Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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 Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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: Action Bar
SirChancelot wrote: »If an option for this exists and I just can't find it I would love to know.
Is there a way to have my Mount action bar replace my combat action bar in terms of hot keys when I mount up?
For example the dragon riding in WoW. The dragon riding action bar replaces my main action bar while I am flying around.
I feel like having an extra action bar for my Mount when I can't use my primary action bar while mounted anyways is kind of silly. So to use the Mount action I have to hit Z to unlock my mouse, go clock that action bar, then hit Z again.
You could also drop this suggestion in the Feedback section or during one of the monthly Q&A streams. It’s definitely the kind of QoL improvement Intrepid might add later.

1
Re: Dev Discussion #74 - Rogue Archetype
Currently having a blast playing the rogue. My feedback is simple. It feels terrible that the best weapon combo for the Rogue is the greatsword and longbow. I really want the daggers to be the best option but the amount of damage you loose out on doesn't even make it a close contest.
Re: Dev Discussion #74 - Rogue Archetype
Rogue Level 18
Skills:
• Grappling Hook: Definitely one of my favorite features moving around the landscape. Getting on top of buildings feels a bit like I’m an Assassins Creed player.
• Sap: Not as strong as it could be for a sustained point of view.
• Double Strike: This feels like it should be a passive skill as there are already so many buttons to manage on the tool bar.
• Soothing Shadows: A much-appreciated skill to have for reduced downtime.
• Flurry: Skill seems to be underwhelming at 10% attack speed, yet used as a main skill especially for aoe hits.
• Backstab/stab: I enjoy how positioning changes the effect of this skill. I wish more skills where like this.
VFX
• Smokebomb: All I can say is “Ninja Vanish”. A great skill to have for a rogue and I enjoy the total visual blindness on the screen.
• Feint: Another great skill that lines up nicely with the Rogue game place to quick get behind your opponent. It took a bit of getting used to not having the camera align with where I am facing. Sometimes you don’t always face your opponent when using this ability.
• Advantage: It is sometimes challenging to see if you have advantage in the middle of a fight to time combos just right.
Daggers Weapon Combos: Not sure if I have all the timing just right. It would be helpful to see how the combo is built up in some way as a visual que.
Skills:
• Grappling Hook: Definitely one of my favorite features moving around the landscape. Getting on top of buildings feels a bit like I’m an Assassins Creed player.
• Sap: Not as strong as it could be for a sustained point of view.
• Double Strike: This feels like it should be a passive skill as there are already so many buttons to manage on the tool bar.
• Soothing Shadows: A much-appreciated skill to have for reduced downtime.
• Flurry: Skill seems to be underwhelming at 10% attack speed, yet used as a main skill especially for aoe hits.
• Backstab/stab: I enjoy how positioning changes the effect of this skill. I wish more skills where like this.
VFX
• Smokebomb: All I can say is “Ninja Vanish”. A great skill to have for a rogue and I enjoy the total visual blindness on the screen.
• Feint: Another great skill that lines up nicely with the Rogue game place to quick get behind your opponent. It took a bit of getting used to not having the camera align with where I am facing. Sometimes you don’t always face your opponent when using this ability.
• Advantage: It is sometimes challenging to see if you have advantage in the middle of a fight to time combos just right.
Daggers Weapon Combos: Not sure if I have all the timing just right. It would be helpful to see how the combo is built up in some way as a visual que.

1
Re: 1 to 1 AP Rating > AS Rating
As a follow up, I'm not saying AS Rating is a negative thing or that it doesn't improve DPS. I'm saying that AP Rating is just massively better.
The root problem I think is that AS Rating and AP Rating aren't comparable parts of the basic DPS equation, though the naming scheme makes it feel like they are.
Simplifying things, DPS from using an ability is DamageMultiplier% * FlatDamage / (BaseActivationTime / (1 + IncreasedSpeedMultiplier%))
Increased speed multiplier of +1% would give the same DPS as increased damage multiplier of +1%
However, AP Rating does not contribute to DamageMultiplier%! It contributes to FlatDamage (proportionally, no diminishing returns) in the equation while AS Rating contributes to IncreasedSpeedMultiplier (not proportionally, there are diminishing returns).
DamageMultiplier% and BaseActivationTime come from the ability being used.
