Glorious Ashes of Creation community! We hope that you all enjoy our Alpha Two Cleric Archetype updates and a preview of the Highwayman Hills area. As with every update, we would love your feedback as it is an integral part of our development process here at Intrepid Studios! We can't wait to see you all Verra soon! 😏 ❤
9.5/10 update, love the gameplay, love the area, love almost everything. A couple things that I and a few others dislike that I've read about so far would be that the ability icons do seem a bit too similar looking. Perhaps more dynamic colors or shaping in the art to help distinguish abilities at a quick glance would be good. A personal thing that I thought was a bit jarring was the sound of drinking a mana/health potion is a little too guttural sounding as well, but I can live with it although I do hope its just a placeholder sound effect.
It might have been a good idea to have had Margaret demonstrate the Cleric, as she is an expert in the class, very articulate, and popular. We love you, Steven, but that would have been awesome in a new and different way.
Question: A common issue with modern MMOs is them being "solved" quickly, sometimes even before release during a beta, and then Wikis, lets plays, and youtube videos providing all answers, questlines, best builds, and anything else to players. This really hurts games in general, but especially MMOs, where discovery, exploration, and the "problem to solve" as to where to go and how to play (builds, items, classes, ect) are important to keep players engaged and the world full of "wonder." I know between nodes and the economy there is a hope Ashes will have more player-driven content and variable worlds per server, but are the devs considering this issue and are there any proposed solutions to this?
@@isaacostlund I think that this will be as some midschool and modern mmos are, U cant run away from internet, someone will create a database of everything, even from the hidden quests. In alfa 1 there were some hidden quests, ppl find out in one day and posted. This is how it is. I miss the old days but the only way to dodge this is making a huge amount of content that only triggers if something happens, one example are Larian games that have so many ways to do the same thing or different things pop up when choices are made, this is hard to implement on a MMOrpg for many reasons. I think the node system is the closer we will get to this and I think they are not showing that much of info, they are showing a great balanced amount of info so we can debate if its the right approach. I personally never saw a game with that many interaction between community and develpment and my expectations are great because of that. Even if they dont make everything like the community agreess should be, they are great listeners and are creating something very unique. I just hope it launches and everything keep evolving, every great MMO discovered some issues and than fixed on patches. The node's variations itself is something very difficult to pull, how will that affect players that are in a area that will change when a node evolve? There will be some bugs and all the problems that came within the constant change of a world of massive playerbase. Imagine u are in a dungeon that only exists cause of some Node expansion. U logoff and then login 3 days later to discover that ur character is bugged inside a dungeon that no longer exists because that node (that was causing the dungeon to exist) was attacked and became a lower lv node. Ur character will reset into the near respawn point? And what if u were in the middle of a quest down there, it will just desapear? We dont have info on how buildings will interact in this node expantion or regression. There are still a lot to do and a lot of questions and problems that come with the variety approach. I would love a MMO that is unique, with a huge amount of skills and items that would make difficult to know em all, that one build could never be the same, an item that only exists 1 of it, a hidden weapon that u find in the deep of a hidden dungeon that no one knows about... all those are great in a way but those things create so much unbalanced stuff that ins unmeasureble. The fact that even a little the nodes will change the game is already amazing.
It's good to hear that clerics will have good enough damage to play solo if needed. I usually prefer playing healer/support characters, but I hate not being able to do anything when friends are not available and I just have to sit there looking for a group.
The cleric looks so good! Also, I love the hunched stance for the Vek. So long as the hunch doesn't make armor look completely ridiculous, I am all for different stances for the races.
I really like your approach to casting mechanics. Casts feel very diverse and responsive. I also can't wait to see the direction of the secondary archetype augments. Its a great way of allowing us to customize a class in a way that furfills our fantasy. Its also kinda genius to have a core healer that comes in 8 flavours. That way everyone can kinda get the healer they want without creating a confusing balancing nightmare.
I am leaning strongly towards a Cleric, Shaman or Paladin type game play and this was an excellent demonstration of the Cleric's abilities. As a veteran MMORPG player and a lover of D&D I was very happy after watching this. I was expecting wipes and biting my fingertips at every pull Steven had done but because of those spells and the way the healing was there was no wipes! Excellent job! The Vek look good to I am debating about changing my race over from Dwarf to Orc if the RenKai look just as good.
Loved it, 10/10 progress as usual, Intrepid! Please do lower the brightness on some of those Mage spells VFX though, a little too much blinding light in comparison to the almost perfect VFX of the Cleric!
I think the ability to move while casting is a great idea, it shows theyre focusing on the gameplay feeling fluid and the difficulty comes from external things. Many mmos try to handicap players for 'difficulty' reasons which just makes the gsme less fun to play
Another great update. Thank you to everyone at Intrepid for all the continuous work and passion you put into the project everyday, honestly your team is a beacon of hope for me because the gaming landscape and world has been rough. Looking forward to the continued development and Alpha 2. Have a wonderful day! :)
Awesome work, and I love the versatility on the spells! The visuals look good. I'd like to see some self-buffs like Avenging Wrath from WoW, with the angel wings. Also have to say the wizard always looks very impressive, especially those giant lightning balls.
@@Akihito_Kanbara omg, u didnt understand what i say, the spells that heals are not good designed, Healing in gw2 didnt feel good as player, bad design
The team doing the design of the zone and region needs a pay raise ASAP, the scale of the environment, the organization, the atmosphere, etc. it's really INSANE. The only limit I can see to this is how do you fill those zone, but so far it looks really well done. About the cleric, I like how you give a lot of mana regen spell to it, it's an issue that multiple game have, and it's cool that you're trying to solve this. It's good that you give a lot of offensive option to its kit, so people will surely try to play some kind of damage dealer cleric, it gives another dimension to the class. Keep up the good works, it's super nice to follow you every months
Flexibility is nice. I do enjoy having big heal abilities, over time heal abilities, and then just spamming abilities even if for low value. This gives the healer the option to "heal on the move" quickly topping off their party.. or planning out the bigger heals while trying to time things well. Not to compare things to wow. But I do love the druid and being able to place a green circle on the ground that players know if they stand there they will be healed. This gives reassurance to your team that they can choose to benefit from your healing and not worry about being forgotten. - RAZ
Amazing update. Cleric looked really really good to me. I don't play healing classes usually but it looked really fun. Spells looked good for early development and seemed to have a lot of variability in how you control your casts/combos thus far. Also some innovation on the standard is great to see and I look forward to how this is incorporated into not only this class but others. This makes for exciting and fun gameplay. I'm glad to see it. I do hope that the tank gets lots of love in future updates that set a new bar for what a tank should be. Overall GREAT JOB! intrepid!
Dude this is looking GREAT! Cleric is looking so much better now with those new skills, and the leveling experience feels dynamic, like ure in constant danger if you mess up with those many mobs.
