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
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

2
Re: The Great Hunt (named mobs drops)
Personally i prefered named mobs sharing a spawn with another mob and has a chance to spawn as a named when u kill it give it like a 5 min respawn and 10% chance to respawn as named variant so it much more interactive to farm atleast and ucant just run to name spawn to named spawn only killing the names (you already see this in forge where groups just run past killing bosses on spawn)
1
Re: The Great Hunt (named mobs drops)
recipes to rare to be honest, wouldnt be a bad idea to have a way to convert mob drop version of the items into a recipe, Like have a study bench where if u have the crafting skill u can sacrifice like 10 of the same items to unlock the recipe or something.
1
Re: Vek Model
Deshidasha wrote: ยปSo I have been excited to play a Vek since they were announced and in the video where Steven is showing off the changing of seasons the Vek is hunched over a little, however, in alpha they are not. Has this been changed to have them upright or is it just because it is alpha?
I really appreciate your thread, as I posted a different thread about aesthetic choices for the models currently in game and how they don't feel like they have unique racial qualities right now! I'm glad I'm not the only one noticing this stuff

Here's an interesting tidbit for you: Unequip your weapons and you will do that pose! But, as soon as you reequip anything in your hands, your posture goes back to normal T_T
I just want to be a scrungly little troll whacking things... I really hope they lean into this kind of visual identity as time progresses.
1
Re: Forge bugs with the tanking changes makes life miserable for tanks. Kind of tank thread
Tank is easily the worst class. Miles behind all the rest.

1
Vek Model
So I have been excited to play a Vek since they were announced and in the video where Steven is showing off the changing of seasons the Vek is hunched over a little, however, in alpha they are not. Has this been changed to have them upright or is it just because it is alpha?
Re: Suggestion: mini game for crafter's
I don't want to add RNG to crafting, be that through mini-games or anything else. It's enough that we get RNG in gathering and processing. And also no quick-time events of any kind.
But aside from the above, I am open to having the crafting process be more involved than clicking a button. Like having to make choices during crafting that affects some stats at the cost of other stats (more power over less accuracy etc.), instead of the current way of having fixed stats on gear based on the recipe. Perhaps let us add some elemental damage or mitigation via optional ingredients, at the cost of some other base stats.
In other words, let us tweak the items and make choices in the crafting process. Just no RNG or quick-time events.
But aside from the above, I am open to having the crafting process be more involved than clicking a button. Like having to make choices during crafting that affects some stats at the cost of other stats (more power over less accuracy etc.), instead of the current way of having fixed stats on gear based on the recipe. Perhaps let us add some elemental damage or mitigation via optional ingredients, at the cost of some other base stats.
In other words, let us tweak the items and make choices in the crafting process. Just no RNG or quick-time events.

