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: Suggestion: mini game for crafter's
Go outside, turn three times, hit a nail with a hammer, return to desk, ask 'was that productive?' Realise mini games are artificially created time sinks to give non combatants reason to pay the sub.
Re: Lineage 2 old school players?
Played L2 at launch. Was really great fun till it was not. Bottling, cheating and P2W kinda killed it.
Lineage 2 old school players?
Just wondering how many old school Linage 2 players are here? Character/server?
I’m Meridius from Bartz, I was in the guild Blue Dragons.
I’m Meridius from Bartz, I was in the guild Blue Dragons.
1
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