First impressions thread!

  • So I finally got to play this with a few people. 2v2 Me and Yarnu vs lillboots and Tyoson on the training map.

    Also forgive me for not knowing any of the names of the classes, weapons and abilities. I’m a bit ill today and I want to write this now as close as possible to when I actually played.

    Performance. I personally didn’t get the best performance but my computer is rather old and I am planning on upgrading the graphics card at least. But it’s currently:

    CPU: i5 3570k @ 3.4GHz.
    Motherboard: Some gigabyte thing with a Z77 chipset to take full advantage of the CPU.
    GPU: AMD Radeon HD 5850 1GB limited Modern warfare 2 edition.
    RAM: 8GB @ 1600mhz.
    Storage. A single western digital cavier black HDD 1GB and its compeltely full.
    PSU: God knows but it runs everything.

    Don’t know if graphics settings changed anything as they didn’t seem to. But it was running at around 30fps sometimes dipping below slightly and sometimes staying above 40 for extended periods of time. I can however run chivalry almost maxed out at a consistent 62 most of the time. It’s almost certainly my graphics card which has finally reached the stage where it can’t run things after 7 years of service. Star Wars battlefront said fuck you when I tried to play that with it.

    Now the gameplay. I hate fantasy shit. But damn this game is pretty fun. Took me a while to adjust to the combat. But once you get the timings of things down you can have proper duels. Had some good 2v1s as well. However I don’t like the idea of two classes not being able to party. Especially that double swords lady. The alchemiseer or whatever I understand is to be more of a support class and has some rather nice “get me outta here” abilities. But duel swords is in the thick of if. Or at least dueling someone. Movement speed doesn’t seem to be enough. Though maybe you intend a different style of play.

    Shield and spear person. Favorite class. Damage output feels a bit low but they have the most health and good defense so it doesn’t really matter. And throwing a shield at someone’s face is hilarious. Good Melee range in the class too.

    The big two handed mace ox looking guy. Good Melee fighter. But I felt some of his abilities to be a tad weak. Particular the large melee swing (the one that doesn’t launch and earthquake projectile). Doesn’t do much damage. And that aerial strike press shift ability as Well. It’s charge ability is useful, spin move is well done and throwing rocks at people is amazing.

    The other class I played a hit was that woman with the one handed sword, the land mines and the hook. That combination right there. The most OP thing in the game lol. Plant a bunch of mines down in the same place, grapple Someone, all your mines go off and you get two free hits on them where they can’t move or block. Kills every class. The fact you can’t damage yourself in the game is a major issue. However I used the other abilities as well. That black hole is quite fun to use to group people together. Usual in combo with the ox dude. That turret you place on the ground took a bit of getting used to. Shift to fire and you aim at people. Explodes. But you can block those projectiles and destroy the thing so that’s good. And I used that wall thing with no description. Distortion field or something. That is very useful. Blocks some projectiles. But for most others it slows projectiles down which is awesome. So you have time to dodge. Which I think is a better alternative to straight up blocking.

    Lack of team damage. At first I thought it was a bad idea. But as I played I realised that the game would be team damage central with all the area of effect abilities going off. So maybe it’s for the best. However, the lack of damage done against yourself is another issue. I think you should do damage against yourself with AOE weapons. Simply to avoid cheese kamakazi tactics except they don’t result in your death.

    The listen server system doesn’t quite seem to be working. The only way to reliably get everyone in game is if we play the training map. Can’t do a TO listen server easily. Only managed 2 people in. It gave me a disconnect then just wouldn’t let me join full stop. With any method. Starting a dedicated server would have solved this issue probably. But listen servers with the party system are so much easier.

  • Developer

    Just popping in to note how incredibly useful all of this feedback is. Definitely some of the most useful stuff we’ve heard so far from anyone who’s played Mirage - so please keep it coming!

  • Hey guys

    Had a chance to play with a few people on a hosted server on free for all. I must say it was quite fun when we got into it.