By increasing AP Rating by 1 you are increasing your overall damage by a percent of how much AP Rating you already have. By increasing AS Rating by 1 you are increasing your IncreasedSpeedMultipler by at most 0.1% (less with diminishing returns)
^ That is why increasing AP Rating gives more DPS than AS Rating until 1000 AP Rating. (Current AP Rating + 1 / Current AP Rating) is greater than 0.1% until Current AP Rating is 1000
Side note on AS Rating diminishing returns: Observed 0.1% Attack Speed increase on the character sheet per AS Rating for values 1-20. There are some funky diminishing returns, and could not backwards engineer a formula that made sense. But by 445 AS Rating you are getting less than 0.069% increased attack speed per point of AS Rating.
The solution IMO is both simple and extreme at the same time. Abilities need to define the FlatDamage and AP Rating needs to contribute to an IncreasedDamageMultipler (like AS Rating does for IncreasedSpeedMultiplier) give them the same diminishing returns formula, and now they both contribute to the DPS equation equally. They would both interact with buffs similarly (stack additively with buffs to their own multiplier, and naturally multiplicatively with buffs to the other multiplier)
With the base DPS issues taken care of, I think AP Rating increasing Dots and other effects would be balanced well enough against AS Rating giving faster attacks and more frequent combos.
The root problem I think is that AS Rating and AP Rating aren't comparable parts of the basic DPS equation, though the naming scheme makes it feel like they are.
Simplifying things, DPS from using an ability is DamageMultiplier% * FlatDamage / (BaseActivationTime / (1 + IncreasedSpeedMultiplier%))
Increased speed multiplier of +1% would give the same DPS as increased damage multiplier of +1%
However, AP Rating does not contribute to DamageMultiplier%! It contributes to FlatDamage (proportionally, no diminishing returns) in the equation while AS Rating contributes to IncreasedSpeedMultiplier (not proportionally, there are diminishing returns).
DamageMultiplier% and BaseActivationTime come from the ability being used.
By increasing AP Rating by 1 you are increasing your overall damage by a percent of how much AP Rating you already have. By increasing AS Rating by 1 you are increasing your IncreasedSpeedMultipler by at most 0.1% (less with diminishing returns)
^ That is why increasing AP Rating gives more DPS than AS Rating until 1000 AP Rating. (Current AP Rating + 1 / Current AP Rating) is greater than 0.1% until Current AP Rating is 1000
Side note on AS Rating diminishing returns: Observed 0.1% Attack Speed increase on the character sheet per AS Rating for values 1-20. There are some funky diminishing returns, and could not backwards engineer a formula that made sense. But by 445 AS Rating you are getting less than 0.069% increased attack speed per point of AS Rating.
The solution IMO is both simple and extreme at the same time. Abilities need to define the FlatDamage and AP Rating needs to contribute to an IncreasedDamageMultipler (like AS Rating does for IncreasedSpeedMultiplier) give them the same diminishing returns formula, and now they both contribute to the DPS equation equally. They would both interact with buffs similarly (stack additively with buffs to their own multiplier, and naturally multiplicatively with buffs to the other multiplier)
With the base DPS issues taken care of, I think AP Rating increasing Dots and other effects would be balanced well enough against AS Rating giving faster attacks and more frequent combos.
Mount killing = corruption = lose gear
Seems a bit harsh for a stray bard note to kill a mount, turning you red and causing you to lose gear dont you think?

3
PvP Cleric Abilities, Problems, and Solutions (Clerics Need Some Love)
These thoughts are based on the current game design (late alpha 2 - post rogue). I have played exclusively cleric this phase.
-Intro-
Most of the abilities Clerics have are fine with the direction the game is going. Some spells are for small group combat, others are for large scale. What does not work is the inability to weave anything together reasonably and there is nothing special about them. With the addition of the rogue, I don't even have a chance to win the fight against a moderately geared one. There are multiple ways to kill a cleric, and the cleric has only 2-3 real damage abilities with subpar healing or purifying abilities. The only way a cleric can win a fight is to survive long enough to make it an attrition battle and perfect proc alignment.
1. Wings of Salvation - should apply CC immunity for some duration after use and have multiple charges. Would also be nice for this to function as a dash if you are the target. This is the only cc break atm for clerics and is almost useless in limitations surrounding the spell. Could use a higher % ratio for stronger shield. This ability is subpar to bards. Cleric mobility is terrible compared to all other classes.
2. Purify - This removes only 3 stacks of a debuff. It should remove all debuffs. This becomes even more true now that rogues are out. Clerics barely have the time for a single cleanse let alone 3 or 4 with TTK being so low. Bards aoe cleanse is more effective and versatile.
