Ashes of Creation Alpha Two Mage Archetype Preview
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- čas přidán 27. 04. 2023
- We are extremely excited to give you an early preview of the Mage Archetype! This 4K video is just a taste of what's to come!
Reminder that Ashes of Creation is an open and transparent development project. As such, you will see work-in-progress art, systems, and mechanics. Leave us your thoughts on our progress in the video comments!
💬 If you have any feedback on what was shown, please share it with us over on our Forums!
- For Mage Feedback forums.ashesofcreation.com/di...
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Greetings my friends, I hope you all enjoy these regular updates for our progress. It is the most important thing in the world to our team to get your thoughts and feedback on what you’re seeing, and will soon be playing. What did you like about today’s update and where are areas you want us to improve. Much love ❤
Big improvement from the last time we saw Mage. I love the direction the combat team is going with creating synergies. I hope in the future we get to see ways that other classes can complement the Mage archetype and vise versa.
This is beautiful, reminds me of old swg commando with the 4 elements and switching them in some raids. Can’t wait to play this
Thank you for making this game. This is the only game I've been looking forward to for years now and I know it's going to be more than worth the wait.
Hello Steven. Thank you for this preview. It keeps my hope alive. I say this because with how much work is being put into the game I worry that the game won't ever release. There are so many games that start out the same but lose interest over time and eventually disappear into the mass of new releases over the years. This game looks so amazing and the mechanics of the cities evolving is something I look forward to. I am a gatherer/crafter/trader and I look forward to becoming Mayor of one of the towns.
My life hasn't gone well the last few years and Ashes of Creation has been a bright spot in the vast abyss of darkness in my day-to-day.
Please keep up the amazing work and bring this game to life.
Every update is such a breath of fresh air, there's no question this team is making something not only ahead of its time, but just truly something special
Suggestions to prevent immersion breaking:
- The idle animation of mobs should start at different time, so that they are not moving synchronously.
- Going with more realistic approach and preventing mob overlap (having collision boxes) together with proper group positioning (formation, movement) of enemies would be amazing bringing in more tactical depth into gameplay.
- I have a feeling that the distance were the mobs are getting updated with less frequency is too close. It seems like at around 100 meters it was halved, and at 200-300 it was stopped all together.
I really appreciate the sense of immersion (in a real virtual fantasy world) and fluidity that you guys are going for. Thanks for at least reading my suggestions. With every update the game looks and feels more impressive.
That's something that could hit performance but for sure, it should be configurable by the player.
Very well said! I hope we can see these improvements in Alpha Two
having collision boxes does not work well with mmorpgs, agree on idle animations
Same with trees in the distance. I hate pop-in kind of graphics.
im shocked they didnt think of such thing yet . Good tips tho
Movement animations look so much better than in the night and day cycle video, nice work.
Thanks! Everything is still a work-in-progress, but we are getting there! 💪🏽
This has been number 1 on my list for most anticipated MMO's for awhile
Cause everything presented so far was either too fresh to let us down or beautiful enough to amaze. 😎
Will stay there until you are too old to play it
7 YEARS BRUH
Awhile
Same, i played so many mmo games like RuneScape, lineage 2, aion, wow, gw2, ffxiv, and i want something new to experience, but most never ones either suck so bad or was a scam project, so ashes is only one who keeps me interested especially from gameplay perspective since they bring back old school type of high risk high reward features of old mmo games, corruption, open world raiding reminds me of lineage 2 a lot.
I love the minor movement possible while casting; it gives you options to move while still implementing a cost to choosing where and when to start casting.
Bro you can AA while moving in every other MMO
We like it too! Glad so many folks have enjoyed that!
The ball of lightning looks kinda cool when cast and moving towards the enemy.
However, when it hit the enemy pack, it felt as if it went straight through them with zero impact.
There was no on hit effect on them at all, which makes it kinda look like a 90s MMO
Another suggestion I have is to enhance the VFX of abilities as players gain experience levels. For instance, when a player first acquires the "Blizzard" ability, its AOE could be small, with fewer projectiles falling. As the player levels up, the AOE and projectile count could increase, creating a more visually striking representation of their power. This would offer an additional way for players to gauge their strength, beyond just armour, items, and damage output. It would make the game experience even more immersive and engaging!
