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=AQ3D= Design Notes October 9th, 2015 - Alpha Update! Classes, Music and more!

 
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10/10/2015 8:06:30   
Azan
Member

quote:


Cysero
Classy Sock


Alpha Update! Classes, Music and more!
By Artix Krieger on Friday, October 9, 2015

AQ3D Update - Thursday 8 Oct, 2015



Change Log Summary:

Warrior Skills Added

Rogue Skills Added

Mage Skills Added

Mage given class specific auto-attack animation and effect

Many Class skills given combat effects

Class Skills given unique icon art

Class Skills given sound FX

Area of Effect skills now working

Status Effects now working (daze)

Most areas now have temporary placeholder music

Yugar's Inn rebuilt

Yulgar's Secret Sinkhole added

Combat Text improved

Gold Reward text improved

Combat sped up slightly

General stability improvements

Known Issues:

BattleCry and Stealth effects stack on death

Female player model seems to get thinner upon use of some Warrior skills

Gold pop-up displayed too soon after defeat

Some Mac users still can't chat

I am very tall and my quest bubble is puncturing my skull

A bunch of other stuff... but it's Alpha. Expect bugs.

If you are curious to try out some of the new class skills for yourself, check out the new Yulgar's Inn. Yulgar has Warrior and Rogue and Melodia will sell you Mage.



As always, have fun testing. Keep your eyes on the Design Notes for new updates and please post any bugs you find to ARTIX.COM/BUGS!


Tagged! ~Gingkage

< Message edited by Gingkage -- 10/10/2015 9:59:12 >
Post #: 1
10/10/2015 12:31:26   
orc orc orc
Member

I'm not surprised to see AQ3D progress at such a rate; it never ceases to impress. It's almost a month since the last patch, so this one feels incredibly huge and refreshing. Hence, I enjoy every bit of it. I'm loving the way the newly implemented starter classes work. They're a welcome change from the previous, rigid placeholder skillset. Furthermore, their animations are a spectacle to watch so kudos to Korin and the rest of the animators.

What catches my attention the most is apparently that Warrior and Mage share the same Daze effect from their Spin Kick and Lightning Bolt skills respectively. While I may be wrong, it still gives me the vibe of inter-class combos in the future. I'd love to see classes to benefit one another and form new effects and combinations from their skills. I'm aware that this game is emphasizing on the single-player department as well (No healer), but combos between classes may add an incentive for players to cooperate. It's especially great considering classes only have 4 skills (excluding AA) as of now. While the classes are going to be self-sustainable, that doesn't mean they should always be alone. I definitely look forward to depth and variety in the combat mechanics, but of course they'll probably stay relatively simple until beta/post-beta as the basics are only just cultivated.
Post #: 2
10/10/2015 22:22:20   
flashbang
Member

Great update. Currently using Warrior, though I will test our Guardian when it is released.
AQ DF AQW  Post #: 3
10/10/2015 23:44:54   
afterlifex
Legend-X


Haven't played in a while so I logged in after seeing the other skills.

Using rogue, I do like the idea of stacking poison & backstab. Would be interesting to see a weapon get poison DoT
Not sure what smokescreen did & I kept clicking stealth instead of backstab(button placement should be switched IMO).


It's still early but at this point the class came off as a one trick pony, just waiting around to stack poison to boost backstab.
.....


That aside I do hope passives can be worked in to the game in some manner.
AQ DF MQ AQW Epic  Post #: 4
10/11/2015 10:21:04   
SonicTbear
Member


Rogue: This and Mage tie for my favorite class. Rogue has the potential to become an amazing soloing class, but seeing as how we have monsters with level 6+ stats or monsters that are level 6+, yeah... We're still in Alpha, so unless the level cap gets increased or we get more level 5+ stat items any time soon, I recommend you don't try soloing any big bosses yet...