    I think I actually enjoyed most of the classes apart from the flying carpet guy and the mine lady (Not sure what their names were) simply because they feel underdeveloped to me (have less skills to pick from) The floaty carpet guys E attack (the projectile one that rains more projectiles) cooldown icon is bugged after using it so you aren’t sure when it’s ready for use again.

    I like the fact that you can gain some HP after killing enemies seems pretty useful, I like how the characters and the maps look so far and some of the skills are pretty fun to chain together already. Some examples… placing down a mine and pulling the enemy towards you, being the floaty carpet guy and putting down a wall whilst raining projectiles on them. The shield lady, pushing the enemy back with one skill and then throwing the magical shield as they fly back. I also must say I had a lot of fun as the mage guy (second selection on the menu) levitating to a spot that wasn’t easily found and then sending out orbs to control and fly into people.

    I feel that some of the cooldowns need to be reduced and some of the recovery times. It felt a little hard to chain attacks and skills together sometimes as you had to wait until stabbing again or before you could use a skill that was ready to use. Some skills were also very obvious and easy to avoid (The shield ladies jump in the air and slam down attack for example was very slow and easy to walk out of before she hit the ground) I feel skills like dashes which are purely for mobility could have shorter cooldowns.

    As tumm said I think you need a clearer visual on the screen of when you are hit as I barely noticed sometimes and had to check my hp. As many people have mentioned, It still feels a little slow to me, walking around the map in particular feels a little tedious even with the second wind thing and attacks do feel a little sluggish.

    I liked the voice commands so far and the layout of selecting your skills and characters. I wouldn’t say that the two different sides have memorable names like agatha and mason however but that could just be a case of me playing more.

    I haven’t played any TO maps yet so I can’t comment on that.

    A few questions (if you can answer them)

    1. Are there going to be any other weapons or would that be the weapon you always have to use?
    2. Are you going to make people unlock the next skill or weapon like you did in chivalry?
    3. How many skills will each class be able to pick from?

    So far seems fun though and it ran well on my computer at least! I’ve probably forgotten a bunch of stuff but I’ll make another post later.

  • All of my opinions have already been echoed.

    Please do not allow held blocks to go on any longer. They eliminate the point of , and the flow of, combat. CFTP needs to be smoother and , even in attempting to test how the game would play without held block, their is no parry recovery obviously so it becomes far too easy to crutch on it. I think with parry to parry and player skill a held block is incredibly hurtful to the game. Lacks dynamic gameplay.

    I know you meant it to be in this build. I like where everything is going and there are many very intelligent people here articulating the same opinions I already hold. I will update later. Just my impressions after 5 hours.

  • I’m with Cyanide here; it’s all been echoed by the previous posters. However, one thing that I’m having some trouble reconciling is the disconnect between the magic and melee systems. Simply put, it feels like there is no cohesion, as though you’re supposed to use one or the other, rather than both. I would absolutely consider more of an integration between the two realms; combo-spell, feinting spells, maybe a melee-range spell…there’s probably other ways to handle it as well, but as it stands, they just don’t feel like they gel the way they could and should. That also may be by design, so take what I say with a grain of salt.

  • Thus far only played a few hours of ffa with a couple of other players and have largely enjoyed my time. Just going to reel off the notes that I put down whilst playing, can see that many of them have already been said, but confirmation can be no bad thing. Excellent point from Exile on the cohesion between magic and melee.

    First off it feels like the game is trapped in the middle of being fast or slow paced. The ability to vault into windows and over ledges, even from mid-air leads to a very exciting freedom of movement and adds so much to the flow and feel of the game. However, with the lack of a sprint and the overall run speed feeling incredibly slow, it seems that the full commitment to a fast paced game hasn’t been made, which I feel it should be.