Also, knockbacks from abilities depending on the %dmg. Example if a creep does dmg that is more than 50% of HP it knocks you back
Fantastic idea! I like this one a lot actually haha
to much system crunch in a massive multiplayer game. if every player has such personnel vfx implementation and there are the 500-1000 player battles resource throughput would grind to a halt trying to crunch numbers on everyone's individual screen. There is already an ability augment system in the works, So you are getting something kinda like what you are inferring for.
@@UncannySense Agreed, it's hard to balance with MMOs, who knows! We're seeing some great things coming out with UE5, maybe by the time AOC comes out the tech would be good enough it doesn't crash haha
Thank you for sharing your thoughts!
The death effect is amazing! thank you for unintentionally showing us 😂
27:45
Watching this, I really thought no one was going to mention that 😅
Hehe.
Incredible showcase, very exciting.
My biggest concern so far is that the weapon disappears when casting spells. I get that it wouldn't be easy to include, but I'm hoping it feels more natural in the future, for example - when you have a sword, it is held in one hand while the spell is being cast with the other etc.
Thanks Intrepid!
This looks amazing! One recommendation I have is for the ball of lightning. Maybe make it fizzle out at the end of its duration instead of just suddenly disappearing. It was a little strange to see it suddenly disappear, but other than that it’s looking great! Amazing job as always
Thanks for the suggestion.
Maybe give it an explosion at the end? That causes a good bit of damage?
That would make it more strategic in its use-case too, you'd have to try to time it so that it ends up somewhere, where it explodes and deals damage
@@syntaxzero1677 Great idea!
lighting is beautiful as a 3D artist myself I say this is gorgeous!
As someone who isnt a 3D artist this is gorgeous
Thank you! 💡💕
i hope they don't keep those spell effects. they look like they're from something made 12 years ago.
yea, it looks so dated...
especially the ice effects, they look kind of ugly; same goes for the snowflakes forming on the ground for Blizzard...i hope they change it to iced portions instead.
they have been stating pretty emphatically at the beginning of these new updates especially that all the vfx are WIP, so I am looking forward to seeing what the final product is, but yea if they don't give the game a unique style it's gonna b bland@@ovidiu-alexandrucristu7232
All the visual effects looks awesome!
One feedback that I would give for this month is maybe improve the monster pathing so that they dont walk into each other when there are so much space around them, for example in 19:16 and 21:36 we can't really appreciate the chain lightning animation since the bloomeras' pathing are colliding into each other.
Anyways, great showcase, keep up the good work folks!
Monster pathing is still a work in progress as noted by Steven in the video. 😉
I really like the general style of the spell icons
Thanks!
Now that's what I call a combat update! Love the direction of the mage.. especially the idea for it to have defensive utilities and not just be a pure glass dps
🤗
I've been an avid Archeage player since 2014, and this game has gotten me so horribly excited.
Been a mage main for a few years now and I legitimately want to try it out. These constant updates, the transparency about how development is a long arduous process, and just you guys being open and honest with the community has been a breath of fresh air. Dealing with companies like AGS, Trion, Gamigo, etc, has made a lot of people distrust game developers' words, but I legitimately trust you guys (coming from being players in these games, and seeing their issues) will have your minds in the right place to make the game the best it can be.
Been here from the start, and I can't wait for the game to release by the time I have 20 year old grandchildren
I hope it releases when i can retire so i can just spend all day playing 😂
Aw, we are glad you're excited! 💕
This Spell Effect Combo Mechanic is what i was hoping for, i hope melee gets something similar. For example you use a skill that applies break armor, then a skill that does bleed, and if you use a shatter type skill it transfers those effects to other mobs around you, stuff like that with more variety that gives combat a strategic aspect and not just spam whatever comes out of cooldown, looking great.
Lol that’s exactly my PVE warrior build in WoW
@@JohnBeast123098 hmm, its just a basic example i came up with
YES! I love the progression. Please make the pacing just as good story and leveling wise. Give us those amazing stories and zones well be talking about to our grandchildren about. LOL Power to the players!
