Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Best Of
Re: Ranger Archetype Changes
The ranger changes feel more like trying to fix a broken foundation rather than rebuilding it. The changes are good, but at the end of the day, they don't solve the issues inherent with the current kit
General Issues (TLDR)
Ranger's "class mechanics" are very lackluster, the skill ceiling is very low, and the class fantasy is not present
Reasoning
I think the ranger is in a very balanced state. It has decent single-target damage, decent AoE damage, decent mobility, decent utility, decent sustain, and decent CCs.
My biggest problem with Ranger is not that the class is weak, as I don't think it is (I don't think Ranger is weak compared to Mage, I think Mage is just too OP rn). My biggest problem with Ranger is that I believe it lacks in both class fantasy and mechanical complexity/skill ceiling.
You usually choose one mark and one hunt and stick with it. The same thing goes for ammo enhancement.
he ranger lacks in its ability to be more of a long-range killing machine, which is one of the main class fantasies of a ranger archetype. The Mage's abilities have the same range as practically all the Rangers' abilities. The ranger is not rewarded for being able to snare/root a mage and then increasing the distance and having that distance advantage. If you are hitting the Mage, the Mage will be hitting you with the same full force. And that goes for classes like bard and cleric as well. Not to mention, this game right now has a ton of mobility throughout all archetypes, and a universal mobility ability (dodge) that can close that gap super quickly. So, even the abilities that have a small range advantage on the ranger are meaningless, as that gap is closed very quickly.
Last but not least, Ranger is not only an archer/sniper type of archetype. Ranger class fantasy is of the hunter, the tracker. Some abilities for that are present, but either fall short or are missing elements to make it work/feel good.
1. Bear trap
Trap Slinger passive is useless, as the time for the trap to land is sometimes bigger than 1 second (initial arm time). I would suggest trading this passive for a passive in which the trap would become camouflaged after a few seconds (add to the hunter class fantasy, making traps more useful)
2. Air Strike
Very underwhelming ability, as it's not quick enough for it to be a mobility skill, not enough damage for it to be worth the time you spend on air, and the root is not very effective. I think this ability should have a boost in damage, and a distance traveled increase, and its animation speed should be tied to either the player's attack or move speed.
3. Raining death
I think it is too OP. It does 200~240% damage and applies 2 stacks of wounds in a huge area. You could max stack wounds for a whole party with 5 rangers in 2 seconds.
It needs its AoE Size and reach reduced for sure. Maybe something with a ground template before we shoot, so we can aim.
4. Vines
Also, too OP. It needs an AoE size reduction by quite a lot.
5. Hunts and ammo
Completely underwhelming design. You'll only choose one of those, and you'll stick with it. It's not a class mechanic at all. It doesn't reward you for playing your role, it doesn't create a mechanical complexity, it just fails completely.
Right now, we have 3 Hunts, all offensive. The main issue is that the situational advantage of the Hunts is not good enough to warrant ppl to use multiple. If you are making a crit build, you'll only use the crit Hunts. If you're building penetration, you'll stick with the Hunts of the bear. Hunts of the Raven is used by ppl who are building for attack speed. Either way, you won't be switching Hunts realistically, especially since you spend skill points on the Hunts. Ammo can be a bit more diverse, but since they require an animation, are not off GCD, and require skill points to spec, it's not worth picking more than one. That's fine if these were simple buffs and not the whole "class mechanic" situation.
6. Missing abilities
I'd like to see some melee abilities on the ranger. Rangers should have some tools when it comes to hand-to-hand combat. They should be able to disarm an opponent, push them away, maybe trip them. Not enough damage (initially in the base archetype) to be a melee DPS, but enough tools to feel like they can handle themselves in a brawl.
I'd also love to see Rangers have a tracking tool. Footprints, scents, and any way a ranger can track a player in the region would be cool.
Rangers should also have poison arrows and the ability to cleanse poison (on themselves and others).
