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=AQ3D= News October 26th, 2017: Just released! Improved classes

 
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10/26/2017 19:32:08   
  WhiteTiger

Majestic Feline of AQ3D & ED


quote:

Artix Krieger | Thursday, October 26, 2017

Combat overhaul is a literal "Game Changer"
Login on any device and play the new & improved Warrior, Rogue, Mage, and Guardian classes. They now feature unique play styles with new skills, animated FX, and ULTIMATES!

New in AdventureQuest 3D version 1.6.0 code name "Pew Pew"
This release has only one goal-- to make AdventureQuest 3D's combat more fun! Which means we made fighting faster, more exciting, and updated each class with a distinct play style. We hope you love it-- every class feels more fun to play. This is a vital update, setting the foundation for us to create the next wave of classes. Login and see for yourself, or read on for the juicy details.

Gameplay Changes
  • Health and Mana potions now have a cooldown of 10 seconds before they can be used again.
  • Monster runspeed in combat has been increased.
  • The player can now move at the same speed in all directions. Including backwards!
  • Players can now cast all spells while moving.
  • Global Cooldown (GCD) has now been lowered to 1 second. The GCD is the time required before you may cast another ability.
  • Revive Timer has been updated - the player will now Revive with 50% Health and 0 Resource. The Revive Timer has been lowered to 3 seconds in outdoor maps only. The Revive Timer remains the same inside Dungeons (10 seconds).
  • Crowd Control (CC) abilities now have Diminishing Returns. CC abilities are abilities which include effects that slow movement or stun, etc. (More CC mechanics will be coming soon!) After 4 applications of a CC-type spell, the mob will become immune to that effect until combat ends (the mob dies, or resets). This will be indicated by an <immune> message. If a CC ability also does damage, the damage will still be applied.
  • Damage over Time (DoT) spells are now affected by Armor.
  • Players can now be Stunned by enemies.
  • The player will no longer auto-run to a target when activating an ability if that ability is unable to be used (for example: not enough resource, or skill is still on cooldown)
  • Auto Attack will now be toggled off when switching targets.

    User Interface Improvements
  • A skill icon will now flash when the ability is ready to be cast.
  • Skill tooltips now have additional info!
  • New Buff and Debuff icons; you can also hover over these icons to see their effects now!
  • Each Class now has its own Class icon, which is reflected in the player portrait window!
  • Some Skills have new icons.

    Class Improvements
    Please keep in mind that much of this is still a work in progress and will likely be tweaked and updated as we move forward!

  • All classes now have an ULTIMATE ABILITY which is unlocked through using abilities and dealing damage.
  • All classes now use their own type of resource. Resource (previously Mana) bars have been updated to reflect this.
  • All Classes now have their own Passive Ability / Effect.
  • All new Classes Panel! This Panel will show all of a Classes' Skills, as well as their Passive Ability.
  • New animations and particle effects and swooshies and explodeys (and fire) for almost every skill!

    WARRIOR
  • Unique Class Trait: The Warrior does not use any resource of any kind.
  • Sever: A quick, precise slash.
  • Crushing Blow: A bone-crunchingly powerful swing of your weapon.
  • Whirlwind: Slice at everything around you, cutting through enemy Armor.
    • Effect: Armor Break
  • Earthbreaker: A massive attack that shatters rock and foes alike.
  • Passive Ability: Weakness Exposed
    • Every 5th spell does increased damage
    • Applies a temporary Attack Buff to all allies (unique spell, cannot be stacked with others of the same type)

    MAGE
  • Class resource: Mana
  • Fireball: A huge blast of fire.
  • Ice Spear: Launch a conjured lance of ice at your foe, dealing Frost damage over time.
    • Effect: Frost (Damage over time)
    • Effect: Slow (Crowd Control)
  • Lightning Strike: Blast your enemy and Stun them briefly.
    • Effect: Stun (Crowd Control)
  • Meteor Volley: Summon devastating meteors to annihilate your target.
  • Passive Ability: Mana Spring
    • Mana Regeneration increases as Mana approaches 0.

    ROGUE
  • Class resource: Spirit
  • Unique Class Trait: Auto Attacks generate 1 Poison stack. Poison stacks up to 8.
  • Poison Strike: Apply several (4) stacks of Poison at once.
    • Effect: Poison (Damage over time)
  • Swift Kick: Surprise your foe, briefly Weakening their attacks.
    • Effect: Weaken
  • Scorpion Sting: Converts stacks of Poison to Heavy Poison.
    • Effect: Heavy Poison (Damage over time)
  • Venom Dance: Rapidly apply full Poison stacks and reset the cooldown of Scorpion Sting.
    • Effect: Poison (Damage over time)
  • Passive Ability: Agility
    • Increase Cast Speed and Critical Hit Chance by 5%.

