Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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 Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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: Mount killing = corruption = lose gear
Intended. May be currently not implemented fully or needs to be toggled.
Non-forced attacks, including AoE and status effects, will not hit non-combatant players.[12][13]
Summons follow the same PvP flagging rules as players and share the player's flag status.[7][8]
Players are flagged as combatants if they attack another (non-corrupted) player when carrying out a forced attack. If the attacked player fights back, they are also flagged as combatants, otherwise the attacked player will remain flagged as a non-combatant.[20][22][11]
This also applies to attacks made by combat pets, summons, or any other player-controlled entities.[7][23]
Non-forced attacks, including AoE and status effects, will not hit non-combatant players.[12][13]
Summons follow the same PvP flagging rules as players and share the player's flag status.[7][8]
Players are flagged as combatants if they attack another (non-corrupted) player when carrying out a forced attack. If the attacked player fights back, they are also flagged as combatants, otherwise the attacked player will remain flagged as a non-combatant.[20][22][11]
This also applies to attacks made by combat pets, summons, or any other player-controlled entities.[7][23]
Re: Mount killing = corruption = lose gear
Literally the first line on the wiki entry for player corruption. Has been part of intended mechanics for years, so there is no reason to *shocked pikachu face*


Re: To many mounts on the streets of cities!
unknownsystemerror wrote: »All risk v reward. If your OCD is strong enough to be triggered by mounts in your way, then step and kill em. Kill em all. Everyone talks a mean line about what changes have to be made to make them happy, but few are willing to go the distance to make their dreams a reality. Just think of all the great data you will provide to Intrepid with your multiple corruption deaths and making sure guards are reacting quickly to your shenanigans.

Re: To many mounts on the streets of cities!
All risk v reward. If your OCD is strong enough to be triggered by mounts in your way, then step and kill em. Kill em all. Everyone talks a mean line about what changes have to be made to make them happy, but few are willing to go the distance to make their dreams a reality. Just think of all the great data you will provide to Intrepid with your multiple corruption deaths and making sure guards are reacting quickly to your shenanigans. 