    Keeping with the speed of the game, all melee attacks feel very sluggish and lacking in momentum. Almost all projectiles feel this way too, perhaps to make them easier to parry, but with the ability to just hold rmb, this seems very unnecessary. With everything being so slow, no parry window and seemingly no real parry box, in melee or with spells, it is very hard to deal damage to people. The reason that this worries me so much, is me and the people I have played with are new to the game, obviously. Yes we have experience in Chivalry, which no doubt aids a little in learning the mechanics, but I feel that two, or even a group of experienced players fighting, could make for very laborious fights. When you finally do deal damage to someone, if they create enough distance between you and them, they can heal, quickly. Not sure why the heal function is present at all, for mine, just increasing the base heal speed would be much better.

    When it comes to the actual combat mechanics, first hit flinch is excellent, as is being able to flinch or parry abilities that are used. The main gripe I have with the combat at the moment is the queuing up of attacks and parries. You combo two attacks, get flinched during the first, then the second attack happens after you leave recovery from the hit you took anyway. This just feels so strange and I guess is the main reason that it is seemingly very hard to feint to parry, because I naturally combo attacks. Not sure if the windows need adjusting, or just your queue being reset once damage is taken, however it is in Chivalry I guess. Leaving release at the moment also feels very harsh, with regards to the turncap. On many occasions I find myself spinning 360 after a side stab attempt gets parried, it looks very similar to when you desync in Chivalry.

    Having a lot of fun with the game so far, plenty of variation in classes and each one has a nice selection of abilities. The ffa map we’ve played on (market?) is excellent. In this game I feel it is very important to have levels to the terrain. Playing on mass expanses of flat ground is not something this game would be suited to, and I think this map does a great job of keeping that freedom of movement and not being too open.

    I understand that 1v1 combat may not be the main focus of this game, but it is inescapable and fundamentally very important to a game such as this. As I have said, at the moment it feels extremely hard to deal damage to someone. Perhaps something as simple as adding a parry window will fix this, but I am not sure it would.

  • So I got in for the first time last night - didn’t get a chance to play with anyone, so these are just my initial impressions from running around the training map.

    The combat at this stage does not feel fluid, and the weapons don’t feel that different, except for tauranga. without actually having someone to fight, I can’t tell if this is just animations (which may be WIP) speed, or what.

    Further to that point, is that magic does not seem to weave into melee combat very well as others have said. It could just be that I couldn’t see how it connects, but it felt like there was a definite switch. If you guys can find a way for melee combat to flow seamlessly into magic an back again, then it could be amazing.

    As a general trend, I found that I was often wondering why I couldn’t do what I was trying to do. The clearest example would be the Alchemancer (I think?) with the dodge instead of parry. As far as I can tell the only indicator of ‘cooldown’ is the last of the smokey whisps disappearing, which wasn’t intuitive and definitely made the game feel unresponsive until I worked that out. If there’s a character that can’t parry (I won’t comment on this until I’ve fought with her) then the player needs to know exactly what I going on at any given instant.

    I’m really not sure about the lack of sprint. Most FPS games have this feature and I think most players will sorely miss its absence. I can’t comment on how it affects combat until I’ve tried it. I will say that the acceleration mechanic is a cool idea, but ultimately it’s removing control from the player. Chivalry let us move precisely to dodge attack and land our own, and being able to control our speed helped this.

    Things I did really enjoy were pressing K for customisation at any time (but this does need a rotate), holding space to climb, and the art style.

    I’ll try and get some combat done toys weekend and I’ll post more.

  • @ColonelAxeman Is that the same Colonel Axeman from the AUS community? Matey, our little gang is growing it seems, we occasionally hop on and get a few of us playing.
    You must play with REAL people, the experience is VERY different when you play with real people. I dont mean 1v1 duels necessarily but rather having a partner to work with, thats when the combat really shines. I do get your point about a seamless connection between melee/magic, hopefully that will be worked on, we have made numerous posts in the ALPHA chat group about that.

  • @YarnuTheDog in the flesh, mate ;)

    I’m certain it is, very very keen.

  • You should not have taken away what people loved in CMW. This is going to be mostly what is wrong with the game. I played about 30 minutes. Here are my first impressions.