    GUARDIAN
  • Class resource: Mana
  • Unique Class Trait: Abilities are boosted by Guardian Marks. Auto Attacks generate 1 Guardian Mark. Guardian Marks stack up to 10.
  • Guardian Strike: A strike from the heavens. Gain 3 Guardian Marks.
    • Effect: Guardian Mark
  • Dragon's Breath: Channel Dragonfire to incinerate your enemy, forcing the enemy to attack you. Damage increases with Guardian Marks.
    • Effect: Full Taunt (instantly turns the enemy toward you)
  • Guardian's Hope: Recover your Health, and Health of nearby allies. Heal increases with Guardian Marks. Heal amount is based on the Guardian's max Health.
    • Effect: Heal (Area of Effect)
  • Guardian Summon: Summon the power of the Guardian Dragon to burn your enemies to cinders.
  • Passive Ability: Bulwark
    • Reduce all damage taken by 5%.

    BATTLE ON!
    Literally... log on and battle on! :D Let us know what you love and if you have ideas on how to make it even better. Also accepting brainstorming for the DragonSlayer class which is coming next.
  • AQW Epic  Post #: 1
    10/26/2017 22:02:10   
    Iron Volvametal
    Member

    Everything looks & feels good, but I don't think I like that Potion Cooldown change.
    AQW  Post #: 2
    10/26/2017 22:44:08   
    Vexx
    Undead Lunatic


    @Iron Volvametal
    quote:

    Everything looks & feels good, but I don't think I like that Potion Cooldown change.


    I feel it was necessary because without the cooldown you could pretty much brute force any of the difficult fights in the game by just spamming potions.
    AQ DF AQW  Post #: 3
    10/27/2017 0:02:34   
    Iron Volvametal
    Member

    True...but now I got x860+ useless health potions that only heal me by 30%(more if I crit somehow with them).


    At least introduce a new merge shop where we can craft stronger potions(like x10 for x1) for more reliable potions against bosses. Small for minor enemies & med/large for bosses.
    AQW  Post #: 4
    10/27/2017 0:26:35   
    LouisCyphere
    Member

    Okay, I have a huge concern regarding this one update. I hope a dev can read this or an AK here can pass it to them.
    quote:

    Crowd Control (CC) abilities now have Diminishing Returns. CC abilities are abilities which include effects that slow movement or stun, etc. (More CC mechanics will be coming soon!) After 4 applications of a CC-type spell, the mob will become immune to that effect until combat ends (the mob dies, or resets). This will be indicated by an <immune> message. If a CC ability also does damage, the damage will still be applied.

    This is going to be problematic if we can't interrupt boss skills after they're immune to CC skills. (There's even the question if CC skills can even interrupt boss skills)

    In an MMORPG that I've played a few months ago, in higher level raids, a boss has a skill that will wipe raid parties. That boss skill needs to be interrupted by CC skills, but eventually, the boss becomes immune to CC as well. This means that the the raid can't be completed and there were player outcry. So the feature of CC immunity was changed to instead of being immune, the boss can still be CC but, the duration of the CC has been reduced to 0.001 seconds after a few times. That's what CC Diminishing return should be. Not CC Immunity since it could lead to future problems in higher level (or end-game) content.
    AQ DF MQ AQW Epic  Post #: 5
    10/27/2017 0:53:59   
    Iron Volvametal
    Member

    Ooo, I knew I forgot something else. That is going to be a problem.


    Especially against bosses that take lots of abuse, like Enraged Valek, Abyss Warfiend, Doomed Shrade, etc. I really hope they don't go through with that change or at least alter it so bosses aren't affected by it.

    That makes me not want to play as Mage at all & that's my 2nd favorite class.
    AQW  Post #: 6
    10/27/2017 4:47:14   
    LouisCyphere
    Member

    quote:

    New animations and particle effects and swooshies and explodeys (and fire) for almost every skill!

    I would like to add another suggestion (and hopefully a dev can see this or an AK)
    Different auto-attack animation for each weapon type or different auto-attack animation for each class.
    Although, the latter seems easier to implement.

    Combat seems faster now and mana regen too which is a plus.

    Can we also get numbers on the skills or the formula for the skill damage?
    I know the skill pop-up shows "Power" but it's not enough for me.

    < Message edited by LouisCyphere -- 10/27/2017 4:49:25 >
    AQ DF MQ AQW Epic  Post #: 7
    10/27/2017 7:35:16   
    XeNON_54
    Member

    Why'd they Remove the DoT on Fireball?
    Instead they moved it to Ice Lance? That doesn't make any sense.

    Also I was promised an AoE skill for mage. Where the heck is it? Meteor Volley only hits one target multiple times and you can only use it once you've casted all the other spells a bunch of times so its not good for farming.

