February 23, 2015

Roles and Combat Inside Crowfall


There are many roles in Crowfall from Melee DPS to Supporter but what exactly are they and what are the rules in combat? I am here to tell you all you need to know before beta for Crowfall starts.

Combat Roles


Melee DPS: Melee DPS is a melee class that does Damage Per Shot. Weapons of this could be anything that is melee from a spear to a scabbard or knife. This only archetype in this role is the Human Champion (Physical).


Ranged DPS: Another form of DPS is Ranged DPS where you attack from a distance. There are two main categories of weapons in this role being magic and bows. Archetypes in this role would be the Human Confessor (Magical), Elven Frostweaver (Magical), and Elken Stalker (Physical).


Tank: This is your wall. Your nearly indestructible wall that can move in fact. There are two categories of tank in Crowfall: Mitigation, which is the standard tank, and dodge, Archetypes for this role are the Human Templar (Dodge) Minotaur Myrmidon (Mitigation) and the Human Knight (Mitigation).


Specialist: Specialists are the archetypes that specialize in a certain part of the game. Stealth to sneak into enemies castles and forts, hammer for crafting, and burrow for siege. Archetypes for this role are the Fae Assassin (Stealth), Guinecean Duelist (Burrow), Stoneborn Forgemaster (Hammer) and Human Ranger (Stealth).


Support: Support archetypes can buff allies and debuff enemies. Supports can also heal, but with a cost so powerhouse healing doesn't happen in fights. Archetypes for this role would be the Centaur Legionnaire and the Human Druid.

Combat


Since you now know of the roles of archetypes, let's talk combat. Crowfall DOES NOT use tab-targeting as they want the game to be more action-based combat rather than your regular traditional MMO. Instead, there are dashes for avoiding attacks opposed to passive dodges. Since there is no tab-targeting there will be shapes like cones, rectangles, and spheres. To help you annihilate your enemies you can turn projected ground texture off when in combat so you don't get a much lag from some pesky grass.


Also, there are laws of physics that apply to Crowfall. With the Crowfall devs using character movement and combat movement for a physics model means that players and projectiles (arrows, fireballs, etc.) move realistically in 3D environment. With this in play, it leads to some stuff that you may not be used to, like arrows landing on the ground after you shoot them and they don't go as far as you wanted them to go.

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