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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 after latest patch
It would appear ranger is next on the list for a pass every class has been touched but ranger hasnt would make sense it next one to be looked at
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ranger after latest patch
after this latest patch i am convinced none of the devs are even playing ranger or have any idea how the class works
extremely frustrating to see the tank and fighter get an entire overhaul even though they are probably 3-4 passes infront of ranger at this point and ranger gets a crappy regen buff that makes our ONLY defensive now tied to our '' mark of death '' meaning we have to use our marks either defensively or offensively now
ontop of that after months of bug reports, Camo still does not work ( but i am sure rogue will be released with working stealth )
Disengage still does not work properly
our mobility is so bad we can't even get away from a cleric... with the way the game operates
we still do less damage than a mage
we still provide no better buffs than a bard for mobility
we have to spend 10 points to get our marcs/ammo imbues/hunts if we wanted all of them where as now fighter gets all their stances baseline
our imbues are still useless as they are just the weapon line basic passives, nothing new nothing worth using, snare is actually a debuff as when we go to use roots the targets already have a DR
if any devs are actually reading this, this is what we need ...
Mobility - we need to be more mobile, as of right now, tank, bard, fighter, mage, rogue (incomming) are ALL more mobile than the ranger, and a cleric can easily catch us and our mobility does nothing due to every class having ranged, disengage needs an evasion buff like roll, and needs to go twice as far, right now roll goes further, blink goes further, charge goes further, leap goes further, tank charge goes further..., Airstrike also needs to be instant, not root in place for 1s before it launches you and also needs an evasion buff
Ranger - we need some sort of range buff or something, its in our name, there is literally no uniqueness to be a ranger, we provide nothing that other classes don't provide better, our only saving grace is vine field in mass pvp, but anythting other than mass pvp every single other class bar none can remove it
Thundering shot silence - needs to be re worked, thundering shot feels horrible with its cast time and then weird momentum travel time, just make it instant and straight like snipe, we don't need it to do flips in the air in a pvp game, having to proc daze before this even goes off is also terrible and does not feel like good reactive gameplay, just makes it rng
imbues - need a total re work, all 3 of them are buffs our weapons give us regardless, they feel terrible, cleric and mage both get better imbues than us and we are suppose to be a ranger..
a defensive, please DON'T tie our only defensive to something that we need to use as an opener, makes absolutely 0 sense and the fact that you can only use it once per duel is stupid, we need a defensive that is not tied to doing damage as our class is suppose to be able to kite, however we can't
cast times - take away cast times, it doesn't matter if you need to nerf damage or balance it in another way, ranger is not a melee mage, don't make us feel like one...
Mobility again - because our mobility is ass
it really feels like we are a burst from stealth and just die sort of class, please put some thought into how this class is suppose to be and feel, right now it feels like we are a rogue, and to add to that, with the data mined rogue abilities it just feels like rogue is getting all of our abilities regardless just better versions of them.
extremely frustrating to see the tank and fighter get an entire overhaul even though they are probably 3-4 passes infront of ranger at this point and ranger gets a crappy regen buff that makes our ONLY defensive now tied to our '' mark of death '' meaning we have to use our marks either defensively or offensively now
ontop of that after months of bug reports, Camo still does not work ( but i am sure rogue will be released with working stealth )
Disengage still does not work properly
our mobility is so bad we can't even get away from a cleric... with the way the game operates
we still do less damage than a mage
we still provide no better buffs than a bard for mobility
we have to spend 10 points to get our marcs/ammo imbues/hunts if we wanted all of them where as now fighter gets all their stances baseline
our imbues are still useless as they are just the weapon line basic passives, nothing new nothing worth using, snare is actually a debuff as when we go to use roots the targets already have a DR
if any devs are actually reading this, this is what we need ...
Mobility - we need to be more mobile, as of right now, tank, bard, fighter, mage, rogue (incomming) are ALL more mobile than the ranger, and a cleric can easily catch us and our mobility does nothing due to every class having ranged, disengage needs an evasion buff like roll, and needs to go twice as far, right now roll goes further, blink goes further, charge goes further, leap goes further, tank charge goes further..., Airstrike also needs to be instant, not root in place for 1s before it launches you and also needs an evasion buff
Ranger - we need some sort of range buff or something, its in our name, there is literally no uniqueness to be a ranger, we provide nothing that other classes don't provide better, our only saving grace is vine field in mass pvp, but anythting other than mass pvp every single other class bar none can remove it
Thundering shot silence - needs to be re worked, thundering shot feels horrible with its cast time and then weird momentum travel time, just make it instant and straight like snipe, we don't need it to do flips in the air in a pvp game, having to proc daze before this even goes off is also terrible and does not feel like good reactive gameplay, just makes it rng
imbues - need a total re work, all 3 of them are buffs our weapons give us regardless, they feel terrible, cleric and mage both get better imbues than us and we are suppose to be a ranger..
a defensive, please DON'T tie our only defensive to something that we need to use as an opener, makes absolutely 0 sense and the fact that you can only use it once per duel is stupid, we need a defensive that is not tied to doing damage as our class is suppose to be able to kite, however we can't
cast times - take away cast times, it doesn't matter if you need to nerf damage or balance it in another way, ranger is not a melee mage, don't make us feel like one...
Mobility again - because our mobility is ass
it really feels like we are a burst from stealth and just die sort of class, please put some thought into how this class is suppose to be and feel, right now it feels like we are a rogue, and to add to that, with the data mined rogue abilities it just feels like rogue is getting all of our abilities regardless just better versions of them.

