Had a great time playing with all of you, and I can’t wait to see the next big changes in the iterations!
Posts made by Frodiziak
RE: Team fights are a big big mess (long read)
Alt attack low damage dagger for alchemancer please!
No more uselessness in an iron dome.
Need some more skins to sell anyways and his weapons tab wouldn’t be empty
The alchemancer will be the hardest class to tweak, its very easy to make him very op or up.
Right now he is kinda of a pain the ass because of all his mobility tools, but once he loses them he becomes completely useless. I am kind of against a full range class (Like I was against archers in Chiv) but thats just my opinion.
Team fights are a big big mess (long read)
I am having a very difficult time enjoying full on 6v6 team fights.
The tinker mine is not being used as sector control spell, but are being thrown right in the middle of team fights, and do a massive amount of damage. Regardless of my awareness, it is neigh impossible to parry the damage. Now add another tinker , and approaching an objective as a low health character becomes incredibly infuriating.
The alchemancer orb spell on the other hand works as intended, but a bit too well imo. The damage is a bit extreme, and it seems that it does less damage to teammates which encourage players to throw it right in the middle of a skirmish.
- Instead of doing damage the tinker traps could make anyone in the radius of the blast move slower or other type of crowd control effect. Or instead rework them so they are not simply grenades you can throw in a team fight.
- Alchemancer orb equalize the damage so they hurt teammates as much as much as they do on enemies (might be the case already)
- Find a way to make incoming aoe damage more easely identifiable whilst in a team fight so you can react and parry it.
This is another major aspect, the team damage is WAY to low. Projectiles seems to go through allies (bug or feature??) either way i do not think that its a good thing, as an alchemancer it is way to easy to just aim in the general direction of a fight with out any risk of injuring or killing teammates. Melee team damage is also pitifully low, I STARTED SWINGING THROUGH TEAMMATES without any care during team fights. In about 10 hours of play, I have been team killed once or twice, and team killed for about the same amount.
- Up the friendly melee damage so allies are more careful and apprehensive in swinging through teammates.
- Projectiles should not go though teammates and could do a bit more friendly damage
- In general you want players to be careful about their positioning and spell usage during team fights
I found the closed off objective rooms very frustrating to fight in, you get bounced left and right , and its very easy to get disorientated and lose your targets. On the other hand the vigilist force field sure does help making it a bit less chaotic even if it is for a small amount of time.
- Open up and make the smaller or enclosed rooms a bit bigger
- Make the corridors twice as large or rework them so they don’t become death traps
I might be wrong about a lot of thing I stated, these are still my first impressions and sorry in advance if I spouted some bs :D
RE: First impressions thread!
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!
COMBAT/ MOVEMENT/ CAMERA
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.
LEVEL DESIGN/ LEVEL ART
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.
RE: My forum account doesn't have access to the closed alpha forum.
@Killer-Crabs Invited to alpha but not the forum
RE: My forum account doesn't have access to the closed alpha forum.
@PikaSan Everyone has the same issue, they are resolving that atm. In the meantime you can still install and launch the game just fine.
RE: Closed Beta Opening
@H4nd We are rats running in a dark maze, some of us got out to the “alpha”, and rest of us, here in this dark maze, are in panic, restless, not knowing if anyone even got out…
We are getting feinted IRL
RE: Suggestions, Bugs, Feedback
@Frodiziak when i accidentally clicked it on the questionnaire it said “sorry this operating system isnt supported currently”
This has to be an error, I have win7 pro and dint have any problem. Win7 has a huge install base, and its going to take several years before games stop supporting this OS.