What progression? It's been 30 years and we still get "Alpha" videos.
What I'm saying is that this progression is slowed to a crawl
@@alexmesaritis7143 Yea the danger of a long development is that by the time it releases it will already be outdated.
We shall do our best. 💕📚
@@AshesofCreation Good luck! The MMO genre needs some fresh blood for sure!
@@AshesofCreation thats all we ask for cause we really wanna play this. Me and my group of nerds
It would be cool if the lightning ball didn't have a shell, or if it's necessary then at least made up of particle effects randomly floating around to create sort of a shell
I second this notion. The shell looks a little to gimicky, Ball Lightning is a real thing and it doesn't have a shell around it to contain the electricity.
I agree, it doesn't look like an ability from a new game
Agreed
Then when the ball is removed, people will complain about not knowing the range of the damage effect
It is so you know the hitbox of the ability.
i love the idea of great sword mage and the perspective of not "class locked" weapons - this does sounds like very cool leayer of depth in character costumization. awesome job!
You can use a variety of weapons in Ashes of Creation! ⚔
This is absolutely a step in the right direction. It looks amazing, I love the synergies, elemental exposure applying elemental effects to weapon attacks is a great touch. The elevation while channeling some spells and being able to move while doing so is huge, being rooted would have been really painful. Gives me a lot more hope for the other archetypes as well and this is still low level content and still in alpha. Well done Intrepid.
Thanks! 🧙🏽♂💕
As a Bard in every MMO I play, I really appreciate all the detail going into this, it really helps to know what every class does and having proper showcases really makes me excited for my favorite class type. This showcase was phenomenal.
What mmo have u played a bard in?
@@sackout2947 funny cause most mmos dont have a bard class
@@sackout2947 Neverwinter, BDO, Skyforge, there aren't many games that let you do it. Even in ESO PvP I like to force classes into a bard category.
It's definitely under represented and I'm looking forward to a developer doing it right. If the conversation with the combat team from months ago is any indicator, it will be done right in Ashes.
Sometimes, it's the little things.
What mmos do u play bard in? I'm having trouble finding any!
I hope that the tree branches could get a level of transparency so it doesn't completely block the view as i am playing. I also think that the communication with the community is great and will make this a great success. The mage looks amazing by the way ! Great work !
This game is starting to look good! Still probably years away but so excited
We have much to do! We are working quickly, but we also want to take our time to ensure we hit the quality level we want as players. We appreciate everyone's patience following our development journey! 🤗
Looks absolutely amazing, fantastic work on the systems. Can not wait too try it out when we reach Alpha 2
We can't wait either! Going to be great to see everyone's feedback when they can get their hands on the archetypes!
Animations for the characters and spell effects are looking so much more polished. It's really great to see the game coming along.
Still WIP, but we are getting there! Glad you are liking our updates!
I'm genuinely loving the spellcaster so far!! Love seeing the intricacies of spell effects and how they interact with each other, it's seriously exactly what I wanted from the Mage. Some point far in the future though, it would be amazing to see spellcasters be able to use their weapon / staff / wand as a focus for their spells. i.e. holding their sword/mace pointing at the target, lightning effect on the blade as you summon the lightning bolt, or gripping it in front of their chest whilst channeling the ice storm. Much love, y'all are killing it!!
YAY!!! 🙌🏽
i love that you can move abit while loading spells, looks really great. nice progress video!
Been WAITING for a mage update! It looks even more amazing considering this is the base Archetype and I love the look of the wand shooting style as well . So excited for alpha 2
WOOHOO! Thank you!
I love that movement doesn't cancel spells. I love that you just move slowly. There should be a way to cancel a spell, but I don't think movement should cancel spells.
I love the ability to charge certain spells or just going for a quick fire. When i play mmos as a spell caster, the rooting from casting is normally what kills me as i cant run away. And if i run theyll chase after my slow ass and kill me as i run
I don't know if there's such an option yet but advanced tooltips would be good to get a more technical description such as the damage/absorb modifiers of an ability, cast times and how well it scales with your character stats.