The Cleric gameplay as a healer looks satisfying and I think a talented played would successfully be made to feel useful in a team environment. I do notice the heavy attention to healing skills. Steven stated that in this stage of development they were focusing only on the support aspect of the Cleric. So while I can't criticize the appearent lack of offensive abilities, I wanna criticize the lack of utility type skills as a support class. Maybe this is something that would only be implemented through the augmentation system but I would like it if the player was given a choice between a heal and status effect heavy kit and a type of kit that includes support utility skills that can for example change the positioning of the enemy. But I guess the Smite ability does do that. From previous class showcases I know that there is interaction between different classes abilities and the status effects of those abilities, I like the fact that it doesn't seem as heavy and complex as Archeage because that was too confusing for me and I feel like such a heavy emphasis on this would make it hard for combat to feel intuitive. Also I got an idea that somehow a mechanic could be implemented where the DPS player that the Cleric is supporting could be given a choice between different playstyles that would either increase the damage dealt by the DPS OR the healing taken by the DPS. I don't know how exactly this would be implemented but it could be done through status effects. The Cleric could have a particular status effect that he applies to the enemy, and that status effect could have multiple ways to be interacted with. For example when that status effect is applied, if the DPS continues attacking normally it would boost his attack. But if he wants to sacrifice some DPS in order to recover his low health, he could interact with that status effect with a particular status effect that he has access to that has synergy with the Cleric's ability, that would provide additional healing to himself by having sacrificed some of his DPS because he chose to use that ability instead of attacking. And finally my favourite part of the showcase was the Oh Shit Button ability that I forgot the name of. In the games that I played, healers gameplay was always too basic. Just press the buttons to heal your teammates health and mana until your mana runs out and that's it. But that ability brings variety to the gameplay and that is really nice.
The magic missile spell is the only strange looking spell I’ve seen. Maybe it can be orbs spiraling on the way to the target? Other than that, looks amazing. Great stream 🩵
2 / 2 Hey Ashes Crew, quick musical pondering for ya: With the smorgasbord of races we've got, does the Bard's choice of jam or instrument get a racial makeover? Like, imagine a Niküa busting out tunes on a pate and fala while doing the haka dance. Wouldn't that be just the most earth-shattering spectacle? @MargaretKrohn
Graphically, the map and each zone they move through are spectacular. The combat VFX look good, except for the ice skills of the mage; they feel like they're from another universe (in my opinion). As for the combat mechanics, the gameplay still feels slow. I don't know if it's because Steven doesn't have a deep understanding of the kit and combos, which leads to not seeing the full potential of the class. In this regard, I would advise considering another player with skill and knowledge of the class, similar to what u did in the mage's update, and switching between Steven's perspective and the skilled player.
I hope cleric is able to use mace and shield or something similar!!! The wand thingi feels like LVL 1 who just started the game at this point I want to see some badass angel kind who saves players
I really like the idea of instant heals we can use whilst casting. If the charge abilities had big impact and slower recharge it would reward good decision making and mean that poor use would have consequence. One thing that's really frustrating for healers is how sometimes your party can dictate how playing your class feels, you don't always get to move to where you'd like, and sometimes you die before you can really get going. Would you consider utility casts? Imagine: Shallow words a state where your casts are weaker but enable you to move quickly whilst casting to reposition, or perhaps something defensive for when your tank can't keep aggro. A Psalm of Stoicism, where you reduce your damage taken and threat dramatically over time, you can't heal but you're going to be safe by the end of it and allows the tank to pick things up and carry on.
Would like to see some variation on wand animations like drawing symbols in the air and then an ability appears from the symbol or if you shoot abilities through the symbol in mid air then the ability does extra effects. Wands are typically on the lower end of the cool spectrum when compared to other weapons. Need something to spice them up. Also hoping we see some cool staffs. Personally I prefer staffs over wands but there aren't many games that do anything cool with wands apart from shooting sparks from the tip.
Regarding moving while casting: Will there be the option to remain stationary for a faster cast time or move around at the cost of a longer cast time? And will there be any spell push back when taking damage?
Just had a great idea!! Your freeholds should have billboards where you can put up quests other plays can do. Like little tasks around your freehold. So when people walk by a freehold they can check and see if they can get some quick exp killing pigs and chopping corn. This will also allow players have to more efficient freehold when they are on the other side of the map.
I was eagerly waiting for the game but in my country it is too expensive for players. I live in Turkey and here WoW is 136.50 TL, ESO is 109.16 TL but AoC is 405 TL. Local pricing will attract a wide audience to the game. Thanks Intrepid Studios. Please
Steven once again evaded the question and went full PR. I hope the Family system is removed within a few months of Alpha 2. Then, once removed, it'll be proven that the game is better off without it.
I wonder what their goal for healers will be in terms of being a straight healer of if you’re expected to dps as well. Some games have such a controversy about this .
We want players to have flexibility within the Cleric kit to be able to be a dedicated healer but also have the option to dish out some DPS if needed! 💪
Im assuming the undertuning of mobs and the overtuning of spells was for demo reasons. I have so many questions but ill narrow it to a couple.. what cant the cleric do? Is there a risk/reward with healing choices if you can spam heals whilst channeling your big heals? What makes each class unique? I'm seeing things like every class having some form of teleport. Are the classes homogenised in the sense that each can heal dps and tank to varying degrees?
Yeah, it looks unfocused and messy to me. Would prefer a very grounded Class design with strong niches over the homogenized everyone can be everything concept. Just so many samey spells to the point of a bit of redundancy. They gotta nail this or it'll be another New World GW2 flop because of messy combat.
The lighteningg ball can stop when hit the target and stay doing damage while its activated. Ice and lightening can be combo damage. The effects is amazing.
For the September Bundle, can it be a 1-time purchase of any previous bundle? It can be the last chance for the community to get the bundle they might've missed out on. I really missed out on a bundle that I really wanted, and I know there's more players that would love to have the chance to get a previous bundle too.
I really like soothing glow but for the animation, i d really appreciate if the floating orbs started out as one orb per charge. So if you have one Soothing glow hot on someone, they would have one floating orb and two for two and so on. I think it would be really helpful as a visual queue of how long someone will have the hot on them. PS - I think that would make some interesting reactions in PVP as well
you should be able to charge a spell fully and store it like as a charge becomes an instant full cast later, and use it later like withing the next 30 sec or something.
I would like to see more utility skills (like flight, selfhealings, teleports, lifesaving debuffs or CC, that dont need to be target oriented, that are instant, that pop up if something happens for ex). We need more buffs (party buffs like 10% of max health for everyone, or more defense, etc, bless weapon can't be the only one). Still think it need more protective skills, similar to barrier. Would be nice to know if the casting time can be interrupted by hit, stuns, trips, etc. Would be also interesting to have more combos. I'm still absorving all this but aside from the jump+melee heal and the autobuff that completes any casting, I didnt recall any other combos. Well there's the AOE stagger that can stun if target is already staggered but, as it is from now, it can only work with party interaction, we dont have a skill that starggers but we have one that stuns, my sugestion is to put something that can stagger enemies, like a self shield that staggers anyone that melee hits u). I miss scape/teleport skills so much, we have wings of salvation that is cool and can work like that, that adds a nice interaction with the envyroment but we dont always get npcs and players around to work with, sometimes MMO have a lot of lonely time. I know u guys leaning towards to party playtrough but in reality there's so much ppl that actually prefers to be lonely wolfs and I think its ok, ppl don't need to depend on others to play everytime... Would be cool to see how well a cleric does solo leveling, I missed that in this showcase, he didnt even tried to solo one monster so we can see how much time it will take. In overall its interesting but, as I've said in the other video, I think thats too many healing skills (most of them are single target) compared to others like buffs, CC, utility, agressive, etc. Like 80% of skills are healing based. I think thats unlikely that we will get as many skills points to have em all, its cool to have options to create variety, I just think that could be more balanced. There are MMOs that the cleric had like 2 healing spells and all other skills could support in a way that the healing was balanced. I'm imagining right now, in the way it is, that a Tanker with 2 healers is probably unkillable. I have high hopes for this game, I'm just trying to add to it. Always good to remember that is on the way to alfa 2, I know that its a work in progress but from all the classes rework (and news like the ranger) I think that the cleric still needs more attention, that doesnt mean that I didn like it, I just think it can be way better than it is...