    < Message edited by XeNON_54 -- 10/27/2017 8:03:08 >
    Post #: 8
    10/27/2017 8:22:24   
    LouisCyphere
    Member

    I would also like to add that the CC Diminishing Return should be revised since it would lessen the effectiveness of the Mage's role as the CCer (Crowd Controller)
    AQ DF MQ AQW Epic  Post #: 9
    10/27/2017 9:23:21   
    XeNON_54
    Member

    I actually liked the old animation for Fireball better than this new one.
    This new one is like a rip-off of the Lightcaster skill in AQW.
    Post #: 10
    10/27/2017 10:12:32   
    oishii
    fish


    quote:

    This is going to be problematic if we can't interrupt boss skills after they're immune to CC skills. (There's even the question if CC skills can even interrupt boss skills)

    In an MMORPG that I've played a few months ago, in higher level raids, a boss has a skill that will wipe raid parties. That boss skill needs to be interrupted by CC skills, but eventually, the boss becomes immune to CC as well. This means that the the raid can't be completed and there were player outcry. So the feature of CC immunity was changed to instead of being immune, the boss can still be CC but, the duration of the CC has been reduced to 0.001 seconds after a few times. That's what CC Diminishing return should be. Not CC Immunity since it could lead to future problems in higher level (or end-game) content.


    Bosses would most likely have totally different rules than regular mobs.
    Post #: 11
    10/27/2017 10:53:16   
      DragonUltraMaster
    I am Moglin!


    Neat update! I like the new icons, I like the new battle style aswell and the ultimate!

    What I find somewhat odd is that walking backwards looks amazing when you're normal. If you use a transform of any kind you just do the forwards animation reversed when walking backwords. It looks just weird and/or odd :P

    Also what I found amusing in the warrior description:
    quote:

    WARRIOR
    Unique Class Trait: The Warrior does not use any resource of any kind.
    Sever: A quick, precise slash.
    Crushing Blow: A bone-crunchingly powerful swing of your weapon.
    Whirlwind: Slice at everything around you, cutting through enemy Armor.

    Effect: Armor Break

    Earthbreaker: A massive attack that shatters rock and foes alike.
    Passive Ability: Weakness Exposed

    Every 5th spell does increased damage
    Spell? For the warrior? I believe they mean skill or ability. All of a wariors skill are melee based, so spell is the wrong word to use. :P

    //D.U.M
    AQ DF MQ AQW  Post #: 12
    10/27/2017 12:12:43   
    LouisCyphere
    Member

    @oishii:
    I'm glad to hear that.

    I'm hopeful that the game will have more depth with new features.
    Right now, the game is very much a casual MMORPG (unless that's what the devs are aiming for)
    It doesn't have the depth in combat that AQ and DF have.
    AQ DF MQ AQW Epic  Post #: 13
    10/28/2017 9:43:04   
    XeNON_54
    Member

    Kinda sucks that we are still limited to only 4 active skills(5 if you count the auto attack as one) per class.
    When can we have a class that has 10+ skills?
    Post #: 14
    10/28/2017 9:51:59   
    *Nova*
    Member

    I like the idea of the ultimate skill. I'm glad we finally have a skill that has some depth or requirement to it but I'm sadden that we have even less skills to work with when first entering combat (3 skills). When the Ultimate skill was first introduced in the DN, I was expecting the old 4 skills+ulti leading us to 5 skills in total but unfortunately we are still stuck with 4 skills.
    DF MQ  Post #: 15
    10/28/2017 23:49:35   
    atyx
    Member
     

    absolutely hate the cool down change.
    Post #: 16
    10/29/2017 8:06:41   
    brotherinlaw
    Member

    I think they're trying to keep the skills to 4 so tablet and phone players, especially those with meaty fingers like myself, can play comfortably. Still, a deeper combat system would be nice.
    I feel like they hit gold with AQ's class/armor system, then went an interesting, simpler direction with DF. MQ was a great attempt to broaden their horizons with a deceptively simple yet complex way of equipping limbs thus equipping abilities. Then AQW super-simplified things with 5 abilities and one passive, all of which you had to earn in combat, and herosmash altered that formula with a MQ-esque twist. Now we have 4 skills and a passive with no earning and little complexity (except the rogue, which for once I feel is actually fun to play).

    However, let's not give up hope. The game isn't even live yet, so these are likely not the finished classes. If they find a viable workaround, we may yet see the deeperror combat system we crave. If not in these classes, perhaps even a second tier one.
    AQ DF MQ AQW Epic  Post #: 17
    10/29/2017 21:46:06   
    *Nova*
    Member

    If they want to make the game more comfortable for phone users, they should REALLY look into the movement/camera controls. Whenever I try to play the game on my phone, I have issues CCing, targeting, and just moving in general, and I often end up getting a headache in no less then ten minutes of play.

    I played mobile games before with way more skills than 4 skills, though those games were top-down perspective games so that's a little understandable. However, they shouldn't limit combat just because it's mobile imo. I think they should aim to have at least 7-8 first (notice how this number keeps getting lower) and then polish it with a customizable talent/skill tree system. Skill trees found in games like HotS or BnS could work nicely for AQ3D in that there'll be plenty of playstyles for players to choose from... but AE can still retain their desired minimal number of skills. Combat will just vary depending on the player's build which will change depending on the situation they encounter. I really think they have plenty of ways to try and incorporate something into AQ3D and they should take advantage of how early the game is now to try and create a more driven combat system, instead of hiding behind the excuse that it's mobile and that's why the game has such a ridiculously dull combat system.
    DF MQ  Post #: 18
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