Thanks for the feedback. We still have many UI elements to share with you all.
I always thought the base archetype was going to be pretty basic because you had secondary archetypes but the mage you showed off today looks really satisfying to play even if you didn't show all the elements.
as of the most recent the base archtype is really the whole class, and the secondarys only augment your current skills some what.
Pretty sure the base archetypes are the meat on the bones, that make up your base class, while the secondary is more like the seasoning to really spice things up.
I just hope we'll be able to play this game before the world ends.
Original joke.
Wow you guys are doing excellent. Love the casting while moving ( just slow paced ) all the player agency decisions being made in class design look great, love it
the fight against the rock elemental was pretty awesome... right down to the wire! looks fun, cant wait to see fire magic
Those casting animations are freaking amazing. I would prefer the ball lightning without the big blue aura personally, but I could see the reasoning behind it.
Really cool Mage demo!
It would be even better if spells like Shell acted as weak light sources. I find it somewhat immersion-breaking when a mage with Shell doesn't emit any light in dark surroundings.
Looks great, the UI is improving quite a bit and love seeing so many abilities on a hotbar! Totally looking forward to seeing summoner and bard in action down the line after seeing what y'all are doing with all the revealed archetypes so far.
The blink movement is great also! So smooth. More of that please
Love it! Also, for the first time in my life I actually want to play as a mage
WOOHOO! Welcome to the ranks! 🧙🏽♂💕
Loved this showcase, it was well done
Aw, thanks homie!
Wow one of the best videos yet. Certainly seeing progress and like what I see.
Looking great guys! I’m all about the magic , and cannot wait to build my Mage 🙌🏻🔥🤗
We can't wait for you to do so!
FINALLY! THE MAGE
LOVE UR WORK, HOPE TO PLAY IT SOON
Another phenomenal showcase. Considering we haven’t even seen the entire kit, I’m very impressed.
*In terms of UI will we be able to move the health bar above the skill bar like a lot of mmos so that managing your health and manna doesn’t require you taking your focus too far from the action to the top left?*
The in-game UI will be highly customizable to suit player needs.😊
Cant wait for this game to release in 2041!
I did get a chuckle watching the Livestream and seeing the monsters inside eachother while you were talking about colliders.
Man I'm just loving how you make each class look fun to play!
WOOHOO!
Preemptively greeting the Baldwalker here! 👋
To the spell transition point:
I love expressive projectiles. For example summoning ice shards that seem to have a mind of their own. Winding up and then flying away in a barrage.
This makes it so that spells are flying even when you are charging up and casting your next spell. It's also very satisfying to get a feeling of "oh yeah here they come" and then watch them collide with the target. This also makes it possible for the enemy to block the projectiles since, even if they are fast, they can see them coming and can time a block or avoid. The "arc" tech would be really cool here. Someone trying to avoid a spell by running behind a wall but the projectiles fly after them around the corner.
Ranged combat looks like its in a way better spot than melee right now. As a tank player - I hope tank gets some extra attention given how important it is for group content. Also I'm still a bit concerned on the lack of elites/named/minibosses/world bosses. I love working through zones strategically clearing trash to reach a big baddy (for the challenge & the loot). Would like to see more of that.
I'm sure that will come later when filling out world content becomes more of a focus
Casting animations look great. I like how the casting of the spell builds it up. Having the weapon apply spell elements is a cool twist.
Good to see the archetype has the usual defensives you'd expect of a mage, like shields, slows, slumber and of course Blink. Pathing on it is very fluid.
The movement during some spells and charging is great as well... nice to see a full spectrum of mechanics being used. I'm rather tired of turret mages, so I am glad to see a more mobile approach to it. Also liked the weapon synergy beyond the usual ranged weapons.
You can tell it's being designed by someone who understands and enjoys mages.
This looks really good! Can't wait for the Necromancer class.
The ability animations are fantastic and I love how they flow well together when casting different spells. Can't wait to play.
WOOT! Thank you!
Yo can we get a shot-out to your Audio and SFX Team? They're really killing it with these abilities.
Looks good, hopefully combat is fun and fluid instead of overcomplicated and tiresome.
We shall do our best.