I love me a good update but at the same time I want to play the game some day preferably before I get married and have children. I have been waiting since I graduated high school thinking this game would come out when I am in college, now I am out of college and I found a women who loves me and now I am 2 years from getting hitched and 3 from having my first kid. If the the people in charge end up reading this all I ask is to finish the game before I have my first kid cause otherwise I won't have time to play this game when it launches like I always wanted to.
Looks great, really reminiscent of the legengdary Everquest. I love the methodical nature of combat, and the world building. Looks like your are really taking some classic inspiration. I really hope you can double dowm on the Sword and Sorcery aeathetic, whilst also improving the graphics pipeline. Adding super immersive environmental sound design would be massive aswell
Another healer/ AOE question, will there be a max number of targets healable with the chain heal or aoe heals and does the AOE have a certain amount of targets that will take damage from an offensive aoe if it doesnt specify otherwise, like how the healing and damage is spread out with the conal and ground. Like if I were to use an AOE that doesn't specify split damage, will it hit all 100 mobs i have in it or only like 7 to 10?
With the adaptive boss scaling in open-world dungeons, which affects the drop tables for a group, how does that work with multiple groups in the dungeon? For example, if Group A has killed the first two bosses in a dungeon and did well on them, thereby increasing the drop tables of the third boss, and is currently fighting this boss and Group B comes in and kills them and then kills the boss, does this group get the enhanced drop tables or just a standard drop table?
Healing Touch should have an animation of whacking the target with a translucent hammer, they'll learn not to stand in fire. It will work even better with the Wings of Salvation
Could we expect ‘hard modes’ or ways to increase dungeon difficulty besides node progression or a large amount of players in proximity for better loot?
["the unspoken pact"] : summoners and mages only, can combine powers in a particular way, summoners are not permitted 'pure memories' (real world memories), only mages are...therefore summoners can use fabricated memories, false memories, imaginary memories...to do things like, defend a mage to gather a pure moment for its time study...but its not a mage...{similar...yet not the same}
This was really cool to watch. this is the "full Healer" class right? It had the shield but a lot of heals (too many, maybe?) I missed other types of protections and buffs, maybe it is for another class or all the different heals exist to allow different builds. But it was nice to see the hunting, can´t wait to see the alpha *_*
I ve never saw a MMo or any game with that many heals, if the intention is to have as many skills as possible to create variety, its cool, but this always could get kinda unbalanced. The cool thing to add many skills in a game (wich we cant get all because of the skills points) is that will create space for multiples builds but the sad thing is that is way harder to balance and probably will bring the oportunity for breakingthegame builds, especially with the interaction of 2 classes and skills. I hope they add as many skills as possible so ppl can make a lot of builds, and on the run they balance the game learning from our exp, it will take years to balance everything if they intend to create that many skills and test everything before launch. Probably a lot more alfatesting XD. With that being said, the way the cleric looks now, its possible that a tanker being healed by 2 clerics is unkillable.
you won't be taking all those heals though.. because you can dump multiple skill points into each skill to unlock 3 different ranks of the skill that increase its power and add effects... if you took every heal the cleric had than your build will be extremely waterred down. The more we have to choose from the better.. it would only be a problem if it was like ff14 where jobs were starting to get button bloat cause you used every skill you had.. it wont be the case in ashes.. you will have to pick and choose.
You won't have all the abilities. They were just showcasing all the abilities. With the tree system you may have to choose 2 of the 4 and then can buff the 2 abilities. I would not be surprised if by the end you have 3 attacks, 4 heals, and then 2 or 3 buff/shield like abilities. But we shall see
Yeah we definitely need more buffs and utility ideas. Chants/protections/hands/auras/blessings/totems. So far the game looks very one dimensional. Just frontloaded with tons of heals or dmg depending on your role. Not sure how they balance this idea at all. You either have strong niche spells that don't overlap in focus in a limited kit or a full kit that relies on conditions or cooldowns. They're doing neither so people will just pick the most efficient spell. There's not enough niche. Just really poor design it looks like, but until I play it I can't speak too confidently.
i just wish this game to have ACTUAL freedom of builds instead of what happens to every single multiclass/skill game which all decants down to 1 or 2 optimal builds per role, theory crafting your own build to minmax YOUR own playstyle is what makes this idea good in the first place, not just pick between the 10 out of 1000 builds edit: FEEDBACK loving the healer, i like the versatility it gives options and options are great ,i love the bless weapon particularly! great for hybrid builds!
You guys are doing great ! My feedback in general is to not be to swayed by everyone wanting it this way or that way. If you make the combat whether its healing or dps or tanking meaningful people will be sure to love it! Personally I think the slightly mid tier tempo not insanely slow by not insanely fast, and making the moves work in synergy with the player and actually having to be smart about pulls and what moves to use and best ways to conserve mana cause while mana may not go quick maybe the mobs are hard, that type of mentality is far more enjoyable than W keying through everything, using one move the whole way and not really having to put much effort or time into whatever content you're doing. Make the game difficult ! Every quest your doing solo or with friends you constantly wonder what the next challenge is going to be because the one you just did a minute ago was hard but you got through it and now it starts to make you think "oh wow im only level 15 and that was nicely challenging i felt engaged, I wonder what its going to be like at max level"
Surely there will be effective mana regen builds + food/drinks and additional buffs. If you are clever with your mana use + weaving in attacks with your mana regen buff on, you should be pretty good.
Love what I'm seeing so far on it, hope they do continue to refine the downtime which is a pretty outdated aspect of MMOs, mana management in fights is awesome, but sitting for anything over 5s after a fight is not exciting.
I think I want to go Vek I’m wait to see more on Tulnar before set that in stone I’m rather interested in tulnar cuz I’ve been wondering if I can be a like a centaur or if all beings well be on two legs
Probably the best cleric gameplay I have seen so far. Glorious! I would love to see healers be healers, and not dps that can heal. I would prefer there being dps abilities but not as strong as a dps. Like 10%. If Clerics want to do dps on their own (for questing and stuff) they can change their spec (which should be possible on the fly out of combat imo)
Will the character creator be designed to import an image and render a character for us? If not, will the community be allowed to create a program to do this?
Looks very well thought out. Better than the mage showcase by far. The resource bar mechanic having a heal efficiency passive vs using it to accelerate a long cast is a nice decision making spell. The channeled healing would look and feel more satisfying if your hands actually did a CLAP with a popping sound when you release it.
i haven't finished the video, but on the charged abilities, can you change your target after you start charging? for instance start charging deliverance on the tank, then swap to a damaged ally to throw out flash cure, then go back to the tank to finish deliverance? it'll be cool to play around with this stuff. i hope there are going to multiple healing classes though, so many different ways to heal, my favorite jobs in mmos.