    Section 1
    You should have kept in:
    Weapons variety (skills are not a replacement for weapon variety, if anything skills should be the icing on the cake, now there is no cake)
    Kicks \ Shields (the old shield\kick system should have stayed the same)
    Big maps\Player count per map
    Interesting Team Objectives (get rid of capture the points or make it its own mode instead of using it to water down team objective)

    Section 2
    What I like most so far
    Deflecting magic
    Flying on a magic carpet

    Section 3
    What I do not like
    Everything in section 1 was either taken away or changed. Section 1 should have remained the same while adding section 2.

    Section 4 edited
    What I would like to be added aside from what was already mentioned
    The ability to aim your deflections if you can’t.

    The ability to deflect multiple ranged attacks, say you deflect one ranged attack let that lower the cool down on your next parry maybe?

    Realistic instead of cartoony maps, it looks like your leaning at half life instead of chivalry type style which takes away from immersion.

    Wilderness maps. Forects, jungles, sand dunes riddles with palm trees, camels, dust storms, bones from fallen beasts, caves?

    maps where you feel like your assaulting a real castle(city\palace?) or outpost of some sort instead of being boxed into a small death match

  • @BandOfTheHawk I definitely agree with weapon variety, I want to see as much as possible, but at the same time remaining balanced.

    To be blunt, kicks and shields in Chiv are retarded, I shouldn’t really have to explain why but I can if you want.

    Player count is something that they seem to be pretty solid on, it’s a debatable point that has many sides to it. I personally liked the bigger players, but I’m also content with the 6v6.

    Also agree with the variety in TO, although remember this is an early stage, so they don’t have a lot of map variety to offer yet.

    Pretty sure you can double-parry projs, just like melee hits, maybe I’m wrong, idk.

  • @wizardish said in First impressions thread!:

    @BandOfTheHawk I definitely agree with weapon variety, I want to see as much as possible, but at the same time remaining balanced.

    To be blunt, kicks and shields in Chiv are retarded, I shouldn’t really have to explain why but I can if you want.

    Player count is something that they seem to be pretty solid on, it’s a debatable point that has many sides to it. I personally liked the bigger players, but I’m also content with the 6v6.

    Also agree with the variety in TO, although remember this is an early stage, so they don’t have a lot of map variety to offer yet.

    Pretty sure you can double-parry projs, just like melee hits, maybe I’m wrong, idk.

    Whats wrong with the chivalry kicks\shield system? What rank are you in chivalry?

  • @BandOfTheHawk Rank doesn’t matter, but I was a competitive player with 2500 hours.

    Shields were either really good, or really bad, it’s a hard mechanic to balance. They ended up being this niche thing that could only be supported by exploits. So they’re not necessarily bad in a sense, but it’s just not a really good “system” as you describe.

    Kicks are broken in so many ways, and absolutely terrible. Before they were ok, not as terrible in their current state. You use to be able to jump over kicks and it was a clear counter. The absolute worst part about kicks is that they drain stam, it’s incredibly rewarding for the kicker to kick, and too punishing for the player being kicked. Then there is kicks in a 2v1 situation. If you kick someone in a 2v1 situation, there is nothing they can do about it. Being kicked basically places you in a stun, you can’t parry or do anything. Overall, kicks just became this really irritating crutch to avoid feints, 2v1s, amongst other things.

    Obviously it’s your opinion, but most comp players agree that kicks are really dumb. There is a lot of things that could be done to balance them, but I think a game without them is so much better.

  • @wizardish
    You can also swing at someone 2v1 and they will not have enough time to parry both swings if timed right. Even though quick kicks have become annoying, it still beats not having proper shields or kicks. For everything you mentioned they could just remove quick kick like they did before. Making it mainly to counter shields while keeping the fun of being able to kick people off ledges.

    If you dont mind me asking whats your steam profile? I play mainly play on west I’m ust curious.

  • @BandOfTheHawk Uh, not really, you can PiP and therefor stay in active parry. Your riposte also works as a parry to make 2v1 situations less of an issue where you’re stuck in parry.