@@AshesofCreation if/when in doubt, copy what worked in the past. You got this, folks.
I was dissapointed with the tank preview, but mage really gave me that archeage mage vibe. Very nice
Tank did not have enough interesting status effects and interactions
I really enjoyed this update on the Mage. The spell effects are looking amazing. Well done Intrepid! Looking forward to the updates to come and mostly looking forward to Alpha 2 and getting to test again.
Loved:
how the lightning curved around the rock. not strictly mecessary but just an incredible development feat.
how ball lightning and blink synergized, keeping the mobs in the aoe longer. it‘s core ability synergies like this that make skills fun to use.
Well well well intrepid team you did it again, another great month and another great update stream. I’ve play tested alpha 0, apoc, pre alpha 1 and alpha 1 and every single update the game is improving by leaps and bounds. Keep the great work up!
Aw! *Blushes* Thank you! 😊
I love these updates so much! ❤
We love providing them to you all! 🤗
@@AshesofCreation SUGESTION:
1) I HOPE you will implement DIFFERENT VARIATIONS of landing animations for different type of mounts (basing animation on body type of mount).Also can be applied to NPC enemies as well.
2)Also dying mount animation should also be added and have different animations for different mount body types example feather bird type mount will die differently than some bulky righno hard skin/body (can be applied to NPC enemies as well).
Amazing video yall! Can't wait to see more and one day actually get hands on it, I've sworn off mmos till this is out.
This was so awesome guys. Absolutely loving the spell effects. only thing i felt was that the orb was a tad too big
Really like the way the mage looks! One thing i was wondering about is if it will be viable to have a build that only focuses on one element in case you want to be 'known' as a pyromancer or lightning expert, etc.
yeah, kinda like if you focus on one element you get more damage but lose on the utilities of the other elements. like if focusing on fire you get more burst damage but lose out on slow from ice and stun from lightning but if you get all element you get more utilites but lose out on the damage... would be awesome
Im definitely a fan of single element specs, Frost mage on classic wow was always my favorite and felt fun with CC's and decent damage.
@@richardshade7052 that was the first thing on my mind on this class showcase... IF i can focus on one element would definitely do it... the frost element that was shown here would be great on mass PVP as someone who holds chokes or just position contron. Even on PVE with a party of 8, a CC mage would be a must for every party. just my thoughts
It looks like they want to trigger "buffs" by using different schools, if not tunned in talents, it would be less effictive imho
I want this to succeed so hard, great potential
Aw, we appreciate that! We shall do our best!
What I love about Steven is that even though he could answer all the questions he’s asking, he’s asking in a way to make it simpler for the average gamer.
With the blink, it would be cool if you could alter the effects of it through different upgrade paths so different players can have different types of blinks as mages.
For example, what you have now could be the base version; in the second branch of the upgrade option 1 could have a reduced travel distance but it has 2 charges with a 1 second cooldown between the 1st and 2nd charge; upgrade option 2 could be to keep it as a single charge but extend the range and for 1.5 seconds after blinking other players (allies and enemies) can teleport through as well by clicking the point of entry. Then with the 3rd branch using this last idea, it could upgrade to allow the player to apply a stun or slow on exit so if any players go through the blink as well they are stunned/slowed on exit. Allies won't want to use it because they will also get slowed but is a good trap for enemies. Upgrade option 2 allows the caster to re-activate the ability "collapsing" the portal and ejecting any players trapped inside outwards in random directions.
The blink ability for the shadowcaster (mage/rogue) could be more about traversing rather then blinking forwards. So if there is a high place that players would need to normally climb up to the shadowcaster's blink allows the player to aim a circle on the terrain ground whether the terrain is higher or lower and teleport to that location.
I was shocked by the lightning effects. Class act guys, great attention to detail.