I think skills look more epic if they're a little slower, to make it look like it's heavy to lift them, especially in higher level skills. N it'd be nice to see some skills with bright epic wings for the cleric or something else angelic ... but that's just my personal opinion lol ^^". This game already looks awesome and I really can't wait to play it :)
amazing info! loved all the interesting Q&A gameplay mechanics! I am so thrilled to hear you say you won't change core game themes! PvX!! can't wait for A2!
Is the development team moving away from action combat? Or is action combat more prevalent with the melee classes and the healing/ranged classes are more tab target other than aoe spells
Will the character creator be designed to import an image and render a character for us? If not, will the community be allowed to create a program to do this? Sorry for the double post but I forgot to change my display name to my forum's name and it may not display as Xilfarth.
This healer reminds me a combination of oldschool healers. A bit Wow, a bit L2 a bit FF online. Something I never had see before is a healer has a "stun" skill. Healers had "sleep", "fear" and such "mental attacks" skills. Seems too OP for a healer to carry "Stun" skill. Also I enjoy in the past when healers can use heals instantly and not cast them in long term. This gives a flexability to them in hardcore situation because to play healer is the most hard role in any mmorpg. Also few people in every game choose that role. I always wanted to be able to keep my party members with some instance heals in some tuff situations. Some old games had instant heals but consumed a lot of mana. That was the penalty so you use them when you really need them. Also I love some aura heals that keep tanks alive over time or shields. Very chill and you can give some dmg when your tank has heal over time. Overall I enjoy your "Healer" how it looks and enjoy a lot the skill in "1" slot which give instant a bit heal. Healers in general was boring to many ppl because they can not deal damage and leveling easy. I wish your healers will have some damage, some instant skills, some escape skills and this class be very enjoyable. Cant wait for the release. Keep the hard work
Can anybody tell me how the combat works? If I see an enemy player can I simply walk up to him and fight him OR do I have to alt + tab + . to enable the on screen cursor and then click on him and THEN fight because that alone would make me never touch this game ever.
Hey there, First time really commenting on one of your videos but "long time" follower (ever since Lazy Peon made a video). Idk if this has been awnsered before, but here goes: Can you cancel your casts and how would you do that and/or would you be able to control that in the settings? Thank you!
I'm hoping no threat meters. Not only no threat meters but different mobs should have different threat levels before being pulled. Make thinking on your feet part of the natural gameplay instead of simply going through the motions on trash mobs
Tanks should always be ready to have to retake threat, other party members with cc should always be ready to use cc to save party members who pull threat
In regards to animation. If every class has different animations for AOE, single target, etc. are you concerned that it will be hard to visually identify what other players are casting?
I would love to see some DOTs (damage over time) spells as well as in case of healer a "heal over time" spell.. which would take time to cast but then for lets say 6sec you get healed a certain # of HP every two seconds... lets say 500 every two seconds that in total 1500... when it comes to damage over time I remember from other games it was really fun to see in PvP the DOTs spells stack up and at the beginning it takes a little but later in a fight you stack up 3-4-5-6 DOTS and then the enemy basically burns to death because it takes every second a decent damage... sort of like a poison or bleeding or fire effect..?
As a healer across all mmos. I would need something better, fast and more dynamic than previous mmos such as wow, final fantasy, rift wildstar and archeage. This is about 5 tiers below of all of them and just accepatable, for a 2014 game, not what i would expect of a 2027 mmo
I notice that we didn't end up using the instacast resource that often, and I think it's because cast times aren't that long. It might be better to also add like 20% extra healing for any skill you instafinish with that resource?
Feels like he forget tbh. Tank almost died many times lol and he was maxed out on resource. He just simply wasnt playing optimally dont read too much into that.
Yeah that skill looks unecessary, theres a whole third bar only for this, lol. Hope they change it and add more use to that bar (that could go up with buffs and other skills, not only with healing, but the main problem is that its kinda useless as it is).
@@maxrusty3596 If u consider that u can have ALL those freaking heals (which is a thing that im not considering), if u consider that u have infinite mana, well, than its really good. If its a normal mmo u will not be able to have 19 skills that heals, because of skillpoints, u probably will need to choose what u want. U will not be able to spam heals like a god without cast, pressing R like a crazy person, not only because of mana but because of the CD of the skills, again, im not considering that we will have ALL those skills and we will have to choose some of em. My point is , there's a whole bar just for 1 skill, they should, and probably will, create more mechanisms for that 3rd bar. They could've already done at least another skill that uses that bar...
@@maxrusty3596 Also the suggestion to add something more, to instigate u to use it more often is totally valid (instead of only on moments of despair or instead of spamming like a crazy dude). Also, I don't think it will have a zero CD, so we wont be able to use it wheneaver we like.
After playing FFXIV I've fallen in love with being able to swap classes, it keeps the game fresh without feeling like you're wasting your time. You're progressing on the same character but your gameplay is completely different. MMOs without this feature feel jank to me now.
Glorious Ashes of Creation community! We hope that you all enjoy our Alpha Two Cleric Archetype updates and a preview of the Highwayman Hills area. As with every update, we would love your feedback as it is an integral part of our development process here at Intrepid Studios! We can't wait to see you all Verra soon! 😏 ❤
9.5/10 update, love the gameplay, love the area, love almost everything. A couple things that I and a few others dislike that I've read about so far would be that the ability icons do seem a bit too similar looking. Perhaps more dynamic colors or shaping in the art to help distinguish abilities at a quick glance would be good. A personal thing that I thought was a bit jarring was the sound of drinking a mana/health potion is a little too guttural sounding as well, but I can live with it although I do hope its just a placeholder sound effect.
It might have been a good idea to have had Margaret demonstrate the Cleric, as she is an expert in the class, very articulate, and popular.
We love you, Steven, but that would have been awesome in a new and different way.
Question: A common issue with modern MMOs is them being "solved" quickly, sometimes even before release during a beta, and then Wikis, lets plays, and youtube videos providing all answers, questlines, best builds, and anything else to players. This really hurts games in general, but especially MMOs, where discovery, exploration, and the "problem to solve" as to where to go and how to play (builds, items, classes, ect) are important to keep players engaged and the world full of "wonder." I know between nodes and the economy there is a hope Ashes will have more player-driven content and variable worlds per server, but are the devs considering this issue and are there any proposed solutions to this?
What do you mean "soon 😏" ?!?!?! 🥸
@@isaacostlund I think that this will be as some midschool and modern mmos are, U cant run away from internet, someone will create a database of everything, even from the hidden quests. In alfa 1 there were some hidden quests, ppl find out in one day and posted. This is how it is. I miss the old days but the only way to dodge this is making a huge amount of content that only triggers if something happens, one example are Larian games that have so many ways to do the same thing or different things pop up when choices are made, this is hard to implement on a MMOrpg for many reasons. I think the node system is the closer we will get to this and I think they are not showing that much of info, they are showing a great balanced amount of info so we can debate if its the right approach. I personally never saw a game with that many interaction between community and develpment and my expectations are great because of that. Even if they dont make everything like the community agreess should be, they are great listeners and are creating something very unique. I just hope it launches and everything keep evolving, every great MMO discovered some issues and than fixed on patches. The node's variations itself is something very difficult to pull, how will that affect players that are in a area that will change when a node evolve? There will be some bugs and all the problems that came within the constant change of a world of massive playerbase. Imagine u are in a dungeon that only exists cause of some Node expansion. U logoff and then login 3 days later to discover that ur character is bugged inside a dungeon that no longer exists because that node (that was causing the dungeon to exist) was attacked and became a lower lv node. Ur character will reset into the near respawn point? And what if u were in the middle of a quest down there, it will just desapear? We dont have info on how buildings will interact in this node expantion or regression. There are still a lot to do and a lot of questions and problems that come with the variety approach. I would love a MMO that is unique, with a huge amount of skills and items that would make difficult to know em all, that one build could never be the same, an item that only exists 1 of it, a hidden weapon that u find in the deep of a hidden dungeon that no one knows about... all those are great in a way but those things create so much unbalanced stuff that ins unmeasureble. The fact that even a little the nodes will change the game is already amazing.