    Back in march every character had held parries instead of timed parries, it was terrible, it rendered ripostes completely useless. The vigilist had a held parry until 2 months or so ago when it was changed, and that for the better.

  • My first play session for the game was a little over two hours long, which is interesting because I don’t usually play games uninterrupted for that long. After getting warmed up a bit and getting used to the feel of the game, I was really enjoying myself and I wanted to continue playing for longer than I was able to.

    I only encountered a couple of problems during this first session. It appeared to me that your own attack animations in first person won’t cancel immediately when you are struck and are caused to flinch. A few times I started up a swing, got hit, and noticed that my arms and weapon were still moving, so I figured that I had not been interrupted. A split second later however, my character would stop the attack animation, but I had already queued up another swing, leading to me getting hit again. If my attack had been cancelled immediately, I would have known to parry my opponent’s followup.

    Another problem was a bug that occurred while trying to join a server. The server I tried to join was “Official Mirage Test East US- 711474” and the map was to_bazaar. When I tried to join this server, after a brief loading time, I got the message “Client attempted to join but failed session authentication, closing connection.” This error occurred repeatedly, though I did not attempt to join a different server. After exiting the server browser, I was unable to open it up again. I was able to fix this by opening and closing the options menu, then opening the server browser. Closing the server browser again resulted in the same problem occurring again.

    My apologies if I was supposed to put the information about bugs somewhere else, but it was a part of my first play session and thus my first impression, in a sense. As for the game itself, the only possible problem I identified was that many abilities could be used to rain death down on top of melee combatants fighting on the objective. I suppose that this isn’t necessarily a problem, since there is a bubble shield in the game, but it sometimes seemed like the abundance of ranged abilities made fighting on the objective a complete suicide mission.

    My, I feel like I’ve been too negative with this post. Despite the aforementioned issues, I really found the game to be a lot of fun! I’ve only played for two hours so far, but that time was enough to make me set aside most of my skepticism for “Chivalry with magic.” I felt that the magic added a lot to the combat, and that was definitely the #1 thing that I was looking out for with this game.

    I feel that it may be hard for me to list all the things that I like about the game, there’s quite a few! The maps, characters, and abilities all look great. Melee attacks are satisfying to land, and the same goes for the spells. I especially like that bodies will sometimes be thrown across rooms by powerful melee attacks and spells. I haven’t seen anyone ballerina dancing, flailing their weapon and popping heads as they go with their reverse overheads, so I think that’s a plus, if only because it doesn’t look so silly. Last, but not least, the screaming. The screaming is top notch, as you would expect from Torn Banner. I relish having a dedicated scream button.

    Well, that’s all that I can think of to say about my first experience with the game. Thank you very much for the opportunity to play early, I am looking forward to playing more.

  • First I must say that I had blast experimenting this game for the first time!!
    I must have played eight hours straight, and had to stop myself to not show up as a zombie the next day at work.

    I played Chivalry for endless hours, and played competitively for a year, so I had some apprehension at first that the magic theme would overtake the melee combat I adored. Fortunately, I was very wrong, and oh boy this game still is a melee gore fest at its core!!

    This will be a quick write up of my first impression, I will work on a much more detailed review at the end of the first alpha round!


    I played mostly with the Vypress and Taurant, and one thing that bothers me with the combat is how slow the release the release of my attacks are. It gives a ‘‘floatiness’’ feel to the melee combat, and I don’t feel the impact of my attacks at all. It must be a mix of animation/sound / visual feed back.

    Seems much easier to get around parries, maybe I wasn’t rotating enough, but it felt like some overhead attacks were hitting above my head when the point of the weapon dint. Same issue with horizontal attacks. Feints are heavily nerfed and almost unusable with weapons like the mace, the slow recovery after canceling the attack + slow release makes it not viable at all imo. Strafing is a bit to slow for my taste, and makes it very hard to footwork your way around attacks.

