
In fact, the only known human to have defeated him in the game’s lore is none other than Anthony Grullon.

He is the only class who has no particular weakness to any damage type, though all do significant damage to him. When coupled with a shield, he debatably becomes one of the best anti-archer classes in the game, being able to close the distance quickly while safely behind protection. He excels at hunting down and harassing enemy units, especially through the frustration of a well-placed Oil pot.

His weapons tend to be fast and deal light damage, requiring him to be careful in landing strikes on his opponent without taking any in return. The Man-at-Arms is the lightest melee class, he relies heavily on his evasion and speed abilities to avoid taking damage. Dealing with those who might want to use this system to grief their own team is left up to community votes and eventually server admins.''Y ou like your combat fast and smart, eh?'' -Foxfingers This doesn’t just increase the risk of fighting shoulder to shoulder with your comrades, it makes it more difficult for players to just gang up on someone - that’s not to say it can’t be done, of course. I quickly learned to be just as concerned by my fellow teammates as I was by enemy players, as friendly fire (which is often actually fire) is very much part and parcel of the experience. Even though players start with a healthy amount of weapons, more can be unlocked by earning kills in the weapon’s category which gives a good sense of progression. Each of them seemed fairly well balanced, however there are certainly loadouts within those classes which appear to be more successful and even, dare I say it, a tad overpowered. All classes are available from the get go and offer a variety of weapons and playstyles: There’s the heavily armored Knight, the ferocious Vanguard, the quick and versatile Man-at-Arms, and finally, the nimble Archer. The arsenal is also massive now so you can wield 3-4 times as many weapons as were available in ‘AoC.'” The sheer number of options available - even for each individual class - is a bit overwhelming.Īt the start of a match, players can select their class and weapon loadout. In addition you have a lot more combat options available to you now: you can fake attacks, combo strikes together by flowing naturally from one into the other, perform kicks and shield bases, plant passive shields, dodge, sprint attack, follow arrows through the air and a lot more. Steve continued, “Second, we brought in quite a few new team members who have a lot more experience and allow us to push the quality of the game much higher. The ferocity of the combat is emphasized in all the game’s sights and sounds, not just in the swordplay. On the other side of things is the dreadful shrieking of fallen men, the gurgling as blood pours from their throat, and the howls as their flesh bakes in a fire.

Players can let loose a battle cry that can take the form of a taunt, a roar, even an oath, and by far the most enjoyable moments of any battle for me involve running at the enemy, my allies by my side, all of us shouting and screaming like utter loons. Torn Banner has also really managed to capture the cacophony and dreadful din of battle.
