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: [EU] Vordmor | PvX | Semi-Hardcore | Dünir Dwarves
I can highly recommend Vordmor for any dwarven enthusiast out there if you are looking for a merry and loyal clan to explore and fight alongside with!
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Re: < Performance Optimization Suggestions > make you play smoothly
I am quite sure none of this occurred to the industry veterans making this game.

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Re: Disable Evasion Rating (Physical/Magical Disable Evasion Rating)???
If there's any way to mitigate anything CC through modifiers on gear, it should be reductions in time. I wouldn't mind some kind of attribute that reduces CC and DoT time by a percentage and make it cap at like 50% would help to counter some longer CC while not making it useless when used to stop someone for a moment or interrupt something.

2
Re: Disable Evasion Rating (Physical/Magical Disable Evasion Rating)???
But the person with the high CC Resist/evasion is expressing their skill by baiting you into a response that won't work, aren't they?
Itemization =/= skill
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Re: Disable Evasion Rating (Physical/Magical Disable Evasion Rating)???
Just here to upvote this. I DO NOT want CC evasion. It takes all skill expression out of being able to punish someone for making a mistake in a PvP scenario. If you fuck up I should be able to come in with a CC ability an expect that CC to hit.
Also kind of related, but this is advertised as a PvX game, and I don't want to HAVE to switch gear sets if someone or group comes to contest a POI. Small tweaks for Node/Seige, sure, but for most everyday play I want to be able to stay in one gear set without feeling like I'm at a severe disadvantage in one scenario or another.
Also kind of related, but this is advertised as a PvX game, and I don't want to HAVE to switch gear sets if someone or group comes to contest a POI. Small tweaks for Node/Seige, sure, but for most everyday play I want to be able to stay in one gear set without feeling like I'm at a severe disadvantage in one scenario or another.
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Re: Archetype distribution
Wouldn't this be useless before all the Archetypes and races are released?
Or are you just asking if it is something Intrepid is willing to release in the future?
Or are you just asking if it is something Intrepid is willing to release in the future?

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Re: [NA] Overlord | Hardcore | Organized PvX | Server First | Alpha/Beta Required - 350+ in A2
I joined Overlord in the middle of Alpha 2 Phase 1 because I couldn't find groups outside of my old guild, and wished I was playing with pugs when I played with my old guild. I have never had those problems again since joining Overlord. Overlord is filled with quality players and there is always something to do. Grinding glint, running or attacking caravans, farming boss materials, or killing world bosses. You name it and there is probably already a group for it, or players willing to join if you start a group for it.
In addition to providing near endless fun content, the guild also is a wealth of knowledge for players interested in learning the game and improving. There are multiple resources and guides for aspects of the game, and experienced players that have helped teach others how to improve.
This guild is constantly improving. The economic side of the guild is always working to figure out how to make the the best gear the fastest. The combat side of the guild was the first to kill world bosses without exploits and in PvP is one of, if not the, strongest on the Lyneth Server.
If you are hardcore enough to meet the requirements, join Overlord. You won't regret it.
In addition to providing near endless fun content, the guild also is a wealth of knowledge for players interested in learning the game and improving. There are multiple resources and guides for aspects of the game, and experienced players that have helped teach others how to improve.
This guild is constantly improving. The economic side of the guild is always working to figure out how to make the the best gear the fastest. The combat side of the guild was the first to kill world bosses without exploits and in PvP is one of, if not the, strongest on the Lyneth Server.
If you are hardcore enough to meet the requirements, join Overlord. You won't regret it.

