Best Of
Re: 📝 Dev Discussion - Archetype Vibe Check
Which archetype do you find the most fun to play? Why?
I enjoy cleric immensely because I prefer to play healers. It has the core kit for healing that I really enjoy. I do believe the damage tools are a bit bare and lack a design that lends itself to a "war of attrition" playstyle though. Something like a mana burn, a slowly building damage that punishes someone for not killing the cleric quickly.
I also think cleric's mobility is awful presently. PVP isn't a cat and mouse game presently. Just a cat and unmoving cat toy game. I'd love to see some kit choices that allow clerics to lean into damage and unholy themes but have it be a compelling choice in the talent tree. Also, something that is more "miraculous" and "big" that feels like a god intervening on their behalf. Big bonus points if it can be augmented by their religion.
That might be a big way to help clerics out with flavor, is through religious augments to their abilities.
Which archetype do you find the least fun to play? Why?
I have not played much of other classes because I am not interested but I did enjoy them when I dabbled. I have seen fighter and tank suffer the most as far as player count as compared to earlier iterations of the game, so they likely need some love.
Are there any combat systems or mechanics you feel need more development or refinement? Please explain.
Discriminators for friendly v. unfriendly abilities would be great. Meaning tinge the abilities with red around the edge of it if it is a harmful ability. Friendly abilities can be left alone visually.
During group combat or grinding sessions, do you feel any core features or gameplay elements are missing or underdeveloped? If yes, please describe.
For higher levels I hope there's a few more interaction between abilities archetypes/class. I'd love for there to be some sort of team up abilities that take time to charge to create a significant ability (think like a mage and a summoner conjuring a golem or cleric and bard to create an impactful buff.) I'd love some longer cooldown abilities that are compelling when you use them that have a bigger impact that require another class or character to do it.
That and augments (not just subclass, but racial and religious as well.)
I enjoy cleric immensely because I prefer to play healers. It has the core kit for healing that I really enjoy. I do believe the damage tools are a bit bare and lack a design that lends itself to a "war of attrition" playstyle though. Something like a mana burn, a slowly building damage that punishes someone for not killing the cleric quickly.
I also think cleric's mobility is awful presently. PVP isn't a cat and mouse game presently. Just a cat and unmoving cat toy game. I'd love to see some kit choices that allow clerics to lean into damage and unholy themes but have it be a compelling choice in the talent tree. Also, something that is more "miraculous" and "big" that feels like a god intervening on their behalf. Big bonus points if it can be augmented by their religion.
That might be a big way to help clerics out with flavor, is through religious augments to their abilities.
Which archetype do you find the least fun to play? Why?
I have not played much of other classes because I am not interested but I did enjoy them when I dabbled. I have seen fighter and tank suffer the most as far as player count as compared to earlier iterations of the game, so they likely need some love.
Are there any combat systems or mechanics you feel need more development or refinement? Please explain.
Discriminators for friendly v. unfriendly abilities would be great. Meaning tinge the abilities with red around the edge of it if it is a harmful ability. Friendly abilities can be left alone visually.
During group combat or grinding sessions, do you feel any core features or gameplay elements are missing or underdeveloped? If yes, please describe.
For higher levels I hope there's a few more interaction between abilities archetypes/class. I'd love for there to be some sort of team up abilities that take time to charge to create a significant ability (think like a mage and a summoner conjuring a golem or cleric and bard to create an impactful buff.) I'd love some longer cooldown abilities that are compelling when you use them that have a bigger impact that require another class or character to do it.
That and augments (not just subclass, but racial and religious as well.)
2
Re: Mepps Joins Intrepid Studios’ Community Management Team!
wishing you an awesome start and lots of success ahead
Re: Mepps Joins Intrepid Studios’ Community Management Team!
Hey Mepps! Just someone from one of your old communities signing up here to wish you all the best. You were an amazing Community Manager for us, always paying attention and ever-involved. I'm sure you'll carry it on, and they're lucky to have you....
