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: Feedback Tank Changes
I will summarize what i percieve as the problems with the tank.
Tanks are now a lot less fun to play, and i don't want to play one anymore.
We already had HP as a 4th resource to manage and both HP and courage are harder to manage now as we have no buffer to work with we are often at full or empty and far rarer are we anywhere inbetween.
We die more often than any other class because Tanks were already fragile resulting in higher relatively repair costs and xp debt than other classes.
The changes have taken us from a state where we did not feel like tanks anyway to a place we are far more delicate which does not fit the archetype we want to play in PvE or Pvp.
These changes took us from frail to a place where we are a glass class with aggro control and no damage.
Tanks are now a lot less fun to play, and i don't want to play one anymore.
We already had HP as a 4th resource to manage and both HP and courage are harder to manage now as we have no buffer to work with we are often at full or empty and far rarer are we anywhere inbetween.
We die more often than any other class because Tanks were already fragile resulting in higher relatively repair costs and xp debt than other classes.
The changes have taken us from a state where we did not feel like tanks anyway to a place we are far more delicate which does not fit the archetype we want to play in PvE or Pvp.
These changes took us from frail to a place where we are a glass class with aggro control and no damage.
5
Re: Feedback Tank Changes
Grit is the only change that I 100% dislike, while all others I find quite good or at least fine.
Even all the mitigation nerfs are not bothering me, since I think it is designed with future augmentation system in mind that probably should even out the lack of mitigation in some ways.
But the Grit is different. Adding Grit to one's rotation completley ruins it, maintaining Grit takes too much of one's attention and focus.
I really like Malva's suggestion of a Grit as a toggle skill, that consumes Courage constantly to prolong it's duration, since I was thinking the exsact same thing.
P.S. Forgive me for my bad English, I'm not native
Even all the mitigation nerfs are not bothering me, since I think it is designed with future augmentation system in mind that probably should even out the lack of mitigation in some ways.
But the Grit is different. Adding Grit to one's rotation completley ruins it, maintaining Grit takes too much of one's attention and focus.
I really like Malva's suggestion of a Grit as a toggle skill, that consumes Courage constantly to prolong it's duration, since I was thinking the exsact same thing.
P.S. Forgive me for my bad English, I'm not native
Re: Feedback Tank Changes
Regarding Grit, I'm on the fence regarding how I feel. It's merely added a little bit of a change to my gameplay to generate enough courage and prepare for activating another grit stack. My bigger complaint is how difficult it is to tell from a glance what my grit is. A visual indicator on the character itself, or something besides a stacking buff that gets easily buried in my buff/condition list would do wonders for making this feel better.
As to the changes to Slam, very much not a fan. What was once a welcome part of my kit, and one of my favorite tank skills at that, has become something I'm considering dropping entirely. The courage cost is too expensive for how little it provides. Probably my least favorite change from this update.
Besides that, generally agree with the other points made. The shielding changes feel bad (especially absorption field). But while making tanks feel more proactive is a welcome design direction, this iteration feels like a miss.
As to the changes to Slam, very much not a fan. What was once a welcome part of my kit, and one of my favorite tank skills at that, has become something I'm considering dropping entirely. The courage cost is too expensive for how little it provides. Probably my least favorite change from this update.
Besides that, generally agree with the other points made. The shielding changes feel bad (especially absorption field). But while making tanks feel more proactive is a welcome design direction, this iteration feels like a miss.

2
Re: Feedback Tank Changes
Actually grit consuming class resource is a good idea. If i read this before i posted my own feedback I'd have gone with that.
If you don't wanna read my mini novel, what i suggested in an angry-ish rant, that the animation when you used to put it up (the blue shield on the back) slowly fade away over 10s and the different stacks have different hues of blue. But your idea is actually better. Why didn't I think of that?
3: yes
4: agreed
5: agreed
6: no opinion. It tanked 1/2 maybe 1 hit. I assume it was changed do to how much value it proveded in group pvp
7: yes. Tanks are not even mandatory in forge funnily enough. Guild run forge withouth a tank. They said they had to pull 1by1 but was doable.
8: it's whatever. I don't think it's that bad Let's be honest it was pretty strong.
The big problem with this change is that it fundamentally changes how tanks play, and it's quite frankly a slap in the face. I'll drop tanking most likely with this grit change. F this. Tanking was already busy work in PVE. In PVP (that i don't play a lot admittedly) tank was extremely fragile and did 0 dmg.
If you don't wanna read my mini novel, what i suggested in an angry-ish rant, that the animation when you used to put it up (the blue shield on the back) slowly fade away over 10s and the different stacks have different hues of blue. But your idea is actually better. Why didn't I think of that?
3: yes
4: agreed
5: agreed
6: no opinion. It tanked 1/2 maybe 1 hit. I assume it was changed do to how much value it proveded in group pvp
7: yes. Tanks are not even mandatory in forge funnily enough. Guild run forge withouth a tank. They said they had to pull 1by1 but was doable.
8: it's whatever. I don't think it's that bad Let's be honest it was pretty strong.
The big problem with this change is that it fundamentally changes how tanks play, and it's quite frankly a slap in the face. I'll drop tanking most likely with this grit change. F this. Tanking was already busy work in PVE. In PVP (that i don't play a lot admittedly) tank was extremely fragile and did 0 dmg.
2
Re: The Warhelm Curse turn in might be bugged
Trick is talking to the SAME NPCs...I found one that when I spoke to Her multiple times, it ended up finishing the quest.
1
Re: The Warhelm Curse turn in might be bugged
can't even find who answers the part "Who is fighting this curse?" unless some NPC is hiding in a corner I have spoken to everyone in the area and no one does this part.
1
Re: Feedback Tank Changes
agreedThe big problem with this change is that it fundamentally changes how tanks play, and it's quite frankly a slap in the face. I'll drop tanking most likely with this grit change. F this. Tanking was already busy work in PVE. In PVP (that i don't play a lot admittedly) tank was extremely fragile and did 0 dmg.

