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: 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.
Re: Why Exclusive Flying Mounts Will Destroy a PvP-Driven Game Long Term
imo with flying mounts you shouldnt be able to fly on glide on them when there items in your materials inventory, which fixes alot of the issues with flying mounts atm. Also should consider leashing them to the node your mayor of so u can only fly so far from a node before "mount get hungry and goes home to eat" :P the distance need 2 be far enough that they can be used on the warfront of the metropolis ZOI but should be able to go across the map per say.
Should be used to manage you vassals easier and call shots on your boarders in PvP no to do cross country across the map
Should be used to manage you vassals easier and call shots on your boarders in PvP no to do cross country across the map
2
Re: Shields Block Chance is Fundamentally Breaking the Tank Archetype
Make tanks great again!!!

4
Shields Block Chance is Fundamentally Breaking the Tank Archetype
"Seriously, January 29th! That's when shield block rating went kaput, and we're still waiting for a fix, or even a peep of acknowledgement. My tank's turning into a health potion dispenser for mobs; I'm getting demolished. It's not a "minor issue," it's a core mechanic that's completely busted. The silence is deafening. Are we just screaming into the void? Fix it, acknowledge it, do something! This isn't a "quirk," it's a game-breaking problem, and the lack of response is infuriating." -Hamlet
This sentiment is being echoed amongst many of the tanks across our guild and the Ashes space. Nyce gaming is also well known for bringing up these issues.
Pre-Nerf Block Chance:

Post-Nerf Block Chance:

Essentially Block Chance has been nerfed by 13% chance(using Shield of Briamore), a 78% nerf, making tanks much, much less tanky. To the point almost every tank agrees that it is never worth using a shield. "Just use a great-sword and do more damage", is constantly told to me by the tanks I play with. Also statements like "We are just fighters now" and "Whats the point of my naming us tank, we aren't given any items that allow us to become one".
Many people don't know about how big of an impact this is going to make on leveling. Tanks weren't unkillable before the nerf, and after they feel like wet-tissue paper. Shields allowed tanks while leveling and during endgame to survive, at a great loss to damage. Now shields giving a very minor boost to defense at the same loss of damage.
Please intrepid fix this before P3 tank is already a thankless job don't make it even harder, and un-fun to play.
This sentiment is being echoed amongst many of the tanks across our guild and the Ashes space. Nyce gaming is also well known for bringing up these issues.
Pre-Nerf Block Chance:

Post-Nerf Block Chance:

Essentially Block Chance has been nerfed by 13% chance(using Shield of Briamore), a 78% nerf, making tanks much, much less tanky. To the point almost every tank agrees that it is never worth using a shield. "Just use a great-sword and do more damage", is constantly told to me by the tanks I play with. Also statements like "We are just fighters now" and "Whats the point of my naming us tank, we aren't given any items that allow us to become one".
Many people don't know about how big of an impact this is going to make on leveling. Tanks weren't unkillable before the nerf, and after they feel like wet-tissue paper. Shields allowed tanks while leveling and during endgame to survive, at a great loss to damage. Now shields giving a very minor boost to defense at the same loss of damage.
Please intrepid fix this before P3 tank is already a thankless job don't make it even harder, and un-fun to play.

13
Just a thought for the future when it comes down to node architecture
You said the architecture in previous streams will be based on what race contributes the most to the node but i think there may be a better route here which is based the racial appearance on what resources are used to construct the node. you can do this by having each resource type provide a racial contribution bar or something aka some kind of value and what ever resource has the highest contribution value is what the town gets based on for example bricks.
For example nodes in the desert will provide vaelune bonus where riverland nodes would provide more Kaelar bonuses. this would make the nodes look more organic in nature aswell but still allow people the option to build a vaelune city in the swamp if they like. Since most cities will use resources in it local area to build it so sandstone acacia for desert nodes making a vaelune style city, where granite and oak would make more the kaelar style node we currently have.
I know your no where near doing the cosmetic side of things but figure i would suggest this while that side of things still in early phases so u can decide to take this route if u want or not.
For example nodes in the desert will provide vaelune bonus where riverland nodes would provide more Kaelar bonuses. this would make the nodes look more organic in nature aswell but still allow people the option to build a vaelune city in the swamp if they like. Since most cities will use resources in it local area to build it so sandstone acacia for desert nodes making a vaelune style city, where granite and oak would make more the kaelar style node we currently have.
I know your no where near doing the cosmetic side of things but figure i would suggest this while that side of things still in early phases so u can decide to take this route if u want or not.
1