1
Re: How Solo Players (Basically) Saved MMOs From Going Extinct
We have differing opinions of what "a real mmo" is. To me, if you can clear the game and majority of its content w/o uttering a single word in chat - that's a single player game.TheDarkSorcerer wrote: »Nah, I don’t agree. Games like GW2 and ESO prove you can be solo-friendly and still be a real MMO. GW2 is one of the most active MMOs in 2025, super chill for solo play but still full of group content and community.
While I understand what it is you are actually saying, I'm not a fan of this way of wording it.
Even back in 2004, if you were in a guild that was organized, you didn't need to use in game chat at all. You could complete quests, dungeons, raids, everything that is the core of an MMORPG, all without needing to use chat at all.
Few people would have, because chat drama is great. However, it wasn't necessary to fully participate in what an MMORPG is all about.
Noaani
1
Phase 3 New Player Experience on the PTR
The new player experience for the Halfling/Orc starting zone feels really mixed. Because the is the entry point for new players to the game it is critical to make this experience easy to follow as well as rewarding. I want to start with the good and then cover the gaps.
What is working
The player's first experience when they land is having a quest giver calling them over. This is great design, but so many elements are missing to guide the player through this first cave. Perhaps successive quests, or some game design that always points them the right way. Glowing bugs or mushrooms perhaps that are different colors in different parts of the caverns (yes I know there are differential enemies, but this is pretty consistent). It is pretty easy to gt going in a circle.
What is working
- The number of quests that are given is awesome
- The enemy challenge level seems just about right
- Love the little caches of goodies
- As a new player finding your way around is pretty challenging. There isn't enough in the way of directions
- No minimap that helps you navigate the cave
- At night time the cave is nearly impossible to navigate on top of being hard to navigate anyway either need racial darkvision or some sort of torch
- Just lighting in general sun shining in places during the day so bright that there is no way to see where you are going while walking on a ledge
- Swim through the bottom of the water and be unable to get back up to the water in areas
- The quests are marked ish, but there is no clear so what to them everything points you to bonfire
The player's first experience when they land is having a quest giver calling them over. This is great design, but so many elements are missing to guide the player through this first cave. Perhaps successive quests, or some game design that always points them the right way. Glowing bugs or mushrooms perhaps that are different colors in different parts of the caverns (yes I know there are differential enemies, but this is pretty consistent). It is pretty easy to gt going in a circle.
Feedback and Concerns Regarding Gear Customization and Crafting System in PTR
Dear Steven / Intrepid Team,
I'd like to share some constructive feedback regarding the current state of gear, bonuses, stats, and perks in the PTR (Public Test Realm). While I fully understand this is still a work in progress, the current direction feels very limited and overly rigid, much like earlier systems we've seen in New World—and, frankly, this iteration feels even more restrictive.
Core Concern: Lack of Customization for Crafters
One of my main concerns is the limited ability for crafters to design gear based on their individual playstyle. As things stand, it seems like gear stats and perks are tied too tightly to pre-defined templates or set bonuses, which discourages creative builds and leads to predictable meta choices.
My Question:
By beta or launch, will crafters be able to customize gear stats, perks, and set bonuses based on chosen materials to reflect their preferred playstyle?
Suggested Approach (Example for Illustration):
Imagine crafting a light armor piece using a modular material system:
Base Materials (define armor type)
Stat Materials (define stat scaling)
Using this system, I could tailor my armor stats to reflect my playstyle — for example, stacking DEX and evasion rather than defaulting to physical or magical defense. The idea here mirrors your current set bonuses, but gives crafters the agency to define the attributes themselves.
Bonus Structure Breakdown
If I prefer DEX over STR, I should be able to extract or replicate those bonuses in my crafted gear. This would allow crafters to mix and match bonuses across different armor sets, using rare materials tied to those effects. For instance:
This would create a fully customized 8-piece set built entirely around my preferred stats and bonuses.
The Vision
This system wouldn't replace or devalue existing set crafting, but instead offer an advanced crafting path for dedicated players. Sets with pre-defined bonuses could still serve as easier or more accessible options, while this material-based system becomes an endgame customization layer, requiring more resources, planning, and effort.
