage as a resource? I believe the Cleric had a resources as well you discussed.
That was the quickest response of feedback i have ever seen from a developer, video is so much better. Also i see alot of people saying that there is to many effects, i agree and i hope you implement an setting that allows you to turn off friendlies non vital animations. Ffxiv has this and it helps focusing on the enemy so much. Non vital abilities are the ones that don't affect you gameplay, a example of a vital one is a healing circle or a shield you have to stand behind! Cheers great work Steven and the team!
This re-recording is 1000x better. Thank you. Please do the showcases like this going forward.
This updated recording definitely seemed like something people appreciated. You're very welcome, and we'll definitely be taking this feedback to heart as we plan for the next Developer Update Livestreams.
It looks amazing!! I wish I had the money so I could play the alpha. I cant wait for this game. Also for the tank, could there be some way to SHOW that the tank has the aggro? Maybe a little icon in the corner showing which enemies are aggrod on you?
Thanks for explaining what the abilities do and I really like the idea of combo abilities, especially the charge and tremoring bellow. The difficulty is looking great too, with the idea of different class kits being better for different fights as well, I'm looking forward to testing it all out in Alpha 2!
You're very welcome!
would definitely vote for UI showcase if I was aware about this survey. Because UI will be with for your entire experience and it truly improves your feeling of the game, while a simple dungeon is just a mere part of this experience. So yeah, it's good how it turned out about February dev preview
Not sure if its been mentioned but one thing I think could be interesting is for certain beefy or bulky classes like the tank made to absorb damage would be to make them also have a larger character model so that they would appear more threatening and would naturally draw attention and appear more threatening. possibly for each level of tank you take the character model grows slightly larger
I didn't catch the stream, but I thought this video was superb! Tank looks like it has massive potential to be a fun class to play. I'm excited. Thank you all.
Thank you for reshooting the video. I really like the abilities being read out and shown outside of combat so we know what we're looking at when combat does begin
You're very welcome!
Love the transparency as usual. Thanks for doing your best.