    Magic complements the combat very nicely, very impactful, very flashy. It felt very natural to parry the projectiles, and I understand why you want limit the amount of players because it can get very chaotic. The abilities are very creative and well thought, and I really like the execution of it all. I personally like the vypress the most due to how her magic abilities empowers her melee prowess.

    In general I am a big fan of the combat in this game, its a departure from Chivalry, but I know that you guys will nail this in the end.

    edit: Forgot to add that I love that we can now vault over walls, its great. Not always clear, there are some instances where it seems you can vault but can’t.


    You guys rock, the maps are great. The size is now perfect, and not once have I been stuck on a bad collision slope. The layout is very well thoughout, good verticality use, and very interesting path choices especially in the tdm map. The maps are crisp colorful and generally very gorgeous. Good amount of cover placement, and its now so much more fun to traverse the maps because of the reduced fall damage, and that you can vault over a lot of objects.

    Not a huge fan of fast round game modes, I really want to see more mutli objective TO maps.

    … Whelp time to go to work I wanted to talk about the UI too, but I will leave it later.

  • Only have played a couple hours so far…overall I did have fun.


    • Thank you for adding first hit flinch. Sorely needed. Trades seemed uncommon.
    • Vypress is super fun to play. I like the mobility. That shadow kick ability is the balls.
    • The art style was weird and blurry at first but I grew to really like it after the first hour.
    • The ability to parry all projectiles is very unique and a feature I love. Makes for interesting engagements. Once you know the animations and understand when projectiles are coming they are very easy to parry though
    • The Tinker was very fun, if not kind of limited as all you can do is mine/hook. She has a ton of potential though.
    • Did a good job of making every class unique, no class really hard counters the other which I like.


    • Parrying needs to have more umph. I have a hard time knowing instantly when I connected with a parry. I always seemed to have enough feedback in chiv to know if I’m going to double parry or not. Maybe a louder sound effect to confirm the parry?
    • Attacking animations need work. They start slow, then speed up instantly. Makes things very hard to read and makes combos really awkward. Sometimes I’m unsure if my second attack is launching.
    • MORE DRAGGABLE WEAPONS. This is a big one. There are really no delayed drags, only accels seem to be effective. This hurts the game alot for me and reduces the skill cap. I would increase the time damage can be dealt during the release phase on some weapons.
    • More stamina, or have it regen faster.
    • Make abilities more effective, but have more cooldown.
    • The Vypress stab is very awkward, and probably too fast. I can pretty much interrupt everything with it.
    • No big sprawling maps like Stoneshill with multiple objectives on the same playing field. Doesn’t feel nearly as open as chiv did, too corridor-y. With chiv I could see all of my opponents infront of me and pretty much know what I wanted to do.
    • Flying Carpet man should focus on healing and overall support. A class like that is sorely needed.

  • First impression tag line-

    A fun mashup of FPS and MOBA that shines during tight melee encounters but a 6v6 limit and cooldown skill system detract from.

    In more detail:

    In other words, this works as an FPS but will ultimately be compared to battleborn if these MOBA elements continue to be refined and kept on release, which may give the false impression that this game is derivative as the timing of release is in the midst of a slew of “hero shooters” set to be released.

    As an alpha it’s great. I had fun playing for a few hours without interruption. I just can’t help but disagree with some of the gameplay choices coming from the makers of one of the most iconic first person melee systems ever made.

    My solution?

    Don’t make this a hero shooter. Play to your strengths, do a classic fps with magic done right. Scrap the cooldown ability system and include options in the form of equipment loadouts. Different weapons and armor for each class, or staffs, robes, and spellbooks that have different spells for magic users.

    Chivalry was brilliant because you made your own special moves by using the unique properties of each class weapon combination to good effect. Want a whirlwind attack? Great. Pick a flamberge and do a 360 drag.

    In this case,

    Want a fire wall? Great pick the flame spell loadout with an oil pot equipped and go to town.

    Do whatever you want to make this different, but don’t lose that, or you as a company loses your unique stamp on this title that I for one would sorely miss.

    Thank you for the invite, I hope my input was constructive.