General Issues (TLDR)
Ranger's "class mechanics" are very lackluster, the skill ceiling is very low, and the class fantasy is not present
Reasoning
I think the ranger is in a very balanced state. It has decent single-target damage, decent AoE damage, decent mobility, decent utility, decent sustain, and decent CCs.
My biggest problem with Ranger is not that the class is weak, as I don't think it is (I don't think Ranger is weak compared to Mage, I think Mage is just too OP rn). My biggest problem with Ranger is that I believe it lacks in both class fantasy and mechanical complexity/skill ceiling.
You usually choose one mark and one hunt and stick with it. The same thing goes for ammo enhancement.
he ranger lacks in its ability to be more of a long-range killing machine, which is one of the main class fantasies of a ranger archetype. The Mage's abilities have the same range as practically all the Rangers' abilities. The ranger is not rewarded for being able to snare/root a mage and then increasing the distance and having that distance advantage. If you are hitting the Mage, the Mage will be hitting you with the same full force. And that goes for classes like bard and cleric as well. Not to mention, this game right now has a ton of mobility throughout all archetypes, and a universal mobility ability (dodge) that can close that gap super quickly. So, even the abilities that have a small range advantage on the ranger are meaningless, as that gap is closed very quickly.
Last but not least, Ranger is not only an archer/sniper type of archetype. Ranger class fantasy is of the hunter, the tracker. Some abilities for that are present, but either fall short or are missing elements to make it work/feel good.
1. Bear trap
Trap Slinger passive is useless, as the time for the trap to land is sometimes bigger than 1 second (initial arm time). I would suggest trading this passive for a passive in which the trap would become camouflaged after a few seconds (add to the hunter class fantasy, making traps more useful)
2. Air Strike
Very underwhelming ability, as it's not quick enough for it to be a mobility skill, not enough damage for it to be worth the time you spend on air, and the root is not very effective. I think this ability should have a boost in damage, and a distance traveled increase, and its animation speed should be tied to either the player's attack or move speed.
3. Raining death
I think it is too OP. It does 200~240% damage and applies 2 stacks of wounds in a huge area. You could max stack wounds for a whole party with 5 rangers in 2 seconds.
It needs its AoE Size and reach reduced for sure. Maybe something with a ground template before we shoot, so we can aim.
4. Vines
Also, too OP. It needs an AoE size reduction by quite a lot.
5. Hunts and ammo
Completely underwhelming design. You'll only choose one of those, and you'll stick with it. It's not a class mechanic at all. It doesn't reward you for playing your role, it doesn't create a mechanical complexity, it just fails completely.
Right now, we have 3 Hunts, all offensive. The main issue is that the situational advantage of the Hunts is not good enough to warrant ppl to use multiple. If you are making a crit build, you'll only use the crit Hunts. If you're building penetration, you'll stick with the Hunts of the bear. Hunts of the Raven is used by ppl who are building for attack speed. Either way, you won't be switching Hunts realistically, especially since you spend skill points on the Hunts. Ammo can be a bit more diverse, but since they require an animation, are not off GCD, and require skill points to spec, it's not worth picking more than one. That's fine if these were simple buffs and not the whole "class mechanic" situation.
6. Missing abilities
I'd like to see some melee abilities on the ranger. Rangers should have some tools when it comes to hand-to-hand combat. They should be able to disarm an opponent, push them away, maybe trip them. Not enough damage (initially in the base archetype) to be a melee DPS, but enough tools to feel like they can handle themselves in a brawl.
I'd also love to see Rangers have a tracking tool. Footprints, scents, and any way a ranger can track a player in the region would be cool.
Rangers should also have poison arrows and the ability to cleanse poison (on themselves and others).
5
Re: Node Siege System Why Tho?
You're absolutely right to share your thoughts and feedback on the different features of the game. My message was mainly to inform you and "reassure" you that these features will be significantly improved in the coming months ๐