We see what you did there! 👀
... And we like it! Thanks for the love. 🤗
Gorgeous environments
Standing ovation for lightning’s behavior, as well as all elements. Very impressive, shame we dont see small pools of moisture after cold spells rip tho!!! Excited!
im so in love with this game already, already talking to all my friends so we are going to plaay it. Rreally like the love you guys give to this game and about the "player and his charakter" experience. Amazing fresh air in this "tryhard grind" gaming mindset of other games. We just want to enjoy a game with our friends and have fun. Great work guys
Looks pretty good! Few things I would change, Blizzard area of effect should be where you put it instead of on top of you. The frostbolt animation looks like a puff of air instead of ice and I think the old wand bolt animation looked better. Just my opinion
I also want to add that the ice spells need more of an icy fog effect on impact and the blizzard shards could be a little bigger.
Blizzard spell probably has some augment options which allow you to place it
@@bosssavage3325 ^ exactly. probably will be if you go mage/mage archetype I'd guess.
I'm really proud of the progress you guys have made! I know the game is still a work in progress so I just wanna say that the Visual Effects could be better(specifically the ice element e.g blizzard and ice cone). Korean MMOs excels in Special/Visual Effects and Animations the most (but not in other aspects lol) so they are a good reference to have. Great Job tho guys!
+1
It is understandable that being the base class and therefore low level, the abilities are not going to be as surprising, but I think that this is not an impediment to improve the visual aspect a little more to make it more attractive especially for new players or those unfamiliar with the MMORPG genre.
Games like Blade&Soul have good looking abilities and smooth combat from low level, for example.
Thanks buddy!
Some optional setting Baldur's Gate style chanting/phrases during casting might be fun. Always liked those, and might be fun during PVP.
Absolutely amazing!! Very great job, please show us healers spells too
Suggestion: I think it is so cool to be able to teleport in the direction you're facing even if you're facing upwards and teleports in the air just to fall. It is unexpected from the pvp perspective and also so liberating, and I'm quite sure that if blinks existed in real life, you would be able to do just that.;D
Thanks for the suggestion! We shall share this input with the team. 🧙♂
As always the growth is highly noticeable. Stunning visuals and quality fun gameplay. I even like thr Kamehameha spirit bomb style lightning ball 🤣🤣 and you can moooove! Sooo clutch
I love that you guys are so honest with the game and listen so well to the community
Thanks for the update, that is some very good work keep it going !
7 years. How many to go? 5? Game already looks outdated
The combat and movement still don't look good imo(especially the movement), the scenery looks generic and the character out of place. I don't understand how shitty gatcha games get the combat right and this game with so many years in development can't. Overall, i have faith in this project. Let's hope they get it right. They have to...
I was very happy with this showcase this month. The mage gameplay looked like a lot of fun, and it was only half of what we can expect. Fire and earth are still being worked on so the mage has a ton of potential for combos up it's sleeves. I really hope there's this much variety in other classes, too. i'm most excited to see how you guys plan to make rogue and if it will have it's own style of ranged bow options to spec into, since the early showings of the rogue show it with a quiver of arrows on it's back. I like the option to have a variety of damage of different types depending on the situation. Stealthing with the rogue and lining up a shot with a rogue's bow skill, it's own version of Snipe, perhaps. Or if I need to crowd control I could throw caltrops onto the ground and teleport away. Rogues perhaps specializing in multi hit attacks, flashy rapid slash combos and kicks, or something that can stack condition effects, or debuffs.
Even further excited for what the 2nd spell augments will bring to the table. How will a rogue with a mage second class play? And if I wanted, can I just be a rogue archer? I really hope players will have the freedom with skill selection, due to the (hopefully) abundant amount of skills to pick and choose from. A few skills for ranged, more for melee, and others for traps and situational things. It would also be really cool if like...a specific class had it's own unique way of dodging. Since I see a dodge roll being done here and there. Perhaps the mage can have a small blink, and the rogue can have a more flashy backflip or twirl through the air to showcase it's inherent agility. you know, really make the classes stand out in every way and not just have everyone doing the same dodging animation.
Back to the mage, though. Sorry for ranting, I'm just so excited for this game and it's potential. The skill effects were pretty solid for the first showcase of a class, the lightning looked great, the ice in blizzard was alright but in my opinion could look better. I did however love the ground effects it did, though. I can't wait to see what you guys will do with earth and fire. I'd also love to see even more implementations of arcane magic. Not just arcane volley but a variety of other spells in the arcane tree, as well. There's so much magic a mage can tap into, so much from other sources you guys can take inspiration from.
