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: Shields Block Chance is Fundamentally Breaking the Tank Archetype
Please… please get this fixed. Or at least have it acknowledged as a bug. This is obviously most affecting the tank archetype which has already lost favor with recent changes. I recently watched old phase 2 footage before this bug/change and the amount of (block) that happened vs now is of course dramatically different and makes things feel even worse with current TTK. I had 27% block chance and am now at about 5-7%. I’ve tagged multiple CMs in this days apart and would like it at least added towards known issues in hopes it makes it in before the big upcoming patch.
- Nyce
- Nyce
Re: TAA - The Problem with UE5 and Modern Gaming
This area does need work but these kind of things normally take a back seat till all systems are added to the game. You will see this type of thing getting fixed during the polish phase.
Re: TAA - The Problem with UE5 and Modern Gaming
TAA needs to die! what bugs me the most is that AoCs TAA Settings are terrible and it does not have an TAA "off" switch.
Saving grace is that DLSS disables UE5s TAA
Sadly DLSS and DLAA is pretty much just as blurry as the default TAA.

1
Re: TAA - The Problem with UE5 and Modern Gaming
The fact that we have to go to 8k to "fix" this just shows how sad of a state gaming is in these days. KCD 2 that just released is such an good example of how good a game can look with great visual clarity.I fixed it by going to 8K resolution.

1
Re: losing 25% of loot when half my deaths are due to bugs is getting annoying
More incentive to report bugs so those oops deaths get patched.
Re: can someone help me understand how to get access to this game/pricing
Did that read like an AI answer to anybody else?
Re: Why Exclusive Flying Mounts Will Destroy a PvP-Driven Game Long Term
" The moment you give one group of players a permanent,"
My understanding was that only guild or node leaders had access to flying mounts. So I fail to understand how anything you have said is applicable in any any.
You are speaking as if there will be squadrons of these flyers in a single group. From what I understand there will only be 1.
My understanding was that only guild or node leaders had access to flying mounts. So I fail to understand how anything you have said is applicable in any any.
You are speaking as if there will be squadrons of these flyers in a single group. From what I understand there will only be 1.