It's good to hear that clerics will have good enough damage to play solo if needed. I usually prefer playing healer/support characters, but I hate not being able to do anything when friends are not available and I just have to sit there looking for a group.
true. most game wont allow us to farm without problems solo as healer
The cleric looks so good! Also, I love the hunched stance for the Vek. So long as the hunch doesn't make armor look completely ridiculous, I am all for different stances for the races.
Armor will look different depending on the race wearing it!
I really like your approach to casting mechanics. Casts feel very diverse and responsive.
I also can't wait to see the direction of the secondary archetype augments.
Its a great way of allowing us to customize a class in a way that furfills our fantasy.
Its also kinda genius to have a core healer that comes in 8 flavours. That way everyone can kinda get the healer they want without creating a confusing balancing nightmare.
I am leaning strongly towards a Cleric, Shaman or Paladin type game play and this was an excellent demonstration of the Cleric's abilities. As a veteran MMORPG player and a lover of D&D I was very happy after watching this. I was expecting wipes and biting my fingertips at every pull Steven had done but because of those spells and the way the healing was there was no wipes! Excellent job! The Vek look good to I am debating about changing my race over from Dwarf to Orc if the RenKai look just as good.
Thanks for this! Yes, healer is my favorite class. Love watching this little walk thru.
Loved it, 10/10 progress as usual, Intrepid!
Please do lower the brightness on some of those Mage spells VFX though, a little too much blinding light in comparison to the almost perfect VFX of the Cleric!
Thank you for your feedback! Please keep in mind that players will be able to adjust particle and spell effects!
I feel like there need a few lazy heals. Where you get heal over time from damage dealt, aggro gain, or damage taken that last 1-5 min
I’m very excited for this! Still hyped after all these years 🐻❄️
I think the ability to move while casting is a great idea, it shows theyre focusing on the gameplay feeling fluid and the difficulty comes from external things. Many mmos try to handicap players for 'difficulty' reasons which just makes the gsme less fun to play
Another great update. Thank you to everyone at Intrepid for all the continuous work and passion you put into the project everyday, honestly your team is a beacon of hope for me because the gaming landscape and world has been rough. Looking forward to the continued development and Alpha 2. Have a wonderful day! :)
Thank you for the kind words, friend! 🤗
Well my grandchildren will definetly get to play it
Awesome work, and I love the versatility on the spells! The visuals look good. I'd like to see some self-buffs like Avenging Wrath from WoW, with the angel wings. Also have to say the wizard always looks very impressive, especially those giant lightning balls.
The Mage is a master of his craft! 🧙♂ ⚡
Only game I'm waiting for. I miss being a healer in MMOs.
Guild Wars 2 is a fantastic MMO with healers as a critical role. Can't recommend it enough.
@@Akihito_Kanbara healing in gw2 its makes no fun, you can see that the skills that heal were not programmed for primary healing
Wdym? You dont like having damage spells?
@@Argimaniac I see you're never played end game as a healer
@@Akihito_Kanbara omg, u didnt understand what i say, the spells that heals are not good designed, Healing in gw2 didnt feel good as player, bad design
The team doing the design of the zone and region needs a pay raise ASAP, the scale of the environment, the organization, the atmosphere, etc. it's really INSANE. The only limit I can see to this is how do you fill those zone, but so far it looks really well done.
About the cleric, I like how you give a lot of mana regen spell to it, it's an issue that multiple game have, and it's cool that you're trying to solve this. It's good that you give a lot of offensive option to its kit, so people will surely try to play some kind of damage dealer cleric, it gives another dimension to the class.
Keep up the good works, it's super nice to follow you every months
So cool how they are making spells look and feel so much different than your typical MMO. So excited to play this game.
Flexibility is nice. I do enjoy having big heal abilities, over time heal abilities, and then just spamming abilities even if for low value. This gives the healer the option to "heal on the move" quickly topping off their party.. or planning out the bigger heals while trying to time things well. Not to compare things to wow. But I do love the druid and being able to place a green circle on the ground that players know if they stand there they will be healed. This gives reassurance to your team that they can choose to benefit from your healing and not worry about being forgotten. - RAZ
The versatility that you guys shown is king, please keep this design.
Really looking forward to this game.
The team is working hard to make sure the Cleric is versatile and has many options!
I played mostly cleric in A1, and this is absolutely phenominal, can't wait to pour over the augments for all of these abilities!
Verra needs more healers! ✨💖
Can not wait for this game to come out. Looks exactly like everything I have wanted in a mmo.
Amazing update. Cleric looked really really good to me. I don't play healing classes usually but it looked really fun. Spells looked good for early development and seemed to have a lot of variability in how you control your casts/combos thus far. Also some innovation on the standard is great to see and I look forward to how this is incorporated into not only this class but others. This makes for exciting and fun gameplay. I'm glad to see it. I do hope that the tank gets lots of love in future updates that set a new bar for what a tank should be. Overall GREAT JOB! intrepid!
Dude this is looking GREAT! Cleric is looking so much better now with those new skills, and the leveling experience feels dynamic, like ure in constant danger if you mess up with those many mobs.
The Cleric gameplay as a healer looks satisfying and I think a talented played would successfully be made to feel useful in a team environment. I do notice the heavy attention to healing skills. Steven stated that in this stage of development they were focusing only on the support aspect of the Cleric. So while I can't criticize the appearent lack of offensive abilities, I wanna criticize the lack of utility type skills as a support class. Maybe this is something that would only be implemented through the augmentation system but I would like it if the player was given a choice between a heal and status effect heavy kit and a type of kit that includes support utility skills that can for example change the positioning of the enemy. But I guess the Smite ability does do that.
From previous class showcases I know that there is interaction between different classes abilities and the status effects of those abilities, I like the fact that it doesn't seem as heavy and complex as Archeage because that was too confusing for me and I feel like such a heavy emphasis on this would make it hard for combat to feel intuitive.
Also I got an idea that somehow a mechanic could be implemented where the DPS player that the Cleric is supporting could be given a choice between different playstyles that would either increase the damage dealt by the DPS OR the healing taken by the DPS. I don't know how exactly this would be implemented but it could be done through status effects. The Cleric could have a particular status effect that he applies to the enemy, and that status effect could have multiple ways to be interacted with. For example when that status effect is applied, if the DPS continues attacking normally it would boost his attack. But if he wants to sacrifice some DPS in order to recover his low health, he could interact with that status effect with a particular status effect that he has access to that has synergy with the Cleric's ability, that would provide additional healing to himself by having sacrificed some of his DPS because he chose to use that ability instead of attacking.