Mage and fighter for example becoming a blade summoner where it utilizes rune circles and magical blades to shoot at enemies like projectiles. A prime example would be...from a game called Elsword, a character has a class called Infinity Sword. There's just so much you guys can do to make the class combinations feel amazing and unique. I just really hope that when we get to the point of obtaining that 2nd class augmentation, that it feels worth it. That it FEELS like an upgrade , like a different class, and not just a shift in color for the same particles we've already seen for 30 levels and called a different ability. That, to me, does not sound fun at all. So I hope it will be well worth it. I'm sure everybody would love something like that. Sure it is of course a lot of work technically but I think it would pay off extremely well.
Fluid combat is a must. Stoked to see future Mage updates.
hmm.. im not hyped. this looks like a 2015 Game :D
Development Begin was 2015 😂😂😂
@@mnkyboy0505 good point :D
Its a never ending Story
@@mnkyboy0505 und irgendwie nicht besonders spannend, um ehrlich zu sein. Jedenfalls von dem was man so gesehen hat.
Zero innovation, and very basic spells. Quite disappointing.
My honest opinion is that any VFX artist can do these spells in UE4 or 5 in just a few hours. It's really quite easy to go into niagara and make your spells pretty.
If you guys want to stand out, go back to the drawing board, think harder and put the meaning and strategy behind each spell.
Best way to actually make magic fun, is to make your team play some sort of arena pvp (1v1 for example) and that will quickly expose if your combat and ideas are good or not.
What you showcased today is going to turn into a button-mushing fest as soon as cooldown is available. No strategy behind something like this.
The combat needs to be fun on small scale, that's how you create meaning and weight. Then you move onto larger scale and PVE.
It seems that you guys are doing it backwards, which will ultimately turn into a boring button mushing contents.
name 1 mmo you developed 😂 you literally gave a lesson on what NOT to do, wtf this is a large scale massive content game tf you mean focus on small scale arena first
This is the first stage of a class showcase and you already doomed it's combat to be a button-mushing rotation, even though the interaction between the elements and different hit multipliers already make it look more than that. Smh
Congratulations, it keeps getting better!
One suggestion I'd like to point out on the VFX end, is that when abilities end, they don't just vanish. Having a 'sizzle away' type of animation would be pretty nice for spells like Shell and the Ball Lightning :)
*It's everything I was hoping for Mage in Ashes.*
*Suggestions: Need to be able to spec points into a spell like Blizzard to toggle/change it's targeting style. Meteor is a placed spell area, should be able to achieve the same effect with Blizzard for those non-melee range Mages. Also, add Magic combos on the end of Melee skill combos for Magic Burst damage, rewarding communication and teamwork further!*
Great interactions with the stacking debuffs/ramping dmg/etc. I like the weapons working with buffs like that, super cool, opens up alot of gameplay options. I will say this, make chain lightning sound badass, sounds like something sizzling in a frying pan...needs to sound like I'm scared to walk outside when i hear it.
love the video. glad to see the intro to all the abilities before the game play. Much better presentation than the tank showcase. Job well done intrepid!
This update is honestly looking incredible, I love the arc that the spell does when you cast behind a rock. All the small details are just insanely impressive, can't wait to play the full game. As always, keep up the good work !
I'd loooove for that levitation spell that was in the initial early on teasers to still be around. It was such a cool take on a utility spell.
Good progress. Better video format; enjoyed the explanation ahead of the demonstrations. Enjoy seeing more of the game mixed into the video; UI, gliding mount, etc.
Dang looks so awesome! Can't wait to see the rest of the elements
We can't wait to share them!
Excellent effects, can't wait for the fire showcase and I hope there are some wind spells (my favourite) too.
I cant wait till this game comes out, i will never get tired of it, the owner/developers/testers show how awesome this game going to be.
A lot of things that look good, however, I remember some of the mage videos you had in the start that really pumped me up. The levitation skill and using magic to find doors and create bridges.
Loved the Blizzard visual. Great Job!
Love the introductory soundtrack