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: 700+ Hour PvP Thoughts
Caravan pvp:
-Probably the only fun pvp i've really had in the game
- you should 100% NOT be able to kill the driver if hes on the caravan. its dumb.
- interacting with caravans (defending and attacking) is CANCER. needs to be fixed.
- people should not be able to roll up, hit defender / attacker and steal your loot from the crates after youre team took it down.
Node War
-seems really toxic, likely to be the downfall of this game, guess we'll see.
small scale / 1 v 1
In no fucking world should someone be able to flag, cc you, mine a node, then run away waiting 30 seconds for their flag to drop off. MINIMUM FUCKING TIMERS ARE REQUIRED! TIMERS SHOULD BE RESET EVERYTIME THEY ARE HIT! i should NOT be scared to engage in pvp with someone that flagged on ME because their timer could drop at any second. complete fucking trolling by the devs.
PvP Loot
- agreed, if i do 75% of the damage to someone, I should be able to loot them first.
- what does this mean for healers though?
Corruption
- Current iteration is shit. feels like shit. plays like shit. tastes like shit. might be shit.
- I should not go corrupt killing 1 person of the same level in my grind spot
- I should not be seen on the minimap at corruption level 1
- i should be able to grind off blight levels.
-Probably the only fun pvp i've really had in the game
- you should 100% NOT be able to kill the driver if hes on the caravan. its dumb.
- interacting with caravans (defending and attacking) is CANCER. needs to be fixed.
- people should not be able to roll up, hit defender / attacker and steal your loot from the crates after youre team took it down.
Node War
-seems really toxic, likely to be the downfall of this game, guess we'll see.
small scale / 1 v 1
In no fucking world should someone be able to flag, cc you, mine a node, then run away waiting 30 seconds for their flag to drop off. MINIMUM FUCKING TIMERS ARE REQUIRED! TIMERS SHOULD BE RESET EVERYTIME THEY ARE HIT! i should NOT be scared to engage in pvp with someone that flagged on ME because their timer could drop at any second. complete fucking trolling by the devs.
PvP Loot
- agreed, if i do 75% of the damage to someone, I should be able to loot them first.
- what does this mean for healers though?
Corruption
- Current iteration is shit. feels like shit. plays like shit. tastes like shit. might be shit.
- I should not go corrupt killing 1 person of the same level in my grind spot
- I should not be seen on the minimap at corruption level 1
- i should be able to grind off blight levels.
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Re: Lineage 2 old school players?
I didn't play on the official servers, cause I was a poor boi from a poor family, but I did play L2 for ~12 years starting from around late 2005.
Allegedly played on Melcosoft private servers, but could never properly confirm that info from the people who definitely played on those.
Allegedly played on Melcosoft private servers, but could never properly confirm that info from the people who definitely played on those.

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Re: Lineage 2 old school players?
We were on Erica. Dragonlords 1,2,3.
As the only guild that fought against the singular massive zerg alliance.
It was literally us against the world.
And they kept trying to recruit us into that stupid alliance.
As the only guild that fought against the singular massive zerg alliance.
It was literally us against the world.
And they kept trying to recruit us into that stupid alliance.

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Re: Suggestion: mini game for crafter's
azuleslight wrote: »you guys wont answer the question why cant i have a meaningful play experience to? Just because I only wish to craft. Doesn't mean i do not deserve to have a full experience in the game as someone who is pvp'ing or doing PvE content. I have played MMO's for longer than 25 years. I love tasks that are not easy. honestly i wish the put the old starwars crafting system in. It shouldn't be easy because you want to just get through it and gain levels. It should be a full on system so crafters and gathers are actually valued instead of someone just grinding it out for 48 hrs straight.
Hold on, I don't think anyone is actually arguing against that.
If anything, most of us seem to want that for you.
But the problem is that when you say 'minigames', most people think of simplistic, easily botted stuff that is mostly a timesink.
Truly complicated crafting minigames would be on the tier of medium-skill PvE and would progress upward in difficulty, involving decision making, maybe even teamwork, etc.
We have games that have these types of crafting systems, but I think not everyone calls those 'minigames'.
So, in an effort to shift the thread back, I'll explicitly say:
I agree with your entire first post, but I also know how easy it is to bot certain types of minigames (yes, I'm 100% admitting to doing that, but not for MMORPGs, long story).
So I am only supportive of 'minigames' that are complex enough to not be botted in an hour.
Here is one I like.