And finally my favourite part of the showcase was the Oh Shit Button ability that I forgot the name of. In the games that I played, healers gameplay was always too basic. Just press the buttons to heal your teammates health and mana until your mana runs out and that's it. But that ability brings variety to the gameplay and that is really nice.
The magic missile spell is the only strange looking spell I’ve seen. Maybe it can be orbs spiraling on the way to the target? Other than that, looks amazing. Great stream 🩵
Thanks for the feedback!
I think this one looks great! The cleric looks quite good and looks better then a lot of already finished games!
Looks great and powerful. Would love to see some other classes you havent shown yet like bard and summoner
Looking good look forward knowing my grand children will have a good game to play. I will make sure they bring a copy to my grave when it comes out.
2 / 2
Hey Ashes Crew, quick musical pondering for ya: With the smorgasbord of races we've got, does the Bard's choice of jam or instrument get a racial makeover? Like, imagine a Niküa busting out tunes on a pate and fala while doing the haka dance. Wouldn't that be just the most earth-shattering spectacle? @MargaretKrohn
Graphically, the map and each zone they move through are spectacular. The combat VFX look good, except for the ice skills of the mage; they feel like they're from another universe (in my opinion). As for the combat mechanics, the gameplay still feels slow. I don't know if it's because Steven doesn't have a deep understanding of the kit and combos, which leads to not seeing the full potential of the class. In this regard, I would advise considering another player with skill and knowledge of the class, similar to what u did in the mage's update, and switching between Steven's perspective and the skilled player.
I love the Vek models!!
I've been healing in mmo's for about 20 years this right here is beautiful
I hope cleric is able to use mace and shield or something similar!!! The wand thingi feels like LVL 1 who just started the game at this point I want to see some badass angel kind who saves players
Yes mace and shield!
Weapons and armor are not class-locked, but certain classes are more efficient with certain types of weapons and armor.
I really like the idea of instant heals we can use whilst casting. If the charge abilities had big impact and slower recharge it would reward good decision making and mean that poor use would have consequence.
One thing that's really frustrating for healers is how sometimes your party can dictate how playing your class feels, you don't always get to move to where you'd like, and sometimes you die before you can really get going.
Would you consider utility casts? Imagine: Shallow words a state where your casts are weaker but enable you to move quickly whilst casting to reposition, or perhaps something defensive for when your tank can't keep aggro. A Psalm of Stoicism, where you reduce your damage taken and threat dramatically over time, you can't heal but you're going to be safe by the end of it and allows the tank to pick things up and carry on.
The wand movement and sounds.. awesome work guys.
Would like to see some variation on wand animations like drawing symbols in the air and then an ability appears from the symbol or if you shoot abilities through the symbol in mid air then the ability does extra effects. Wands are typically on the lower end of the cool spectrum when compared to other weapons. Need something to spice them up.
Also hoping we see some cool staffs. Personally I prefer staffs over wands but there aren't many games that do anything cool with wands apart from shooting sparks from the tip.
The cleric has me hyped as heck, I can't deny it. Where my fellow dwarves at? 🔨
🪓
🔨 💪
Regarding moving while casting: Will there be the option to remain stationary for a faster cast time or move around at the cost of a longer cast time? And will there be any spell push back when taking damage?
I love this idea
Maybe one day we play this game . One day
Just had a great idea!! Your freeholds should have billboards where you can put up quests other plays can do. Like little tasks around your freehold. So when people walk by a freehold they can check and see if they can get some quick exp killing pigs and chopping corn. This will also allow players have to more efficient freehold when they are on the other side of the map.
I was eagerly waiting for the game but in my country it is too expensive for players. I live in Turkey and here WoW is 136.50 TL, ESO is 109.16 TL but AoC is 405 TL. Local pricing will attract a wide audience to the game. Thanks Intrepid Studios. Please
I can definitely see "healing touch" as one of the most used abilities for Melee based Clerics. Specifically Paladin players.
Steven once again evaded the question and went full PR. I hope the Family system is removed within a few months of Alpha 2. Then, once removed, it'll be proven that the game is better off without it.
Insane, just want to play this game as soon as possible !
I wonder what their goal for healers will be in terms of being a straight healer of if you’re expected to dps as well. Some games have such a controversy about this .
We want players to have flexibility within the Cleric kit to be able to be a dedicated healer but also have the option to dish out some DPS if needed! 💪
Never pre order games but saw all the dev updates and pre ordered the big edition to play alpha 2 when its Ready. Love how good the game looks already
Oh nice! Even more to watch. I still need to finish the Cleric showcase.
I'm excited for the launch of that game. Looks amazing.
Im assuming the undertuning of mobs and the overtuning of spells was for demo reasons. I have so many questions but ill narrow it to a couple.. what cant the cleric do? Is there a risk/reward with healing choices if you can spam heals whilst channeling your big heals? What makes each class unique? I'm seeing things like every class having some form of teleport. Are the classes homogenised in the sense that each can heal dps and tank to varying degrees?
Yeah, it looks unfocused and messy to me. Would prefer a very grounded Class design with strong niches over the homogenized everyone can be everything concept. Just so many samey spells to the point of a bit of redundancy.
They gotta nail this or it'll be another New World GW2 flop because of messy combat.
The lighteningg ball can stop when hit the target and stay doing damage while its activated.
Ice and lightening can be combo damage.
The effects is amazing.
I'm a DPS player.😊
The environment in the cleric video was great.
For the September Bundle, can it be a 1-time purchase of any previous bundle? It can be the last chance for the community to get the bundle they might've missed out on. I really missed out on a bundle that I really wanted, and I know there's more players that would love to have the chance to get a previous bundle too.
I really like soothing glow but for the animation, i d really appreciate if the floating orbs started out as one orb per charge. So if you have one Soothing glow hot on someone, they would have one floating orb and two for two and so on. I think it would be really helpful as a visual queue of how long someone will have the hot on them. PS - I think that would make some interesting reactions in PVP as well
you should be able to charge a spell fully and store it like as a charge becomes an instant full cast later, and use it later like withing the next 30 sec or something.
I would like to see more utility skills (like flight, selfhealings, teleports, lifesaving debuffs or CC, that dont need to be target oriented, that are instant, that pop up if something happens for ex). We need more buffs (party buffs like 10% of max health for everyone, or more defense, etc, bless weapon can't be the only one). Still think it need more protective skills, similar to barrier.
Would be nice to know if the casting time can be interrupted by hit, stuns, trips, etc.
Would be also interesting to have more combos. I'm still absorving all this but aside from the jump+melee heal and the autobuff that completes any casting, I didnt recall any other combos. Well there's the AOE stagger that can stun if target is already staggered but, as it is from now, it can only work with party interaction, we dont have a skill that starggers but we have one that stuns, my sugestion is to put something that can stagger enemies, like a self shield that staggers anyone that melee hits u).
I miss scape/teleport skills so much, we have wings of salvation that is cool and can work like that, that adds a nice interaction with the envyroment but we dont always get npcs and players around to work with, sometimes MMO have a lot of lonely time. I know u guys leaning towards to party playtrough but in reality there's so much ppl that actually prefers to be lonely wolfs and I think its ok, ppl don't need to depend on others to play everytime... Would be cool to see how well a cleric does solo leveling, I missed that in this showcase, he didnt even tried to solo one monster so we can see how much time it will take.