3. Chains of Restraint - too slow and too small. The 2 seconds is takes to cast and the 8 seconds of very small area denial make this very ineffective for use compared to all other classes. Recommendation: increase diameter by 50% and make it instant cast.
4. Flash Cure - you dropped it by 75% and doubled the mana cost. This was the only good spell clerics really had. This was a flat nerf and nothing was given as a replacement. While I believe this balances out at higher MP, the mana cost is too high.
5. Barrier - Giving 25% of your life for a 1:1 shield. This effect should last twice as long or the shield amount needs to be based on HP + MP instead of just HP. As the 'healing' class, everything about the bard is better than the cleric with less penalties and less setup.
6. Deliverance - Great for PvE. Less than useful in most PvP situations.
7. Mend - Even spec'd into the bonuses, it doesn't do enough to matter in a pvp situation to include cast time+ travel time. Most people will be dead by the time it gets there. This is a down time ability after receiving damage as a group (true to its name), but does not translate to larger battles.
8. Communal Restoration - Uses too much mana for the minimal effects. This is again completely subpar to bard abilities.
9. Defiant Light - Does not heal enough on death proc. Due to current damage on the field, its almost nonexistent for functionality. 25% of max hp is just 1 more hit from most players. Recommend temporary immunity from damage or much higher reward if the attacker procs the ability mechanic
10. Consecrating Wave - Should remove multiple debuffs without a prerequisite of silence. This change would provide some reason to not get too close.
-Additions-
Some way to covert MP to AP to balance use of weapons for clerics. Being able to actually do more damage from bows would help make clerics more useful in large scale pvp events as well as 1v1 scenarios.
-Final Thoughts-
Cleric feels really left in the dust compared to all of the other classes. They aren't equipped to be great at anything other than self healing due to distance requirements on spells and game mechanics. After playing a cleric the entirety of phase 2, it is unlikely that I would consider spending the time to try and make another one without a viable pvp option for it. Could this be a skill issue? Perhaps. However, I've spent a great amount of time playing against other classes in 1v1 situations and the power triangle doesn't exist for clerics. They are just last at effectiveness in everything that isn't PvE and their healing powers do not translate well into PvP with the low TTK.
I'm not able to identify where a cleric belongs in the power triangle because they don't have a real advantage against anything now. I am concerned that secondary archetypes will make this worse. Currently, the only reason to have a cleric in your party, over a bard, is because they can resurrect; this really only applies strategically in a lawless zone due to the abundance of embersprings + protection buff.
I would also love to interview the creator of the Cleric for stream sometime. Please let me know if this is possible.
-Intro-
Most of the abilities Clerics have are fine with the direction the game is going. Some spells are for small group combat, others are for large scale. What does not work is the inability to weave anything together reasonably and there is nothing special about them. With the addition of the rogue, I don't even have a chance to win the fight against a moderately geared one. There are multiple ways to kill a cleric, and the cleric has only 2-3 real damage abilities with subpar healing or purifying abilities. The only way a cleric can win a fight is to survive long enough to make it an attrition battle and perfect proc alignment.
1. Wings of Salvation - should apply CC immunity for some duration after use and have multiple charges. Would also be nice for this to function as a dash if you are the target. This is the only cc break atm for clerics and is almost useless in limitations surrounding the spell. Could use a higher % ratio for stronger shield. This ability is subpar to bards. Cleric mobility is terrible compared to all other classes.
2. Purify - This removes only 3 stacks of a debuff. It should remove all debuffs. This becomes even more true now that rogues are out. Clerics barely have the time for a single cleanse let alone 3 or 4 with TTK being so low. Bards aoe cleanse is more effective and versatile.
3. Chains of Restraint - too slow and too small. The 2 seconds is takes to cast and the 8 seconds of very small area denial make this very ineffective for use compared to all other classes. Recommendation: increase diameter by 50% and make it instant cast.
4. Flash Cure - you dropped it by 75% and doubled the mana cost. This was the only good spell clerics really had. This was a flat nerf and nothing was given as a replacement. While I believe this balances out at higher MP, the mana cost is too high.
5. Barrier - Giving 25% of your life for a 1:1 shield. This effect should last twice as long or the shield amount needs to be based on HP + MP instead of just HP. As the 'healing' class, everything about the bard is better than the cleric with less penalties and less setup.
6. Deliverance - Great for PvE. Less than useful in most PvP situations.
7. Mend - Even spec'd into the bonuses, it doesn't do enough to matter in a pvp situation to include cast time+ travel time. Most people will be dead by the time it gets there. This is a down time ability after receiving damage as a group (true to its name), but does not translate to larger battles.