4
Feedback Tank Changes
I will comment on each of the changes
1) Vengenace
The skill is definitely better, much better. However, the shield is still very little, if we add all 3 stacks with the passive "relentless Vengeance" on a tank with 5k HP, we will have a shield of 450, which is easily consumed by both mob and player. But the skill is much better
Suggestion: Increase to 5% of maximum HP, when you have the passive "relentless vengeance"
2) Grit
At first this change seemed good because it brought more dynamism to the tank, however, after spending 1 hour playing, pressing the skill every 10 seconds, you understand how unfeasible it is to maintain this. Imagine this for hours and hours of gameplay, simply unfeasible
Suggestion: Make the skill a toggle skill again, but it is constantly consuming Grit, so it continues to have dynamism, but makes gameplay more enjoyable. Another option would be to greatly increase the duration of the skill, to 30-60 seconds
3) Inciting Strikes
Interesting change, I believe the skill will be used more in PVE
4) Ground Pound
Excellent change, this skill needed to have a CD reduction
5) Slam
This change doesn't seem to make much sense to me. It's not a damage skill, it's not a control skill, it takes a lot of courage to generate a little aggro. Honestly, I think it will be an absolutely dispensable skill
Suggestion: Make it apply triped
6) Absorption Field
This skill was not strong enough to receive a nerf. If only she had an increase in her animation speed, but not even that was done. It just made an average skill worse
Suggestion: Revert the nerf
7) Fortify
Another nerf to tank mitigation.
Tank was already a fragile class in relation to what the tank archetype should be, with this further nerf in its mitigations, this situation gets worse.
Suggestion: roll back the nerf
8) Indomitable Spirit
Again, another nerf to tank survival
Suggestion: Revert the nerf
9) Conclusion
Testing new things is always welcome, but unfortunately intrepid has worsened the problems in the tank.
Our class continues to deal mediocre damage, has less ability to generate aggro, has less damage mitigation and less sustain. In other words, the tank has just become even more fragile and even more dispensable in groups. A single positive "vengenace" change does not justify this excess of nerfs on the class that was already weak and became even weaker.
Furthermore, if the skills continue to have such a high courage cost, we need more courage, 100 is not enough for a more fluid combat
1) Vengenace
The skill is definitely better, much better. However, the shield is still very little, if we add all 3 stacks with the passive "relentless Vengeance" on a tank with 5k HP, we will have a shield of 450, which is easily consumed by both mob and player. But the skill is much better
Suggestion: Increase to 5% of maximum HP, when you have the passive "relentless vengeance"
2) Grit
At first this change seemed good because it brought more dynamism to the tank, however, after spending 1 hour playing, pressing the skill every 10 seconds, you understand how unfeasible it is to maintain this. Imagine this for hours and hours of gameplay, simply unfeasible
Suggestion: Make the skill a toggle skill again, but it is constantly consuming Grit, so it continues to have dynamism, but makes gameplay more enjoyable. Another option would be to greatly increase the duration of the skill, to 30-60 seconds
3) Inciting Strikes
Interesting change, I believe the skill will be used more in PVE
4) Ground Pound
Excellent change, this skill needed to have a CD reduction
5) Slam
This change doesn't seem to make much sense to me. It's not a damage skill, it's not a control skill, it takes a lot of courage to generate a little aggro. Honestly, I think it will be an absolutely dispensable skill
Suggestion: Make it apply triped
6) Absorption Field
This skill was not strong enough to receive a nerf. If only she had an increase in her animation speed, but not even that was done. It just made an average skill worse
Suggestion: Revert the nerf
7) Fortify
Another nerf to tank mitigation.
Tank was already a fragile class in relation to what the tank archetype should be, with this further nerf in its mitigations, this situation gets worse.
Suggestion: roll back the nerf
8) Indomitable Spirit
Again, another nerf to tank survival
Suggestion: Revert the nerf
9) Conclusion
Testing new things is always welcome, but unfortunately intrepid has worsened the problems in the tank.
Our class continues to deal mediocre damage, has less ability to generate aggro, has less damage mitigation and less sustain. In other words, the tank has just become even more fragile and even more dispensable in groups. A single positive "vengenace" change does not justify this excess of nerfs on the class that was already weak and became even weaker.
Furthermore, if the skills continue to have such a high courage cost, we need more courage, 100 is not enough for a more fluid combat

7
Re: Attacking a world boss should flag you as a combatant
Fortunately (or unfortunately) @nanfoodle is right.
Opt-in PvP is never going to beguile a PvE player into doing content they might otherwise enjoy. Especially world bosses which are traditionally PvE in other MMOs.
Not to mention an AoE auto-flag is a free pass for the big guilds ... in a game that already favors big guilds in other gameplay areas.
I'm a PvP player too. But, the content that PvE players can participate in keeps getting smaller at every turn.
Opt-in PvP is never going to beguile a PvE player into doing content they might otherwise enjoy. Especially world bosses which are traditionally PvE in other MMOs.
Not to mention an AoE auto-flag is a free pass for the big guilds ... in a game that already favors big guilds in other gameplay areas.
I'm a PvP player too. But, the content that PvE players can participate in keeps getting smaller at every turn.
Re: Grief system kills the game
The game isn't intended for cowards to have mobs kill other players but the current mechanics allow it. Either intentionally training mobs on others or stunning players so mobs kill them is pure and simple griefing, and also actionable. If you want to fight over a resource or area, flag up and do actual PVP.
3