In overall its interesting but, as I've said in the other video, I think thats too many healing skills (most of them are single target) compared to others like buffs, CC, utility, agressive, etc. Like 80% of skills are healing based. I think thats unlikely that we will get as many skills points to have em all, its cool to have options to create variety, I just think that could be more balanced. There are MMOs that the cleric had like 2 healing spells and all other skills could support in a way that the healing was balanced. I'm imagining right now, in the way it is, that a Tanker with 2 healers is probably unkillable.
I have high hopes for this game, I'm just trying to add to it. Always good to remember that is on the way to alfa 2, I know that its a work in progress but from all the classes rework (and news like the ranger) I think that the cleric still needs more attention, that doesnt mean that I didn like it, I just think it can be way better than it is...
I love me a good update but at the same time I want to play the game some day preferably before I get married and have children. I have been waiting since I graduated high school thinking this game would come out when I am in college, now I am out of college and I found a women who loves me and now I am 2 years from getting hitched and 3 from having my first kid. If the the people in charge end up reading this all I ask is to finish the game before I have my first kid cause otherwise I won't have time to play this game when it launches like I always wanted to.
Looks great, really reminiscent of the legengdary Everquest. I love the methodical nature of combat, and the world building. Looks like your are really taking some classic inspiration. I really hope you can double dowm on the Sword and Sorcery aeathetic, whilst also improving the graphics pipeline. Adding super immersive environmental sound design would be massive aswell
Another healer/ AOE question, will there be a max number of targets healable with the chain heal or aoe heals and does the AOE have a certain amount of targets that will take damage from an offensive aoe if it doesnt specify otherwise, like how the healing and damage is spread out with the conal and ground. Like if I were to use an AOE that doesn't specify split damage, will it hit all 100 mobs i have in it or only like 7 to 10?
Feels like there's too many similar spells like Early WoW. I personally like it.
Def. agree with the mana pool. I feel it is in a great spot. I Like knowing and saying boys mana is getting low do something big.
I hope there is a EQ2 Fury Caster/Healer with the secondary archetypes. DPS to heal! Truly the most unique healer I have ever played.
With the adaptive boss scaling in open-world dungeons, which affects the drop tables for a group, how does that work with multiple groups in the dungeon? For example, if Group A has killed the first two bosses in a dungeon and did well on them, thereby increasing the drop tables of the third boss, and is currently fighting this boss and Group B comes in and kills them and then kills the boss, does this group get the enhanced drop tables or just a standard drop table?
Almost lol
Healing Touch should have an animation of whacking the target with a translucent hammer, they'll learn not to stand in fire.
It will work even better with the Wings of Salvation
Could we expect ‘hard modes’ or ways to increase dungeon difficulty besides node progression or a large amount of players in proximity for better loot?
["the unspoken pact"] : summoners and mages only, can combine powers in a particular way, summoners are not permitted 'pure memories' (real world memories), only mages are...therefore summoners can use fabricated memories, false memories, imaginary memories...to do things like, defend a mage to gather a pure moment for its time study...but its not a mage...{similar...yet not the same}
So psyched to get in during Alpha 2. I want to have that same feeling again as when I originally played DAoC. 😁
This was really cool to watch. this is the "full Healer" class right? It had the shield but a lot of heals (too many, maybe?) I missed other types of protections and buffs, maybe it is for another class or all the different heals exist to allow different builds.
But it was nice to see the hunting, can´t wait to see the alpha *_*
I ve never saw a MMo or any game with that many heals, if the intention is to have as many skills as possible to create variety, its cool, but this always could get kinda unbalanced. The cool thing to add many skills in a game (wich we cant get all because of the skills points) is that will create space for multiples builds but the sad thing is that is way harder to balance and probably will bring the oportunity for breakingthegame builds, especially with the interaction of 2 classes and skills. I hope they add as many skills as possible so ppl can make a lot of builds, and on the run they balance the game learning from our exp, it will take years to balance everything if they intend to create that many skills and test everything before launch. Probably a lot more alfatesting XD. With that being said, the way the cleric looks now, its possible that a tanker being healed by 2 clerics is unkillable.
you won't be taking all those heals though.. because you can dump multiple skill points into each skill to unlock 3 different ranks of the skill that increase its power and add effects... if you took every heal the cleric had than your build will be extremely waterred down. The more we have to choose from the better.. it would only be a problem if it was like ff14 where jobs were starting to get button bloat cause you used every skill you had.. it wont be the case in ashes.. you will have to pick and choose.
@@humblegiant4362 yeah I think its impossible to have em all
You won't have all the abilities. They were just showcasing all the abilities. With the tree system you may have to choose 2 of the 4 and then can buff the 2 abilities. I would not be surprised if by the end you have 3 attacks, 4 heals, and then 2 or 3 buff/shield like abilities. But we shall see
Yeah we definitely need more buffs and utility ideas. Chants/protections/hands/auras/blessings/totems.
So far the game looks very one dimensional. Just frontloaded with tons of heals or dmg depending on your role.
Not sure how they balance this idea at all. You either have strong niche spells that don't overlap in focus in a limited kit or a full kit that relies on conditions or cooldowns. They're doing neither so people will just pick the most efficient spell. There's not enough niche.
Just really poor design it looks like, but until I play it I can't speak too confidently.
i just wish this game to have ACTUAL freedom of builds instead of what happens to every single multiclass/skill game which all decants down to 1 or 2 optimal builds per role, theory crafting your own build to minmax YOUR own playstyle is what makes this idea good in the first place, not just pick between the 10 out of 1000 builds
edit: FEEDBACK loving the healer, i like the versatility it gives options and options are great ,i love the bless weapon particularly! great for hybrid builds!
Is it possible to change the cursor when we select a monster ? Like a sword's cursor when hover ?
You guys are doing great ! My feedback in general is to not be to swayed by everyone wanting it this way or that way. If you make the combat whether its healing or dps or tanking meaningful people will be sure to love it! Personally I think the slightly mid tier tempo not insanely slow by not insanely fast, and making the moves work in synergy with the player and actually having to be smart about pulls and what moves to use and best ways to conserve mana cause while mana may not go quick maybe the mobs are hard, that type of mentality is far more enjoyable than W keying through everything, using one move the whole way and not really having to put much effort or time into whatever content you're doing. Make the game difficult ! Every quest your doing solo or with friends you constantly wonder what the next challenge is going to be because the one you just did a minute ago was hard but you got through it and now it starts to make you think "oh wow im only level 15 and that was nicely challenging i felt engaged, I wonder what its going to be like at max level"
Need to work on that Out of Combat Mana Regen. At that rate, pulls will be every 5 minutes.
Surely there will be effective mana regen builds + food/drinks and additional buffs. If you are clever with your mana use + weaving in attacks with your mana regen buff on, you should be pretty good.
Mana potions, foods,etc will help I'm sure. They may even add abilities down the tree that results in a faster mana Regen rate.
Steven is "that guy" in the pug :D
100%. Oh sorry tank! I brought some friends! And some more friends! Hahahahaha.
The Star Citizen of MMO's
Love what I'm seeing so far on it, hope they do continue to refine the downtime which is a pretty outdated aspect of MMOs, mana management in fights is awesome, but sitting for anything over 5s after a fight is not exciting.
