![]() ![]() Where the main deviation from traditional MMOs makes an appearance, is in the Astel system. The combat as a whole feels good, but after 50 levels and 3 full, 10 slot hotbars, full of abilities, it starts to lose its luster. On my mage, cooldowns were high on my favorite abilities, and cast times were long on the ones that did the most damage, with little you can do with your stats to change that. Too often I found myself accessing the majority of my damage abilities in my repertoire to kill some of the lowliest enemies. I enjoy the flow of combat, by my main issue with it lies in the amount of abilities you have, and the amount of abilities you have to use at any given time. As a basis for comparison, I was also tasked similarly with reviewing Bless Online and despite Astellia’s combat being largely uninspired, the skills and flow of combat are by far superior in function to the disjointed combat in Bless. Some abilities allowed for a run and gun style of play, while others required the correct positioning, or a cast time, so simply face-rolling your keyboard wouldn’t do the trick in killing much of anything. Between my two characters, the Assassin and the Mage, each character had abilities that were impactful in combat. Fortunately, the combat actually works well. Barunson E&A made little attempt to break up the average combat formula from the traditional theme park experience. At its worst, on a main quest line, I was taken to a completely wrong quest destination, where I fiddled around for a half hour before I realized, auto-movement screwed up and I wasn’t even close to where I needed to be.īetween point A, obtaining the quest, and point B, completing the quest, lies the combat. On several occasions, it would take me part of the way, stop, and have to be reactivated. In Astellia, most of the time the auto-movement takes you where you need to be. One major issue with auto-movement is that in order for it to work as a fantastic feature, it needs to be reliable. ![]() On the other hand, every single quest turns into, auto-move to destination, kill the “Q” enemy, move to next destination, collect the “Q” material, and this continues on until you’ve hit max level. On the one hand, it’s helpful to have the game direct you to the exact area you need to be in, and label the exact enemies you need to kill. ![]() The majority of quest mobs are tagged with a large “Q” indicator overhead, so that players don’t need to rely on quest text, and since the enemies are largely rehashed, you could be killing a Rofen at level 20 or at level 40, it would make no difference in how they are defeated.Īuto-movement is one of those quality of life features that is both a blessing and a curse. For the most part, players don’t have to pay attention to where they are going and what they are killing. The monotony of questing in Astellia is exasperated by the facts that, many of the enemies stay the same despite progressing 50 levels, and quest movement is largely automated. Multiple quest hubs are strewn about large swaths of instanced maps, and many times your quest log will be loaded with general, mundane kill quests with story aspects that may or may not play into the main storyline. The largely forgettable storyline is fairly common place in many MMO’s that follow these classical theme park style questing motifs. The main story generally revolves around your ability to grow as a Star Caller, save your sister who was taken for nefarious purposes, unite nations, and other deeds that tend to shift as you progress. In the world of Astellia, the player character is n Astellian, or “Star Caller”, a person with the ability to call upon powerful Astels that will aid you on your quests and in battle. If you haven’t had the inclination to follow along with my journey through the world of Astellia in my first and second week, don’t feel too left out as the final verdict will be an all encompassing picture of my total experience.
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