8
Re: Suggestion: mini game for crafter's
IMO I find the current crafting already has too many clicks and often convoluted. If they change the process to add these things, it must but allot more simple but skill based. Personally I'm not enjoying the crafting in the game and I was a master crafter in ESO and that was a long and meaningful journey.
Re: Feedback Tank Changes
I mostly agree with what Malva said:
1) Vengeance feels like its actually viable to use now. Previously I saw people joking about how tanks should get a buff when Vengeance is in their skillbars, to identify tanks who don't know what they're doing. Now it feels like it can be used, even just for a quick "shield surge" in case of an emergency.
2) Grit change feels horrible, not only because 10 seconds is MUCH too low of a duration, but also because it makes speccing into Fortify basically obsolete. I get the same mitigation (I tested, it's actually 20% with 2 Stacks, not 10% + another 10%, yes there is a difference), which I can sort of "space out" (activate the 2nd stack right before the first ends) at only 80% of the cost. Also I loved the increase in Threat-Generation, because that way, you could have multiple tanks in a group, one playing "as DPS" by simply not activating grit. Now, a second Tank, who doesn't want to do tanking right now, is always at risk of stealing aggro from the Main Tank. (Shouldn't happen, Intimidating Aura should be strong enough to hold it, but.. meh)
3) Inciting Strikes is a good change imho - I'm just a little confused, Patch Notes say "Up to 10 enemies per swing", ingame says "Maximum of 10 Courage per swing". 10 or 30 is a pretty big difference.
4) I kinda dislike Ground Pound for how it "feels", so I haven't used it, can't say anything here.
5) Slam, same as Ground Pound, is not part of my kit right now, so can't say anything here either, but just from looking at it, I feel like I can't find a situation to use it.
6) I guess I'm kinda okay-ish with Absorption field, but since it's used to protect allies, and most allies have noticeably less HP than the tank, I wonder if 15% of the Tanks HP as shield would really protect them more than "Instead of Oneshot, I'm now Two-Shot", if even that.
7) As I already said when talking about Grit, Fortify feels just flat out useless right now. Sure, it's TECHNICALLY another 10%, or when used right after the 2nd Stack of Grit, 12%, mitigation, but for only 10 seconds at a 45 second cooldown. The only reason to specc into it right now would be magic enemies, but those are usually squishy enough to not matter. And even if they do, I rather specc into Supernatural Grit and get the 10% "automatically", than having another Skill to hit for the same amount of mitigation.
8) Can't say much about Indomitable Spirit, haven't used it myself so far.
9) Pretty much agreed. We lost survivability, "gained" a button that needs to be pressed every 9.5 Seconds (At least it doesn't break combos), made another skill completely obsolete. While our Threat-Generation SHOULD be roughly the same (With Removing the Damage Penalty from Grit, we deal more damage to base our threat on), it's now probably more difficult to keep other tanks from "stealing" aggro.
Edit:
Additionally -> I like that Iron Aura got an increase. Now its at least somewhat useful. Maybe make it Additive instead of Multiplicative, and then it's in a good spot imho.
1) Vengeance feels like its actually viable to use now. Previously I saw people joking about how tanks should get a buff when Vengeance is in their skillbars, to identify tanks who don't know what they're doing. Now it feels like it can be used, even just for a quick "shield surge" in case of an emergency.
2) Grit change feels horrible, not only because 10 seconds is MUCH too low of a duration, but also because it makes speccing into Fortify basically obsolete. I get the same mitigation (I tested, it's actually 20% with 2 Stacks, not 10% + another 10%, yes there is a difference), which I can sort of "space out" (activate the 2nd stack right before the first ends) at only 80% of the cost. Also I loved the increase in Threat-Generation, because that way, you could have multiple tanks in a group, one playing "as DPS" by simply not activating grit. Now, a second Tank, who doesn't want to do tanking right now, is always at risk of stealing aggro from the Main Tank. (Shouldn't happen, Intimidating Aura should be strong enough to hold it, but.. meh)
3) Inciting Strikes is a good change imho - I'm just a little confused, Patch Notes say "Up to 10 enemies per swing", ingame says "Maximum of 10 Courage per swing". 10 or 30 is a pretty big difference.
4) I kinda dislike Ground Pound for how it "feels", so I haven't used it, can't say anything here.
5) Slam, same as Ground Pound, is not part of my kit right now, so can't say anything here either, but just from looking at it, I feel like I can't find a situation to use it.
6) I guess I'm kinda okay-ish with Absorption field, but since it's used to protect allies, and most allies have noticeably less HP than the tank, I wonder if 15% of the Tanks HP as shield would really protect them more than "Instead of Oneshot, I'm now Two-Shot", if even that.
7) As I already said when talking about Grit, Fortify feels just flat out useless right now. Sure, it's TECHNICALLY another 10%, or when used right after the 2nd Stack of Grit, 12%, mitigation, but for only 10 seconds at a 45 second cooldown. The only reason to specc into it right now would be magic enemies, but those are usually squishy enough to not matter. And even if they do, I rather specc into Supernatural Grit and get the 10% "automatically", than having another Skill to hit for the same amount of mitigation.
8) Can't say much about Indomitable Spirit, haven't used it myself so far.
9) Pretty much agreed. We lost survivability, "gained" a button that needs to be pressed every 9.5 Seconds (At least it doesn't break combos), made another skill completely obsolete. While our Threat-Generation SHOULD be roughly the same (With Removing the Damage Penalty from Grit, we deal more damage to base our threat on), it's now probably more difficult to keep other tanks from "stealing" aggro.
Edit:
Additionally -> I like that Iron Aura got an increase. Now its at least somewhat useful. Maybe make it Additive instead of Multiplicative, and then it's in a good spot imho.
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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.
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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.
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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.
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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.
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