Re: Dev Discussion #75 - Node Siege System
Control Point Respawns:
Having respawns waved based is great, 30 seconds feels good. It gives both teams a chance to get the upper hand in the fight.
Final Objective Location:
Multiple capture points are needed for the final objective. Attacking and defending teams should be rewarded based upon how many points they are able to take and hold inside the city.
For example, each final control point inside the gates could represent a different service of the city, that could be looted or saved. For example, wining the market control point could mean the attackers can take a percent of the defending node's treasury. For example, wining the Caravansary could allow the attackers to loot stored caravans and commodities. Capturing the townhall control point could open a node to vassalship for the attackers. Complete Node destruction should be very hard to do, and should require all points to be captured at the same time by attackers.
You can make the defender's respawn closer to the more serious capture points, like the vassalship control point.
Gate Destruction Time-To-Kill (TTK):
It is hard to tell before siege weapons are in the game. Ideally, the gates should only be able to be damaged by siege vehicles and siege mounts. Without these, it seems like 5 million health on the gates would be a good placeholder.
Impact of Archetypes:
TTK needs to be high for AOE abilities, this helps prevent and counter zergs. But the TTK needs to be lower for single target abilities, because it requires teams to focus fire single targets to kill them quickly. It gives 1v1 fights more time for skill expression.
I took at single hit of about 5,500 during the 4/2/25 Vyra node siege from a ranger. That should not happen since I only have about 4,600 health at level 25.
Other Feedback:
Only citizens should be able participate in their city's node wars. There should be a long node war participation cooldown for new citizens, this would prevent non-citizen guilds from stacking the sides.
We do not need the top 2 guilds controlling every node war outcome, for every node war on the server. Let the top guilds express their achievements and dominance in castle sieges and guild wars. Leave the node wars for the citizens!
Having respawns waved based is great, 30 seconds feels good. It gives both teams a chance to get the upper hand in the fight.
Final Objective Location:
Multiple capture points are needed for the final objective. Attacking and defending teams should be rewarded based upon how many points they are able to take and hold inside the city.
For example, each final control point inside the gates could represent a different service of the city, that could be looted or saved. For example, wining the market control point could mean the attackers can take a percent of the defending node's treasury. For example, wining the Caravansary could allow the attackers to loot stored caravans and commodities. Capturing the townhall control point could open a node to vassalship for the attackers. Complete Node destruction should be very hard to do, and should require all points to be captured at the same time by attackers.
You can make the defender's respawn closer to the more serious capture points, like the vassalship control point.
Gate Destruction Time-To-Kill (TTK):
It is hard to tell before siege weapons are in the game. Ideally, the gates should only be able to be damaged by siege vehicles and siege mounts. Without these, it seems like 5 million health on the gates would be a good placeholder.
Impact of Archetypes:
TTK needs to be high for AOE abilities, this helps prevent and counter zergs. But the TTK needs to be lower for single target abilities, because it requires teams to focus fire single targets to kill them quickly. It gives 1v1 fights more time for skill expression.
I took at single hit of about 5,500 during the 4/2/25 Vyra node siege from a ranger. That should not happen since I only have about 4,600 health at level 25.
Other Feedback:
Only citizens should be able participate in their city's node wars. There should be a long node war participation cooldown for new citizens, this would prevent non-citizen guilds from stacking the sides.
We do not need the top 2 guilds controlling every node war outcome, for every node war on the server. Let the top guilds express their achievements and dominance in castle sieges and guild wars. Leave the node wars for the citizens!
Re: Dev Discussion #75 - Node Siege System
Regarding siege size caps and how much leaders should be able to control who participates in each siege I was told to put this here.
Nodes sieges shouldnt be entirely enforced by the guild of the mayor of the node. That should be mostly reserved for castles.
Uncapped size of groups in sieges would be just asking for problems from mega guilds, giving them a large advantage. A Higher cap could be potentially good. Still think there should be a priority system funneling players into the siege as opposed to having a couple people inviting or barring people as they see fit. Maybe give the players leading the attack and defense of the node a set reservation amount for their chosen players, then the rest get sorted prioritizing citizenship/level/gear power, preventing and node from being monopolized by any individual guild or alliance.
That being said, Castles should definitely be entirely managed by their owners because its guild based, not node community based.
Nodes sieges shouldnt be entirely enforced by the guild of the mayor of the node. That should be mostly reserved for castles.
Uncapped size of groups in sieges would be just asking for problems from mega guilds, giving them a large advantage. A Higher cap could be potentially good. Still think there should be a priority system funneling players into the siege as opposed to having a couple people inviting or barring people as they see fit. Maybe give the players leading the attack and defense of the node a set reservation amount for their chosen players, then the rest get sorted prioritizing citizenship/level/gear power, preventing and node from being monopolized by any individual guild or alliance.
That being said, Castles should definitely be entirely managed by their owners because its guild based, not node community based.

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Re: Dev Discussion #75 - Node Siege System
Control Point Respawns - Felt ok
Final Objective Location - Seemed fine.
Gate Destruction Time-To-Kill (TTK) - Felt ok.
Impact of Archetypes - Will see after TTK fix.
Still need a Hard Lock Hold keybind option that Hard Locks when you hold down the button, releases when you let go of button. And does not overwrite other keybinds so you can bind it to the same button as weapon attack, or integrate it into weapon attacks. Targeting in Action Camera is terrible in mass pvp. When multiple people are stacked up, you are constantly swapping who you are attacking. Also option to disable soft lock, because abilities locking you to a target also causes problems.
Final Objective Location - Seemed fine.
Gate Destruction Time-To-Kill (TTK) - Felt ok.
Impact of Archetypes - Will see after TTK fix.
Still need a Hard Lock Hold keybind option that Hard Locks when you hold down the button, releases when you let go of button. And does not overwrite other keybinds so you can bind it to the same button as weapon attack, or integrate it into weapon attacks. Targeting in Action Camera is terrible in mass pvp. When multiple people are stacked up, you are constantly swapping who you are attacking. Also option to disable soft lock, because abilities locking you to a target also causes problems.

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Re: Mount killing = corruption = lose gear
You should have an option for your attacks not to hit a mount unless you are directly targeting it
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Re: Repeatable Collection quests and other quest feedback
I've always thought that people hated those "kill mobs" quests.
L2 had a ton of these and their rewards would vary from just a bit of money per item to "you loot certain items from certain mobs and then you can use combinations of those items to trade them for recipes and mats for crafting".
I don't think that people hate the quests, I think they hate:
1) Being railroaded by either not being able to progress or not being given their Gear Rewards until they do them
2) Having a specific timing where they must do the quest within their leveling path, which is almost the same as the above, and that timing being there mostly to pad out playtime.