1
Re: Shields Block Chance is Fundamentally Breaking the Tank Archetype
Block chance for a tank was an extra noticeable defensive that helped a lot with keeping tanks alive. Without it, tank lost a fairly powerful defensive option when defensive options already do not feel great. Block chance and block mitigation would be stats I would like to see usable and things to seek out, however, this nerf removes any reason to. I would love to see this is fixed to help make the tank tanky again.
2
Re: Shields Block Chance is Fundamentally Breaking the Tank Archetype
The lack of magical block really destroys our survivability against casters.
It's funny my AI generated rant made the post. In all seriousness as someone who has spent hundreds of hours playing a tank in AOC, written guides, and tried building both mitigation and damage builds I feel qualified to drop my 2c.
Prior to the changes, tanks were already very squishy and building mitigation by focusing in constitution, and mitigation jewelry just felt.. BAD. The damage reduction was not felt but the huge lack of damage an inability to contest any world spawn made tank unrewarding to play.
On the flipside, going full damage felt a lot better in the sense of playing a game, a tank could combo characters with above 400-450 power, but the low range on our abilities and unreliability of abilities like Indomitable Spirit not always giving you HP, Grapple being a slot machine and active blocking being ineffective compared to dodge just made tanks significantly viable in only niche situations. Large scale combat requires some luck, incredible positioning, and knowledge of how stamina regen from dodging to even have a chance to get close enough to pull the grapple slot machine lever... and when the slot machine gave you the first dopamine shot you'd have to hope it pulled your target close enough to you to land a trip.
In small scale, very small scale.. 4 v 4s in open world tank can really shine with its limited CC options.
In the spirit of offering some suggestions, I'd like to see tank fill a battlefield control role in the game.. I expect to do less damage and not be able to secure kills with my own damage, but to secure kills for my allies through control of the battlefield.
Grapple
Make grapple reliable, if I was in range to cast it, it NEEDS to land, dodging or immunities being the exception. Add a short duration root to address reliability during large scale lag to ensure we can follow up with additional CC. If you get close enough to be grappled, you should be punished.
Wall
Increase the size and the speed of the cast, give us the option to spend skill points to improve it by increasing duration or changing shape. Another option would be to give it a control effect, debuff in proximity.. either a slow or a gravity type ability that makes being near the wall itself a threat (make it destroyable to create counterplay for the receiving end)
Grit
Revert the change or redesign, during PVP courage generation can be very inconsistent and spending grit on an ability that marginally increases survivability does not make it a valuable ability to use. I'd like to see grit be a longer cooldown defensive, something a long the lines of converts X amount of damage into damage over time that can be healed.. this would allow tanks to use a defensive to survive with the ability to counterplay through healing reduction on enemy side and create synergies by using indomitable spirit to increase health and coordination with your healers to burst heal the damage.
Intimidating Aura
Previously it was a reliable way to apply stagger to large groups, with the change it isn't as reliable but it doesn't feel rewarding to use. I'd like to see a control effect added through a snare or application of humiliation like taunt.. snare only being effective when moving away or towards based in designers class fantasy would work.
I have more thoughts i can update when I get home.. forgive my mobile formatting
It's funny my AI generated rant made the post. In all seriousness as someone who has spent hundreds of hours playing a tank in AOC, written guides, and tried building both mitigation and damage builds I feel qualified to drop my 2c.
Prior to the changes, tanks were already very squishy and building mitigation by focusing in constitution, and mitigation jewelry just felt.. BAD. The damage reduction was not felt but the huge lack of damage an inability to contest any world spawn made tank unrewarding to play.
On the flipside, going full damage felt a lot better in the sense of playing a game, a tank could combo characters with above 400-450 power, but the low range on our abilities and unreliability of abilities like Indomitable Spirit not always giving you HP, Grapple being a slot machine and active blocking being ineffective compared to dodge just made tanks significantly viable in only niche situations. Large scale combat requires some luck, incredible positioning, and knowledge of how stamina regen from dodging to even have a chance to get close enough to pull the grapple slot machine lever... and when the slot machine gave you the first dopamine shot you'd have to hope it pulled your target close enough to you to land a trip.
In small scale, very small scale.. 4 v 4s in open world tank can really shine with its limited CC options.
In the spirit of offering some suggestions, I'd like to see tank fill a battlefield control role in the game.. I expect to do less damage and not be able to secure kills with my own damage, but to secure kills for my allies through control of the battlefield.
Grapple
Make grapple reliable, if I was in range to cast it, it NEEDS to land, dodging or immunities being the exception. Add a short duration root to address reliability during large scale lag to ensure we can follow up with additional CC. If you get close enough to be grappled, you should be punished.
Wall
Increase the size and the speed of the cast, give us the option to spend skill points to improve it by increasing duration or changing shape. Another option would be to give it a control effect, debuff in proximity.. either a slow or a gravity type ability that makes being near the wall itself a threat (make it destroyable to create counterplay for the receiving end)
Grit
Revert the change or redesign, during PVP courage generation can be very inconsistent and spending grit on an ability that marginally increases survivability does not make it a valuable ability to use. I'd like to see grit be a longer cooldown defensive, something a long the lines of converts X amount of damage into damage over time that can be healed.. this would allow tanks to use a defensive to survive with the ability to counterplay through healing reduction on enemy side and create synergies by using indomitable spirit to increase health and coordination with your healers to burst heal the damage.
Intimidating Aura
Previously it was a reliable way to apply stagger to large groups, with the change it isn't as reliable but it doesn't feel rewarding to use. I'd like to see a control effect added through a snare or application of humiliation like taunt.. snare only being effective when moving away or towards based in designers class fantasy would work.
I have more thoughts i can update when I get home.. forgive my mobile formatting

9
Re: Shields Block Chance is Fundamentally Breaking the Tank Archetype
As a religious shield user, this (unintended?) change hit really hard since an occasional passive block was the only thing making shields relatively viable when you could be using a focus. Active block is also inferior to dodge rolling 9 times out of 10 so it seems Intrepid don't want anyone but roleplayers to use shields.a 78% nerf
By the way, GIVE US MAGICAL SHIELDS. The only source of magical block chance/mitigation is food which can be purged mid-fight and uses up a consumable slot.