...unless you're bored and suicidal enough to try because you have nothing else to do...
Mage: The reason for tying with Rogue is the AoE effect. This can get farming done REALLY fast, and with those swords in Doomwood, this just cuts down some of the farming time for quests and gold farming. If you're leveling up, this is a useful class for that too. Though, once you finish releases and get what you want, there's nothing left to do until the next update, unless you hang out in Yulgar's and chat with friends.
Warrior: Least of my favorite classes, but still an amazing burst damage class with an amazing skill set nonetheless. Perfect for group boss farming. Sure it can't AoE or solo, but it also makes you a great meatshield (like your dragon in DF, lol)and an amazing quick killer for those easy bosses or monsters that drop something you want.
AQ DF MQ AQW Epic  Post #: 5
10/12/2015 14:29:21   
LyRein
Member

Oh, they've stuck with 4 skills per class.

And Yulgar's stand is still the same small copy paste from AQW without a proper size.

Seems like this game is going to be really popular.
For the first month.
Post #: 6
10/18/2015 15:20:03   
Trancendus
Member

LyRein,why are you always looking at the Negative side of things? I mean,it's still Alpha.Changes could be made.
Post #: 7
10/19/2015 12:51:20   
Gorillo Titan
Member

@above the reason they put it on mobile was the omni project goal is to get as many people as possible to play when it was only PC it died as soon as flash didn't support the game anymore.
Post #: 8
10/19/2015 13:51:53   
Vypie
Member

If we have a limitation of 5 skills, make them count. We don't need a button for auto-attack.
By right-clicking an already selected enemy, or double tapping on mobile, your character could start auto-attacking that target. Couple that with offensive abilities turning the auto-attack on when used, and you've just opened a slot for a new ability.

Then, you can go further and have a bigger pool of abilities to choose from, so you can swap them around depending on your play-style, or what you feel like doing at the moment. This would add depth to each class, and even help prevent it from becoming boring.

____________________________________________________________________________

5 skills doesn't seem like much, but there are ways to squeeze more juice from each ability:


First, get rid of all abilities that are just buffs. If the buff isn't changing the way you play when it is active, then it is not worth to waste a slot for. Instead, tie it to another existing ability, which when used, triggers the buff.
For example, having [+10% damage] isn't going to make you play differently, it's just another button you have to click, but is not fun or interesting at all.

Examples of good buff abilities would be double-effects, which mean you can use them in a larger variety of situations. The rogue's stealth ability, is an example of a buff than can be used offensively and defensively.
Other buffs such as increased movement speed, are also good examples. You can choose to use it to pursue, or run away. You could even add a side-effect of having increased auto-attack speed for the duration, so it could also be useful in battles where you don't have to move.

If you have a healing ability and a damage ability, fuse the two. When targeting enemies, it deals damage. But it heals if you target friendly units. You have just saved a slot!
Now, lets add depth to this multi-use ability: When you alternate between dealing damage and healing, increase the power by 20%. This could be fun as a hybrid play-style, where you can be more effective if swapping between heal/damage.

You can also fuse abilities in the following way: [Poison strike+Smoke bomb] Apply a random type of poison, dealing damage over time and a random status effect. (This could make sense, because different poisons affect the body in different ways).
Since smoke bomb wouldn't be reliable by itself (not worth an ability slot) due to its random nature, just add it to an existing ability you are already going to use all the time. It makes it more interesting, and saves a slot.

If most abilities have an utility part and an offensive/supporting part, it's a good start.

_

< Message edited by Vypie -- 10/19/2015 13:52:34 >
Epic  Post #: 9
10/19/2015 14:25:10   
David the Wanderer
Legendary AK!


@Vypie: I agree with most of your ideas, and find them really interesting, but there is one part which I must disagree with: fusing healing and damage skills in a skill which does different things depending on the target. First of all, my main concern is coding: you'd have to make the skill recognize between a PC and a Mob and change its effect accordingly, and this would screw with a potential PvP mode. Second, I think it's a bit OP: personally, you either get to deal damage OR heal (at beast, a "leech" skill is acceptable, but it'd have to deal less than 100% damage and not heal as much as a "normal" healing skill/be based on damage dealt). Getting to do both with one skill risks screwing with balance, and may not always be thematically appropriate with a class.