Why This Matters
Without this kind of flexibility, the current system feels like it's funneling all players into the same builds, reinforcing a static meta. That’s exactly the kind of issue that can lead to stagnation and imbalance over time.
Crafters were promised the ability to "make the best gear" — and I believe that vision can only be fulfilled if crafting allows for deep customization and strategic choice.
Final Question
So, to clarify:
Is the team planning to support this kind of modular, material-driven customization system for crafting gear — one where crafters can shape stats, perks, and set bonuses based on their own choices?
I'd like to share some constructive feedback regarding the current state of gear, bonuses, stats, and perks in the PTR (Public Test Realm). While I fully understand this is still a work in progress, the current direction feels very limited and overly rigid, much like earlier systems we've seen in New World—and, frankly, this iteration feels even more restrictive.
Core Concern: Lack of Customization for Crafters
One of my main concerns is the limited ability for crafters to design gear based on their individual playstyle. As things stand, it seems like gear stats and perks are tied too tightly to pre-defined templates or set bonuses, which discourages creative builds and leads to predictable meta choices.
My Question:
By beta or launch, will crafters be able to customize gear stats, perks, and set bonuses based on chosen materials to reflect their preferred playstyle?
Suggested Approach (Example for Illustration):
Imagine crafting a light armor piece using a modular material system:
Base Materials (define armor type)
- 20x Linen
- 10x Leather
- 2x Ore
- 1x Armor Mold
Stat Materials (define stat scaling)
- STR: 1x Giant Eye
- Pure Speed: 8x Giant Spider Legs
- DEX: 1x Lizard Tail
- Accuracy Debuff: 2x Dwarf or Elf Hands
- General Evasion: 3x Mosquito Blood
Using this system, I could tailor my armor stats to reflect my playstyle — for example, stacking DEX and evasion rather than defaulting to physical or magical defense. The idea here mirrors your current set bonuses, but gives crafters the agency to define the attributes themselves.
Bonus Structure Breakdown
- Armor Type Bonus: These remain consistent based on armor class (e.g., Light Armor bonus applies to all Light Armor).
- Secondary Bonus (e.g., “Finesse”): Currently, some bonuses (like Finesse: +18% DEX & WIS) aren't well aligned with specific roles. For instance, as a rogue, I don’t benefit from WIS, making half the perk redundant. It would be ideal if we could select these bonuses based on materials, tailoring them to suit intended builds.
- Set Name Bonuses: These feel especially restrictive. For example:
- Toren Set (Medium):
- 2-piece = +100 STR
- 3-piece = Bulwark (passive)
- Splidehemp Set:
- 2-piece = +100 DEX
If I prefer DEX over STR, I should be able to extract or replicate those bonuses in my crafted gear. This would allow crafters to mix and match bonuses across different armor sets, using rare materials tied to those effects. For instance:
- 2 pieces grant +100 STR (from one material type)
- 2 pieces grant +100 DEX (from another)
- 2 pieces grant +600 Crit Power (heavy set bonus)
- 2 pieces grant +600 Power
This would create a fully customized 8-piece set built entirely around my preferred stats and bonuses.
The Vision
This system wouldn't replace or devalue existing set crafting, but instead offer an advanced crafting path for dedicated players. Sets with pre-defined bonuses could still serve as easier or more accessible options, while this material-based system becomes an endgame customization layer, requiring more resources, planning, and effort.
Why This Matters
Without this kind of flexibility, the current system feels like it's funneling all players into the same builds, reinforcing a static meta. That’s exactly the kind of issue that can lead to stagnation and imbalance over time.
Crafters were promised the ability to "make the best gear" — and I believe that vision can only be fulfilled if crafting allows for deep customization and strategic choice.
Final Question
So, to clarify:
Is the team planning to support this kind of modular, material-driven customization system for crafting gear — one where crafters can shape stats, perks, and set bonuses based on their own choices?
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