I think I want to go Vek I’m wait to see more on Tulnar before set that in stone I’m rather interested in tulnar cuz I’ve been wondering if I can be a like a centaur or if all beings well be on two legs
Probably the best cleric gameplay I have seen so far. Glorious!
I would love to see healers be healers, and not dps that can heal. I would prefer there being dps abilities but not as strong as a dps. Like 10%. If Clerics want to do dps on their own (for questing and stuff) they can change their spec (which should be possible on the fly out of combat imo)
Will the character creator be designed to import an image and render a character for us? If not, will the community be allowed to create a program to do this?
The run speed is so fast!
Looks very well thought out. Better than the mage showcase by far. The resource bar mechanic having a heal efficiency passive vs using it to accelerate a long cast is a nice decision making spell. The channeled healing would look and feel more satisfying if your hands actually did a CLAP with a popping sound when you release it.
21:35 I like the option to do only static uses.
i haven't finished the video, but on the charged abilities, can you change your target after you start charging? for instance start charging deliverance on the tank, then swap to a damaged ally to throw out flash cure, then go back to the tank to finish deliverance?
it'll be cool to play around with this stuff. i hope there are going to multiple healing classes though, so many different ways to heal, my favorite jobs in mmos.
I think skills look more epic if they're a little slower, to make it look like it's heavy to lift them, especially in higher level skills. N it'd be nice to see some skills with bright epic wings for the cleric or something else angelic ... but that's just my personal opinion lol ^^". This game already looks awesome and I really can't wait to play it :)
can you release the vod of Margaret's PVP match against Steven?! This needs to be shared with the community! 😄
Maybe in the future! 😉
amazing info! loved all the interesting Q&A gameplay mechanics! I am so thrilled to hear you say you won't change core game themes! PvX!! can't wait for A2!
Small unrelated request: I hope that shoes have an effect on actual character height. If I wear high heels in the game I wanna actually be taller
Is the development team moving away from action combat? Or is action combat more prevalent with the melee classes and the healing/ranged classes are more tab target other than aoe spells
Will the character creator be designed to import an image and render a character for us? If not, will the community be allowed to create a program to do this?
Sorry for the double post but I forgot to change my display name to my forum's name and it may not display as Xilfarth.
This healer reminds me a combination of oldschool healers. A bit Wow, a bit L2 a bit FF online. Something I never had see before is a healer has a "stun" skill. Healers had "sleep", "fear" and such "mental attacks" skills. Seems too OP for a healer to carry "Stun" skill. Also I enjoy in the past when healers can use heals instantly and not cast them in long term. This gives a flexability to them in hardcore situation because to play healer is the most hard role in any mmorpg. Also few people in every game choose that role. I always wanted to be able to keep my party members with some instance heals in some tuff situations. Some old games had instant heals but consumed a lot of mana. That was the penalty so you use them when you really need them. Also I love some aura heals that keep tanks alive over time or shields. Very chill and you can give some dmg when your tank has heal over time.
Overall I enjoy your "Healer" how it looks and enjoy a lot the skill in "1" slot which give instant a bit heal. Healers in general was boring to many ppl because they can not deal damage and leveling easy. I wish your healers will have some damage, some instant skills, some escape skills and this class be very enjoyable. Cant wait for the release. Keep the hard work
Can anybody tell me how the combat works? If I see an enemy player can I simply walk up to him and fight him OR do I have to alt + tab + . to enable the on screen cursor and then click on him and THEN fight because that alone would make me never touch this game ever.
From everything ive seen over the years of PvP, you basically just go up and can start fighting someone
Hey there,
First time really commenting on one of your videos but "long time" follower (ever since Lazy Peon made a video).
Idk if this has been awnsered before, but here goes: Can you cancel your casts and how would you do that and/or would you be able to control that in the settings?
Thank you!
Hi there! Animation canceling will not be a combat mechanic in Ashes of Creation. However, players will be able to cancel channeled abilities.
It looked so good! With the cleric drawing threat will we have built in threat meters? Game looks phenomenal.
I'm hoping no threat meters. Not only no threat meters but different mobs should have different threat levels before being pulled. Make thinking on your feet part of the natural gameplay instead of simply going through the motions on trash mobs
Tanks should always be ready to have to retake threat, other party members with cc should always be ready to use cc to save party members who pull threat
In regards to animation. If every class has different animations for AOE, single target, etc. are you concerned that it will be hard to visually identify what other players are casting?
I'm just super hard on excited to see Mrs. Chang in this video
This game looks so good. :D
I would love to see some DOTs (damage over time) spells as well as in case of healer a "heal over time" spell.. which would take time to cast but then for lets say 6sec you get healed a certain # of HP every two seconds... lets say 500 every two seconds that in total 1500...
when it comes to damage over time I remember from other games it was really fun to see in PvP the DOTs spells stack up and at the beginning it takes a little but later in a fight you stack up 3-4-5-6 DOTS and then the enemy basically burns to death because it takes every second a decent damage... sort of like a poison or bleeding or fire effect..?
Looks cool! The sound for Wings (the Phoenix) is a bit off imo for a cleric.
As a healer across all mmos. I would need something better, fast and more dynamic than previous mmos such as wow, final fantasy, rift wildstar and archeage. This is about 5 tiers below of all of them and just accepatable, for a 2014 game, not what i would expect of a 2027 mmo
how does tyhe cleric heal himself? just cast with no target?
Most likely. Or clicking on your portrait to target yourself.
You can select yourself and heal yourself!
@@AshesofCreation awesome, will there be a mouse over macro option?
I notice that we didn't end up using the instacast resource that often, and I think it's because cast times aren't that long. It might be better to also add like 20% extra healing for any skill you instafinish with that resource?
Feels like he forget tbh. Tank almost died many times lol and he was maxed out on resource. He just simply wasnt playing optimally dont read too much into that.
Yeah that skill looks unecessary, theres a whole third bar only for this, lol. Hope they change it and add more use to that bar (that could go up with buffs and other skills, not only with healing, but the main problem is that its kinda useless as it is).
@@kfarbarata Its literally the strongest spell he has and he didnt use it lol. You guys never played an mmo before i swear.
@@maxrusty3596 If u consider that u can have ALL those freaking heals (which is a thing that im not considering), if u consider that u have infinite mana, well, than its really good. If its a normal mmo u will not be able to have 19 skills that heals, because of skillpoints, u probably will need to choose what u want. U will not be able to spam heals like a god without cast, pressing R like a crazy person, not only because of mana but because of the CD of the skills, again, im not considering that we will have ALL those skills and we will have to choose some of em. My point is , there's a whole bar just for 1 skill, they should, and probably will, create more mechanisms for that 3rd bar. They could've already done at least another skill that uses that bar...
@@maxrusty3596 Also the suggestion to add something more, to instigate u to use it more often is totally valid (instead of only on moments of despair or instead of spamming like a crazy dude). Also, I don't think it will have a zero CD, so we wont be able to use it wheneaver we like.
After playing FFXIV I've fallen in love with being able to swap classes, it keeps the game fresh without feeling like you're wasting your time. You're progressing on the same character but your gameplay is completely different. MMOs without this feature feel jank to me now.
just saw this game hope have good mechanic in crafting and gathering
wanted to try when launched
Looking good can't wait for Alpha 2. Where are the mouse over heals at?