  • I’ve played a bit now and think that I’m ready to post my first impressions :]


    Art style

    I really love this new art style. The maps look very detailed and the cell-shading look fits perfectly with the characters.
    Some characters just would look silly in a more realistic environment.
    I liked all of the maps very much!

    • Maps have a fitting size and you can understand the basic layout very fast and easily.
    • The vertical layout is also very interesting and fun to play with. It’s very enjoyable to jump down on your enemies or throw a boulder up to a different tier of a building.
    • it’s amazing that you can climb up walls! But…
    • …there are some spots where you cannot climb up although it looks like you should be able to. (e.g. some pillars on tdm_FalconRidge)


    First of all, I have mainly played as Taurant, sometimes as Entropist and Vypress, and tried the TInker, Vigilist and Alchemancer just for a short time.

    I don’t want to say anything detailed about balance here, because I don’t have enough experience yet.
    For me balance feels quite good in this phase of development and I’ve never thought that I died because my enemy plays an overpowered class.

    Taurant (played him a lot!)
    • My favorite class so far. I’m a fan of 2h-weapons! So this big mace is perfect for me :)
    • I really hope that he gets a nice 2h sword in the future
    • I enjoyed the boulder and jump-charge! I had some hilarious kills with the bolder and it’s just a pleasure to jump into peoples face with a big 2h weapon :)
    Entropist (played him sometimes)
    • I love the carpet <3
    • Heal abilities are a very interesting new mechanic. They felt intuitive to use, but I didn’t really figure out yet if I can accidentally heal enemies with them.
    • I’m really suprised by the Entropist, because I didn’t think that he would be such a fun class to play before I’ve actually played him
    • Feels very agile and rogue-like! Looks very cool! I can see why she is the main character in the loading screens :]
    • The blade whip is fun to use but I would love to cast 2 projectiles with it! I’m empowering two of my blades so why can I only cast 1 projectile?
    • I’ve met a player who played her very impressive! Cool class, but didn’t play it much yet
    • Can I disarm his traps somehow safely? I’ve thrown some boulders on them and it seemed to work, but boulders have such a long cooldown.
    • Also a class I would like to play more. Maybe I’ll check him out next :) but one thing:
    • If you throw a fireball against a wall/floor, the texture at this point changes and you can see that this area is heaten up by it. It would look cool if there were some flames and not only a texture change ;)
    • Also a cool class, especially the Iron Dome ability! Although I must agree with some other people that it remains on the battlefield for a very long time.


    • It feels a bit slower than chivalry, but that’s not a bad thing.
      In fact, I like the speed of the combat very much.
    • But still, it would be cool if the sprint button would give you some extra speed. Maybe at the cost of stamina, so that you cannot perma-sprint and have to use it wisely?
    • A very nice addition to the melee combat!
    • It’s nice that you need some time to cast them. So you have enough time in order to…
    • …reflect! Spell blocks and reflects are just great ! It feels very natural to block incoming projectiles. I’ve also had the impression that it’s just fair if you die by a projectile. In chivalry I’ve always cursed archers because it always felt so unlucky if you got hit by an arrow. But now you actually have a chance to block all projectiles and it’s your own fault if you don’t!


    Lags on EU Severs

    I’m from Europe and had a hard time playing on EU servers after 1h of alpha. At first, everything was fluent and smooth, but then we had heavy lag spikes on EU servers. Luckily, the devs responded in the forums very quickly and they work on it already.
    I’ve played a lot on US Servers and with a ping of ~180-220 it’s just a bit weird.
    Today I’ve found out that there is one EU Server (EU 2) which is lag-free at the moment, and playing on it is a totally different experience for me. It was a way more enjoyable experience and it shows how important good ping is for this game.

    • No crashes so far!
    • Very good performance (GTX 970 2560x1440 )
    • Sometimes you get connected to different servers. E.g.: if you connect to Test Europe 1 you end up on Test Europe 2

    That’s it so far for my first impressions ;) This post has already become longer than expected.

    See you on the battlefield :)


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