1
Re: Econ-Friday Ranting (a Reference Post)
Been a while since this idea was relevant to bring up, but since this is the reference post I won't make a new one.
So for those tracking, I think we got the answer, though I'm hesitant to 'draw a conclusion from an indirect one', the last Dev Stream indicated that there will definitely be even more focus on Caravans, and that there will be 'Special Commodities' in farther naval ports.
For any remaining '10K' Econ 'fans', Throne and Liberty has moved considerably further in that direction and things are good over there. For the unfortunates who really want Ashes style combat with 10K style Economy, you'll probably have to wait a few more years for something else, my sympathies.
So for those tracking, I think we got the answer, though I'm hesitant to 'draw a conclusion from an indirect one', the last Dev Stream indicated that there will definitely be even more focus on Caravans, and that there will be 'Special Commodities' in farther naval ports.
For any remaining '10K' Econ 'fans', Throne and Liberty has moved considerably further in that direction and things are good over there. For the unfortunates who really want Ashes style combat with 10K style Economy, you'll probably have to wait a few more years for something else, my sympathies.

1
Re: Let's TheoryRaid #7: Lightning Dynamism (and Player Expectations?)
Good(?) news for me and other MMO PvE fans!
They're further along than I thought they were!

This isn't at Leviathan, but it's probably just a test, and it makes 'just as much sense in the location we found it in'.
So technically, to reference the original point, now that I've seen this test, I will still be disappointed if there's no Lightning Dynamism in Throne and Liberty, but I will also give them the same 'pass' I give to Intrepid. These things can sometimes be much harder to realize than they seem at the start.
So, my group 'finding a thunderstorm test on Live' is actually a buffer to my disappointment, believe it or not. I will still be disappointed, but knowing that someone wanted to try is heartening. I guess that's what I want this post to convey to Intrepid Devs.
No matter how often your attempts to realize a design turn out to be disappointing, we'll be rooting for you (though sometimes honestly it is better to stay silent than to kick up a fuss about the many designs you seem to actually be doing wrong).
Even blatant mistakes can be forgiven by fans. Just... y'know... fix them and take the lumps rather than doubling down. More of an encouragement post than directly related to the OP, I guess, but might as well post it anyway.
They're further along than I thought they were!

This isn't at Leviathan, but it's probably just a test, and it makes 'just as much sense in the location we found it in'.
So technically, to reference the original point, now that I've seen this test, I will still be disappointed if there's no Lightning Dynamism in Throne and Liberty, but I will also give them the same 'pass' I give to Intrepid. These things can sometimes be much harder to realize than they seem at the start.
So, my group 'finding a thunderstorm test on Live' is actually a buffer to my disappointment, believe it or not. I will still be disappointed, but knowing that someone wanted to try is heartening. I guess that's what I want this post to convey to Intrepid Devs.
No matter how often your attempts to realize a design turn out to be disappointing, we'll be rooting for you (though sometimes honestly it is better to stay silent than to kick up a fuss about the many designs you seem to actually be doing wrong).
Even blatant mistakes can be forgiven by fans. Just... y'know... fix them and take the lumps rather than doubling down. More of an encouragement post than directly related to the OP, I guess, but might as well post it anyway.

2
Re: Transmog totally ruins immersion
Signing into the forums after months of lurking just to say how I feel the opposite is true:
With no transmog, the chances of me having to walk around looking like Bozo the Clown are higher because that particular gear set is BiS for my spec/role. No thanks.
Transmog also gives value to collectors who want to play fashion endgame or just have cool looking shit.
I dont like transmog systems that let you blend over different armor types though, ie: wearing Cloth transmog while the actual gear is Plate. Not a fan of that.
With no transmog, the chances of me having to walk around looking like Bozo the Clown are higher because that particular gear set is BiS for my spec/role. No thanks.
Transmog also gives value to collectors who want to play fashion endgame or just have cool looking shit.
I dont like transmog systems that let you blend over different armor types though, ie: wearing Cloth transmog while the actual gear is Plate. Not a fan of that.
Re: PLEASE REMOVE BLUR
Seriously! Motion blur, depth of field, lense flare. All these camera effects cause migraines. STOP MAKING MY HEAD HURT AND LET ME COOK! This trend to make stuff blurry in game development needs to stop.
2
Re: Transmog totally ruins immersion
I like transmog for following reasons:
1. Wear what I prefer that looks cool and fits my role that Im playing.
2. Be able to appreciate some pieces for longer than a few levels.
I disslike transmog if:
1. Mage light armor class can look like tank class.
Thats pretty much my opinions on transmog.
1. Wear what I prefer that looks cool and fits my role that Im playing.
2. Be able to appreciate some pieces for longer than a few levels.
I disslike transmog if:
1. Mage light armor class can look like tank class.
Thats pretty much my opinions on transmog.

1
Re: Transmog totally ruins immersion
Transmogs don't break immersion in a High Magic Fantasy setting.
That's what Illusions are for.
That's what Illusions are for.

2
Enforcing level ranges on gathering quests. Are you insane?
Smurfing along as a pure gatherer without touching any adventuring is already a let's say 'suboptimal' experience.
Harmstringing my grandmaster miner further by taking away rewards from gathering quests once you 'outlevel' them just feels wrong. How am I supposed to earn enough glint for the next tax cycle? Force me to 'adventure'? Disgusting.
Posting a great blog how gathering will improve soon and then casually kneecap gatherers with a change that didn't even made it to the patchnotes. *sighs*
Harmstringing my grandmaster miner further by taking away rewards from gathering quests once you 'outlevel' them just feels wrong. How am I supposed to earn enough glint for the next tax cycle? Force me to 'adventure'? Disgusting.
Posting a great blog how gathering will improve soon and then casually kneecap gatherers with a change that didn't even made it to the patchnotes. *sighs*
1