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Re: [NA] Overlord | Hardcore | Organized PvX | Server First | Alpha/Beta Required - 350+ in A2
Remove level cap, gib summoner 


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Re: Ranger in dire need of 1v1 QoL
They also spend there entire time basicly in walk animation or stationary :P (feels like a spell caster more than a ranger)
Rogues play more like a ranger when you focus them with a short bow, charge a target with feign hit them with a lacerate acrobatice strike or kick them and then get range again with feint again with the dodge back passive and then shoot them with shortbow/range ability, caltrops also feel so much better to use than the current root we have which somewhat feel clunky
Personaly i would give rangers
- a quick gap closer like rogues feint that has a different melee attack if in melee range (CD resets if they have x condition on) so you get lunge skill that resets allowing for a melee attack
- a quicker disengage like rogue feint disengage (maybe a little further jump back)
- 1 more melee skill of some kind
- a passive bow mastery that reduces/removes movement penalty on attacks when a shortbow is equiped or additional range when longbow is equiped
- Change vine field to work like caltrops mechanicaly and remove the root on it (too op in large scale) however have it give a ranger exclusing debuff thats prevent mobility skills and dodges being used while inside it, add a passive to it bramble vines that makes targets take addition damage while moving through the root field (kinda like how caltrops do dmg when somone walks over the individual caltrops)
- then rest of the skills your standard range atacks
- should consider giving a passive to reign of death to be a line base aoe that does more dmg than the cone variant imo too
Rogues play more like a ranger when you focus them with a short bow, charge a target with feign hit them with a lacerate acrobatice strike or kick them and then get range again with feint again with the dodge back passive and then shoot them with shortbow/range ability, caltrops also feel so much better to use than the current root we have which somewhat feel clunky
Personaly i would give rangers
- a quick gap closer like rogues feint that has a different melee attack if in melee range (CD resets if they have x condition on) so you get lunge skill that resets allowing for a melee attack
- a quicker disengage like rogue feint disengage (maybe a little further jump back)
- 1 more melee skill of some kind
- a passive bow mastery that reduces/removes movement penalty on attacks when a shortbow is equiped or additional range when longbow is equiped
- Change vine field to work like caltrops mechanicaly and remove the root on it (too op in large scale) however have it give a ranger exclusing debuff thats prevent mobility skills and dodges being used while inside it, add a passive to it bramble vines that makes targets take addition damage while moving through the root field (kinda like how caltrops do dmg when somone walks over the individual caltrops)
- then rest of the skills your standard range atacks
- should consider giving a passive to reign of death to be a line base aoe that does more dmg than the cone variant imo too
1
Re: Disable Evasion Rating (Physical/Magical Disable Evasion Rating)???
I'm an extremist on this topic. I don't believe evasion/accuracy stat should have anything to do with ABILITIES. You're physically evading a fucking magic ability. To me that's bs. Magic is magic. It hits, but should be resistable/mitigatable - not evaded.Blaspherian wrote: »Sorry but I have to hard disagree here. We'll already have RNG in way of Evasion vs Accuracy. With those stats, at least you know when you miss an ability. You shouldn't expect a CC to land if your ability missed.
As Azherae said, it's about preferences. L2's CCs had direct resists against them and people who built gear/buffs against those would then have better chances in pvp against them.Blaspherian wrote: »Curious, do you know of any games that successfully implemented CC resist like this? I'd be interested to know how they handled it.
And to everyone I played with across 12 years this seemed more than fair. Resistances would get to a point where using the CC with that effect would be pretty much a pointless waste of mana and cast time, so the opponent had to adapt their gameplay.
My main class relied quite heavily on its paralysis ability. People knew this and used a certain gear set that gave you 50% resist to paralysis. This set had a lower p.def value and was usually far below optimal for the dps output of classes that would wear it as defense. Majority of players of my class would only rely on the paralysis and magic atks (even though the class had amazing phys abilities too), so this set was widely used. I could then easily exploit this gear set, because I always used phys abilities of my class to the fullest, so anyone who'd wear this anti-paral set would have a disadvantage against me and would have to decide which they were more afraid of: my paralysis or my phys atks.
To me that sounds like a good "action - counteraction" pvp design. Some people would purely outskill me, while wearing the anti-paral set (and some classes would just be papers to my rock), while others would rely on defenses and would just outlive the paralysis, or just risk the chance of not getting paralyzed and killing me before they do.

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