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Re: PvP Cleric Abilities, Problems, and Solutions (Clerics Need Some Love)
qmunityashes wrote: »These thoughts are based on the current game design (late alpha 2 - post rogue). I have played exclusively cleric this phase.
-Intro-
Most of the abilities Clerics have are fine with the direction the game is going. Some spells are for small group combat, others are for large scale. What does not work is the inability to weave anything together reasonably and there is nothing special about them. With the addition of the rogue, I don't even have a chance to win the fight against a moderately geared one. There are multiple ways to kill a cleric, and the cleric has only 2-3 real damage abilities with subpar healing or purifying abilities. The only way a cleric can win a fight is to survive long enough to make it an attrition battle and perfect proc alignment.
1. Wings of Salvation - should apply CC immunity for some duration after use and have multiple charges. Would also be nice for this to function as a dash if you are the target. This is the only cc break atm for clerics and is almost useless in limitations surrounding the spell. Could use a higher % ratio for stronger shield. This ability is subpar to bards. Cleric mobility is terrible compared to all other classes.
2. Purify - This removes only 3 stacks of a debuff. It should remove all debuffs. This becomes even more true now that rogues are out. Clerics barely have the time for a single cleanse let alone 3 or 4 with TTK being so low. Bards aoe cleanse is more effective and versatile.
3. Chains of Restraint - too slow and too small. The 2 seconds is takes to cast and the 8 seconds of very small area denial make this very ineffective for use compared to all other classes. Recommendation: increase diameter by 50% and make it instant cast.
4. Flash Cure - you dropped it by 75% and doubled the mana cost. This was the only good spell clerics really had. This was a flat nerf and nothing was given as a replacement. While I believe this balances out at higher MP, the mana cost is too high.
5. Barrier - Giving 25% of your life for a 1:1 shield. This effect should last twice as long or the shield amount needs to be based on HP + MP instead of just HP. As the 'healing' class, everything about the bard is better than the cleric with less penalties and less setup.
6. Deliverance - Great for PvE. Less than useful in most PvP situations.
7. Mend - Even spec'd into the bonuses, it doesn't do enough to matter in a pvp situation to include cast time+ travel time. Most people will be dead by the time it gets there. This is a down time ability after receiving damage as a group (true to its name), but does not translate to larger battles.
8. Communal Restoration - Uses too much mana for the minimal effects. This is again completely subpar to bard abilities.
9. Defiant Light - Does not heal enough on death proc. Due to current damage on the field, its almost nonexistent for functionality. 25% of max hp is just 1 more hit from most players. Recommend temporary immunity from damage or much higher reward if the attacker procs the ability mechanic
10. Consecrating Wave - Should remove multiple debuffs without a prerequisite of silence. This change would provide some reason to not get too close.
-Additions-
Some way to covert MP to AP to balance use of weapons for clerics. Being able to actually do more damage from bows would help make clerics more useful in large scale pvp events as well as 1v1 scenarios.
-Final Thoughts-
Cleric feels really left in the dust compared to all of the other classes. They aren't equipped to be great at anything other than self healing due to distance requirements on spells and game mechanics. After playing a cleric the entirety of phase 2, it is unlikely that I would consider spending the time to try and make another one without a viable pvp option for it. Could this be a skill issue? Perhaps. However, I've spent a great amount of time playing against other classes in 1v1 situations and the power triangle doesn't exist for clerics. They are just last at effectiveness in everything that isn't PvE and their healing powers do not translate well into PvP with the low TTK.
I'm not able to identify where a cleric belongs in the power triangle because they don't have a real advantage against anything now. I am concerned that secondary archetypes will make this worse. Currently, the only reason to have a cleric in your party, over a bard, is because they can resurrect; this really only applies strategically in a lawless zone due to the abundance of embersprings + protection buff.
I would also love to interview the creator of the Cleric for stream sometime. Please let me know if this is possible.
Thank you for taking the time to write this detailed feedback about the Cleric. It’s clear you’ve spent a lot of time testing, analyzing, and providing constructive points based on actual experience in Alpha Two.
This is the kind of feedback that helps improve the game.

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