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Re: Suggestion: mini game for crafter's
No matter how good mini games are they get old and people grow to hate them. Pls no mini games.
I understand this sentiment but how it is meaningfully different from fighting pve monsters? And why can't we expect that level of depth for a system that is supposed to form such a large part of the game?

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Re: [Feedback] Racial identity feels like it's missing; races don't feel visually unique.
As was mentioned in post above, this is Fantasy MMORPG, dont be afraid to go for non-logicil body building, walking.
...
Vek - Second maybe even tallest race in the game. However their stance, gait should be clumsy, uncoordinated. So even though they would theoretically be the tallest figure, due to not being straightened like elves they would be just as tall or shorter. I think Vek is one of the best race when you can use your creativity.
Fully agree with everything here, but especially the parts I've quoted. A LOT can be done just by stance and how the races hold themselves. I don't agree vek need to be clumsy, but look at both Undead and Trolls in WoW. Hunched forward posture, racially unique, yet it looks natural for them. As near as I can tell from watching videos since the game is down right now, and from memory, all of the character models move exactly the same way regardless of race, stand in the same way, swing their weapons in the same way, etc.
And then we've got the already distinguishable Dunir for some reason doing front flips, which is an example of an animation that makes a race stand out. Now, I will argue until I die that this should be an animation for Nikua and has NO PLACE being a Dunir thing, but regardless, the point still stands.
We have two example of racial specific animations existing, only one of which is actually in the game because the Vek one only happens during *very* specific instances, but more are sorely needed.
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Re: Improving the Cleric Class: Issues and Proposed Solutions for a Better Gameplay Experience
2. Issue: Infeasibility of Solo Leveling
Problem: Solo leveling as a Cleric is nearly impossible, which could discourage players who prefer to play alone or lack access to consistent groups.
Solution: Provide reasonable ways for Clerics to solo level, such as rebalancing certain skills for solo play or adding more accessible solo content options equal to that of a dps' speed at leveling. An idea would also be to add class specific quests with more xp for harder to level classes.
Not true at all. Clerics are great for solo leveling, sure it wont be fast solo leveling but the game is not designed for solo leveling. I can and was able to kill non star enemies up to 10 levels above me easily. Not satisfied with killing one enemy at a time? Go round up a hoard of no star enemies a few levels lower and wipe them out. With the starred enemies if learn and watch for their mechanics and properly gear yourself you can kill quite a few 3 star enemies around your level with little issue.
3. Issue: Lack of Mobility Without Stamina or Wings of Salvation
Problem: The Cleric feels helpless when out of stamina or when Wings of Salvation is on cooldown. This lack of mobility can make it difficult to stay safe or reposition effectively in combat.
Solution: Enhance the Cleric’s mobility through a weapon skill tree or revamp the current stamina skill tree to include more class-specific mobility options, making it easier for Clerics to manage movement in different situations. It definitely doesn't help that stamina is constantly bugged and I am using it at pretty much all times until it runs out or I press escape every time.
I haven't really had much of an issue with the mobility. I will say I personally think Wings of Salvation sucks and don't even bother keeping it my kit. It needs some rework, mainly lose the requirement of having a target and just moving you in the direction of you crosshair.
4. Issue: Vulnerability to Burst Damage
Problem: When caught off guard, the Cleric can go from 100% to 0% health almost instantly, leaving no chance to respond. While being caught in a vulnerable position should be punishing, it currently feels too severe.
Solution: Adjust burst damage mechanics so that Clerics drop HP instead of instant death, giving them a chance to respond and survive.
This is more of a gear and level problem. I have never popped like that in an area where I was properly leveled and geared for.
Problem 5-1: The Cleric’s kit feels incomplete, with some abilities lacking effectiveness in combat.
Solution: Rebalance key abilities for improved utility to make the Cleric feel more well-rounded and impactful.
Plenty useful in combat. We should not be out DPSing a DPS class, we should not be out tanking a tank. I would like to see more variety in better heal spells but this isn't Ever Quest with a spell book full of spells to pick from.
Problem 5-3: Soothing Glow has a high mana cost for a Heal-over-Time (HoT) effect, limiting its usability in prolonged fights.
Solution: Reduce the mana cost of Soothing Glow to make it more sustainable, allowing Clerics to use it without quickly depleting their mana reserves.
