The early levels are spent questing and getting a general feel for both
your archetype and how combat differs ever so slightly from what you
might have experienced in previous MMOs. One example here would be the
combo system that, on the surface, appears somewhat complex but has
been seamlessly integrated into the combat experience much better than
previous iterations on the concept such as the Heroic Opportunities in
EverQuest 2
or whack-a-mole combos in
Age of Conan.
Hitting the combo
starter will temporarily swap out the same keybinding with the next
skill in the chain which makes pulling off some of the longer chains
you’ll experience later on a breeze.
Combat does tend to feel a bit slow at first, but ultimately hits a
point in the early teens where it not only becomes more involved, but
has a distinct visual flair as well. Though I did spend some time with
each of the core archetypes during the event, I quickly took a liking
to the
Gladiator
subclass. The interface is comfortable and familiar
when playing the class, while combat itself felt extremely fluid and
graceful. Gladiators attack in a series of grandiose,
sweeping
movements that instantly brought
fighting games such as
Soul Calibur IV
to mind much more so than anything I’ve experienced in an MMO
previously. I’m definitely looking forward to seeing how the
class fares in aerial combat in the Abyss should the option become
available in future weekend events, but for now I was quite content to
scamper around and beat the living snot out of everything that stood in
my path; all the while looking the part of a badass warrior with some
seriously mean moves.
Flight itself becomes available upon completion of a quest you
automatically gain at level nine that allows you to select which of the
eight unique subclasses to advance your character into. One minor
sticking point here is that, for such a hefty decision, the subclasses
themselves are only briefly described in a few simple lines of text
with many offering a completely different playstyle than what you might
have experienced in the first nine levels. For example, Scouts can
become either an Assassin or Ranger; with the first nine levels
dedicated to melee attacks and more assassin-oriented combat it would
be hard to really understand how vastly different the Ranger subclass
would pan out since you haven’t seen any of its skills in
action at that point. This reminded me of certain aspects of
EQ2’s long-gone archetype system where you’d spend
20 levels essentially playing a Conjuror only to have an entirely
different experience with your Necromancer later on.
Abrupt, non-descript “here’s your future”
decision-making aside, at level 10 characters finally become Daeva and
earn their wings. Most combat areas
were designated as no-fly zones, but
there were enough areas where flight was an option to get a decent feel
for how much it will impact gameplay later on. Even in the no-fly zones
your wings can still come in handy, as a quick double tap of the
spacebar allows you to glide for short, 10 second bursts which can
dramatically speed up travel in areas with terrain of varied elevations
or even in Sanctum, the main city hub you’ll also gain access
to upon becoming a Daeva as an Elyos. In certain areas crafting
components can only be harvested while in flight as well, which
certainly adds new a new layer of depth to such an otherwise
commonplace activity.
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