8. Communal Restoration - Uses too much mana for the minimal effects. This is again completely subpar to bard abilities.
9. Defiant Light - Does not heal enough on death proc. Due to current damage on the field, its almost nonexistent for functionality. 25% of max hp is just 1 more hit from most players. Recommend temporary immunity from damage or much higher reward if the attacker procs the ability mechanic
10. Consecrating Wave - Should remove multiple debuffs without a prerequisite of silence. This change would provide some reason to not get too close.
-Additions-
Some way to covert MP to AP to balance use of weapons for clerics. Being able to actually do more damage from bows would help make clerics more useful in large scale pvp events as well as 1v1 scenarios.
-Final Thoughts-
Cleric feels really left in the dust compared to all of the other classes. They aren't equipped to be great at anything other than self healing due to distance requirements on spells and game mechanics. After playing a cleric the entirety of phase 2, it is unlikely that I would consider spending the time to try and make another one without a viable pvp option for it. Could this be a skill issue? Perhaps. However, I've spent a great amount of time playing against other classes in 1v1 situations and the power triangle doesn't exist for clerics. They are just last at effectiveness in everything that isn't PvE and their healing powers do not translate well into PvP with the low TTK.
I'm not able to identify where a cleric belongs in the power triangle because they don't have a real advantage against anything now. I am concerned that secondary archetypes will make this worse. Currently, the only reason to have a cleric in your party, over a bard, is because they can resurrect; this really only applies strategically in a lawless zone due to the abundance of embersprings + protection buff.
I would also love to interview the creator of the Cleric for stream sometime. Please let me know if this is possible.
Action Bar
If an option for this exists and I just can't find it I would love to know.
Is there a way to have my Mount action bar replace my combat action bar in terms of hot keys when I mount up?
For example the dragon riding in WoW. The dragon riding action bar replaces my main action bar while I am flying around.
I feel like having an extra action bar for my Mount when I can't use my primary action bar while mounted anyways is kind of silly. So to use the Mount action I have to hit Z to unlock my mouse, go clock that action bar, then hit Z again.
Is there a way to have my Mount action bar replace my combat action bar in terms of hot keys when I mount up?
For example the dragon riding in WoW. The dragon riding action bar replaces my main action bar while I am flying around.
I feel like having an extra action bar for my Mount when I can't use my primary action bar while mounted anyways is kind of silly. So to use the Mount action I have to hit Z to unlock my mouse, go clock that action bar, then hit Z again.
Re: Transmog totally ruins immersion
there's also supposed to be a look changing feature for craters so ignoring transmog we have that as another look changing feature.


Re: Transmog totally ruins immersion
I think you should be able to make your character anyway you want but some people have super bad taste and sometimes games add ridiculous transmogs...
For example a wood elf should have armor akin to their environment, trees and plant insignias maybe even moss covered. Not a rainbow winged unicorn suit. (looking at your guild wars 2) that for example should not even be an option.
I feel like Cultural armor is a necessity if you intend to keep the flavor of races. As well as racials.
For example a wood elf should have armor akin to their environment, trees and plant insignias maybe even moss covered. Not a rainbow winged unicorn suit. (looking at your guild wars 2) that for example should not even be an option.
I feel like Cultural armor is a necessity if you intend to keep the flavor of races. As well as racials.

1
Re: 1 to 1 AP Rating > AS Rating
So talking with chadautry in guild chat about the tick damages such as bleed, poison and burn. According to them these damages do not have stacks and only trigger off of weapon finishers generally for now. So the fact that these are not stackable in my opinion is also in detriment to AS as a stat since multi apply effects is a big upwards scaling for AS.
Then another question I asked was whether AS affected cool-down of ability's, but no it only effect's the cast time. So while the AS stat will have an effect on the speed you can do your rotation while it's up it doesn't actually effect the time it takes your rotation from coming up. In comparison AP effects the full output every time you cast the ability.
I do think some of this will be toned down with the TTK changes Intrepid has in the works but I agree AS as a stat doesn't have the same meatiness as AP, because of the reasons pointed.
Then another question I asked was whether AS affected cool-down of ability's, but no it only effect's the cast time. So while the AS stat will have an effect on the speed you can do your rotation while it's up it doesn't actually effect the time it takes your rotation from coming up. In comparison AP effects the full output every time you cast the ability.
I do think some of this will be toned down with the TTK changes Intrepid has in the works but I agree AS as a stat doesn't have the same meatiness as AP, because of the reasons pointed.