1
Re: ๐ Dev Discussion #71 - Spells & Abilities โ
Hey guys,
I'm going to yap a bit about Cleric and how I would prefer design to be changed.
One of my favorite healing spells of all time - notably my favorite because of how dynamic it's usage was - was Restorative Swarm for World of Warcraft's Restoration Druid during Dragonflight expansion (https://www.wowhead.com/spell=391888/adaptive-swarm)
The skill was versatile. It's allowed to be cast on both enemies and friendlies. Depending on what target it is on, it will do DoT or HoT. Upon expiration it will jump to a new target which again could be an enemy or friendly.
The reason I want to bring that up as a favorite skill for this discussion is that it allowed for other skill interactions to exist. The playstyle was to cast Adaptive Swarm on CD - this eventually would lead to a critical mass of swarms out that would hop from target to target. You then would have a skill called Flourish (https://www.wowhead.com/spell=197721/flourish) that amplified and extended the effects of the swarms on friendly targets. This acted as your burst heal (though you had to prepare for the burst well in advance of it happening). I believe (but am tired of searching through Wowhead) that there was a skill that increased the amount of times your swarms would jump to a new target from the original cap of three.
This is something that I would *love* to see with Clerics. As it stands now, the only spell interactions that Clerics have is upgrading Burning to Conflagrating. The kit is misleading to those not experienced with healing in other MMORPG games in how effective yet simple it is. Their enjoyment comes from the overall power of the archetype where mine and others comes from challenging gameplay that results in a strong power.
The effectiveness is great. Clerics do a great job at keeping their party alive. The problem I'd like addressed is how simple the healing is. I've written about this before, but it feels as if we have Single Target Heal 1, Single Target Heal 2, AoE Heal 1, AoE Heal 2, DPS Skill 1, DPS Skill 2 and there is just no real rhyme or reason behind when you cast which one. The decision tree is Do I need to interact with my enemies or my team right now? If enemies, drop the AoE silence or judgment somebody. If friendlies, are there one or more people hurt? If one, cast my strongest single target heal that's off CD. If multiple, cast my strongest AoE heal that's off CD. Again - while effective - that is ridiculously boring to play.
Having something like Swarm where your effectiveness is determined by how well you are at planning ahead is a great way to make the gameplay more rewarding. Another skill idea that would fill this slot and is similar is a Heal Over Time ability that can then be converted to a stronger heal if a subsequent skill is cast on the affected friendly. Just brainstorming, but imagine putting Soothing Glow on a target and if they need a more urgent heal you can cast this new spell that consumes the remaining Soothing Glow and does a burst of radiance in a 3m radius around the target that heals for perhaps an increased effectiveness. That at least leads to some planning that will be rewarded rather than what we have now.
I think that gets my point across and I've already wrote way more than I anticipated here. If anyone has any discussion they want to have around this, please post in the A2 Cleric Subforum or ping me on Discord @PlasticLemons.
Thanks!
I'm going to yap a bit about Cleric and how I would prefer design to be changed.
One of my favorite healing spells of all time - notably my favorite because of how dynamic it's usage was - was Restorative Swarm for World of Warcraft's Restoration Druid during Dragonflight expansion (https://www.wowhead.com/spell=391888/adaptive-swarm)
The skill was versatile. It's allowed to be cast on both enemies and friendlies. Depending on what target it is on, it will do DoT or HoT. Upon expiration it will jump to a new target which again could be an enemy or friendly.
The reason I want to bring that up as a favorite skill for this discussion is that it allowed for other skill interactions to exist. The playstyle was to cast Adaptive Swarm on CD - this eventually would lead to a critical mass of swarms out that would hop from target to target. You then would have a skill called Flourish (https://www.wowhead.com/spell=197721/flourish) that amplified and extended the effects of the swarms on friendly targets. This acted as your burst heal (though you had to prepare for the burst well in advance of it happening). I believe (but am tired of searching through Wowhead) that there was a skill that increased the amount of times your swarms would jump to a new target from the original cap of three.
This is something that I would *love* to see with Clerics. As it stands now, the only spell interactions that Clerics have is upgrading Burning to Conflagrating. The kit is misleading to those not experienced with healing in other MMORPG games in how effective yet simple it is. Their enjoyment comes from the overall power of the archetype where mine and others comes from challenging gameplay that results in a strong power.
The effectiveness is great. Clerics do a great job at keeping their party alive. The problem I'd like addressed is how simple the healing is. I've written about this before, but it feels as if we have Single Target Heal 1, Single Target Heal 2, AoE Heal 1, AoE Heal 2, DPS Skill 1, DPS Skill 2 and there is just no real rhyme or reason behind when you cast which one. The decision tree is Do I need to interact with my enemies or my team right now? If enemies, drop the AoE silence or judgment somebody. If friendlies, are there one or more people hurt? If one, cast my strongest single target heal that's off CD. If multiple, cast my strongest AoE heal that's off CD. Again - while effective - that is ridiculously boring to play.
Having something like Swarm where your effectiveness is determined by how well you are at planning ahead is a great way to make the gameplay more rewarding. Another skill idea that would fill this slot and is similar is a Heal Over Time ability that can then be converted to a stronger heal if a subsequent skill is cast on the affected friendly. Just brainstorming, but imagine putting Soothing Glow on a target and if they need a more urgent heal you can cast this new spell that consumes the remaining Soothing Glow and does a burst of radiance in a 3m radius around the target that heals for perhaps an increased effectiveness. That at least leads to some planning that will be rewarded rather than what we have now.
I think that gets my point across and I've already wrote way more than I anticipated here. If anyone has any discussion they want to have around this, please post in the A2 Cleric Subforum or ping me on Discord @PlasticLemons.
Thanks!
Re: ๐ Dev Discussion #71 - Spells & Abilities โ
As a healer, the kind of ability i love the most is those who let me save someone by moving them at the last time and create great moment, for example in World of Warcraft :
- Priest skill "Leap of Faith" (https://www.wowhead.com/spell=73325/leap-of-faith) you give wings to someone and grab them to your position.
- Evoker skill "Rescue" (https://www.wowhead.com/spell=370665/rescue) you can select someone and then with a template you pick a position around you and then your character fly to the targeted player, grab him, and then fly to the location you picked.
Both of those ability let me save a few people in some epic ways (often people who were falling to their death).
I also think this could be a nice modifier on the Cleric "Wings of Salvation" skill.
- Priest skill "Leap of Faith" (https://www.wowhead.com/spell=73325/leap-of-faith) you give wings to someone and grab them to your position.
- Evoker skill "Rescue" (https://www.wowhead.com/spell=370665/rescue) you can select someone and then with a template you pick a position around you and then your character fly to the targeted player, grab him, and then fly to the location you picked.
Both of those ability let me save a few people in some epic ways (often people who were falling to their death).
I also think this could be a nice modifier on the Cleric "Wings of Salvation" skill.