However, I do agree with making most skills have both an utility part (buff/debuff) and heal/damage, or even having "combos" (example for Rogue: Smoke Bomb+Stealth Attack=Extra Damage). It can lead to many interesting things, especially when we get more classes to experiment with; there might even be classes that work better in synergy than alone (for example, if there is a class that deals extra damage if the target is poisoned, a Rogue's Poison Strike is going to activate the trigger).
DF AQW  Post #: 10
10/19/2015 16:43:39   
Azan
Member

quote:

If we have a limitation of 5 skills, make them count. We don't need a button for auto-attack.
By right-clicking an already selected enemy, or double tapping on mobile, your character could start auto-attacking that target. Couple that with offensive abilities turning the auto-attack on when used, and you've just opened a slot for a new ability.

Then, you can go further and have a bigger pool of abilities to choose from, so you can swap them around depending on your play-style, or what you feel like doing at the moment. This would add depth to each class, and even help prevent it from becoming boring.

This is a really good idea. I really like that! It'd allow for more versatility and overall efficiency.
Post #: 11
10/19/2015 17:23:20   
Vypie
Member

@David

I'm not sure it would be that hard to differentiate between enemy NPCs and players. Right now, you cannot heal an enemy unit, or attack a friendly unit.
Think of it as trying to click both skill buttons at the same time, when targeting something. Only one would activate, right? There should be a way to apply that same principle. But yeah, PvP could get tricky, with players changing from enemies to friends, and vice versa.

Regarding balance, something is only OP if you let it be. Adjustments are always needed.
Hybrid skills like these should not perform 100% in both roles. Because these roles are two different CORE jobs, the power should be toned down.
But if we leave it like that, a group of two 'hybrid' users would under-perform in comparison to a group of one pure healer and one pure damage dealer. To solve this, I gave a possible solution for making a hybrid ability worth it when you do a 'hybrid' job.

But anyways, I didn't really mean it should be THE way healing should be done, but it's an idea of something different. :)
And I'm thinking... maybe it does fit a class? You can use your holy powers to purge, or to heal. The light can also be used to burn. Any class that could control life-force would work well, too.

Of course, there should also be [healing/utility] skills that grant a buff to the recipient. A friendly target, or even yourself. This could range from damage/defense buffs, or other more complex effects.

________________

I'm all for the idea of having leech. It's something I really like. But maybe, it could be a passive stat instead of a skill? Just like crit% or dodge%, you could have a number showing how much % of damage you can leech.
I would love to see a tank using leech to sustain itself, rather than high defenses.

________________

I agree with the combos, like you suggested. And we already have an example with the rogue, so we know it could work. The more poison stacks, the higher the damage of backstab.
However, I don't agree with one thing. In my opinion, skills should be able to be used by their players to their full extent. Having part of the skill rely on other players means that most of the time, you will be using a half-working skill that feels broken, incomplete, and kinda useless.
...It feels like a punishment for when you are playing solo, rather than a positive incentive to play with others.

You should always be able to play with 100% of your skills. But having combos with other players is still fun, so I suggest that as a group, it could be even more easy to activate those combos.
For example, imagine you have a skill that dazes an enemy for a short period, and a skill that deals more damage if the enemy is dazed. This means you can use this combo by yourself. But in a group, other classes could also have skills that cause 'daze', so you would be able to make use of this combo a lot more often, without needing to wait for your own "daze" skill to cool down.
Epic  Post #: 12
10/20/2015 14:26:40   
David the Wanderer
Legendary AK!


@Vypie:

About using combos with other players: That's actually what I meant. Not that two classes necessarily have to play together, but that playing in a party can let you use your skills even better than alone.

Good point on differentiating between PCs and NPCs. However, I still do think such a skill should be thematically restricted. Like, I can see a Paladin's healing skill working as a damaging skill against undead (kind of like D&D, where a Cleric's Heal spells harm undead), but not against all types of monster. It just wouldn't feel right to have a skill that can freely switch between damage and healing/protection without a thematic reason. In short, it's not something all classes should have.

I can see Leech working both as an active skill and a passive for certain weapons. By which I mean, equipping a certain weapon lets you leech a certain percentage of the damage dealt with each hit. Might also work as passive for certain classes (Vampire class, anybody?).
Oh, regeneration is also an option: HoTs (Health over Time) is always nice!

< Message edited by David the Wanderer -- 10/20/2015 16:52:00 >
DF AQW  Post #: 13
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