I would have to disagree with all of that statement. Soothing Glow is primary go to spell for me. Keep it on the tank at all times. I grab judgement with the first point then soothing glow and abundant soothing glow with the next two points. It's just too useful not to have. Want to solo as a low level cleric? Keep soothing glow on you and watch the imagined frustration on the mobs while they try in vain to kill you as you slowly chip down their hp. I will admit it can be a little bit of a mana drain at the really lower levels but by 10 that should no longer be an issue. Want to make it even more useful? Pick up the perfect timing finisher on wand and/or book. Now you can stack soothing glow on the tank for up to 60 seconds.
Problem 5-4: Judgment can result in overhealing and has targeting issues due to the auto-retargeting system, which can waste its healing potential.
Solution: Refine Judgment’s targeting mechanics to better match the Cleric’s intentions and reduce instances of wasted healing due to over-targeting.
Are you talking about dropping the 10k+ heals on a tank with 4k hp? Just think of it as a Complete Heal spell for now. As for the targeting issue, cannot say that I've had that one. Sure, I've "accidently" failed to correctly target the tank once or twice, but that was not an issue with the spells targeting function. That was issue of dumb tank needs to learn or annoying issue of the group window reordering itself so tank is no longer F2 and is now F6 or something.
Problem 5-5: Deliverance, intended to be the Cleric’s most dependable heal, is too slow to cast, making it hard to use in fast-paced, high-damage situations. Its secondary form, Divine Infusion, also lacks impactful benefits.
Solution: Increase the cast speed of Deliverance or provide an option for an instant cast version in emergencies like a charge for the first cast and then the second one being a cast and then the charge is refilled after a certain amount of time.
I have yet to find this one useful and as such do not even bother to pick it up. Everything this spell can do others do better. I would agree that a rework is needed, but I've met others that swear by it. Just calk it up to personal preference.
6. Issue: Divine Power Management
Problem: Divine Power does not regenerate out of combat, which limits its utility and leaves Clerics unable to start new encounters with sufficient resources.
Solution: Allow Divine Power to increase outside of combat, so Clerics can enter new fights prepared and use their full range of abilities.
Working as intended, no action needed.
8. Issue: Limited Effectiveness of Damage Skills
Problem: While Bountiful Bless Weapon has a good mana-to-effect ratio, the other tree's to it seem wasteful and often we can't auto at all in pvp and the 5% damage increase on weapon combo finishers seems lack luster. The skill Righteous Blessed weapon is very unclear with burning stacks and how burning stacks are applied when it comes to other characters.
Solution: Retain the strengths of Bountiful Bless Weapon and Consecrating Wave, but rework the other damage skills in the Cleric’s arsenal to provide meaningful damage options and increase the Cleric’s combat effectiveness. Elaborate on how burning stacks are applied with the clerics 30% with Righteous vs a Mages 50%+ with its spells.
I have found no issue with this skill and keep it on myself or the tank/ranger at all times.
10. Issue: Barrier’s Limited Usefulness
Problem: Barrier’s health swap has a short duration and can leave the Cleric vulnerable to burst damage, making it feel underwhelming and risky to use.
Solution: Extend Barrier’s effect duration or add additional benefits like damage resistance to make it more valuable and less punishing when used.
Agreed, Barrier is all but useless in it's current form. It needs a major overhaul. 25% of my health for a 10 second shield with durability equal to the health consumed? Pass. Mage shield cost less mana to cast, has no health cost, last longer and to top it off is way stronger. How many mages would still use their shield if it cost them 50% of their health or mana pool to use and only provided the same protection that was consumed to cast it?
11. Issue: Defiant Light’s Low Revival HP
Problem: Defiant Light revives players with minimal health, allowing enemies to finish them off immediately. In the current high-damage environment, this leaves revived players with almost no chance to survive.
Solution: Increase the health granted upon revival or damage mitigation so that players have a fighting chance to recover and re-enter combat effectively.
Personally Defiant Light's revival is secondary to me. I do keep it on the tank as often as it comes off cooldown, but that's just for the extra HoT to stack with Soothing Glow. In my experience keeping Soothing Glow on the tank at all times and dropping Defiant Light on them as it come off cool down is usually more than enough to keep a tank alive with some Divine Flare's sprinkled in. If/when things start to get a little dicey throw a flash cure or drop a Judgment on them.
12. Issue: Flash Cure’s Limited Strategic Flexibility
Problem: Flash Cure has 3 charges, which feels unnecessary and limits its pairing with other skills, reducing its strategic flexibility.
Solution: Remove Flash Cure’s charges, allowing it to be used freely with other spells. This change would raise the skill ceiling for Clerics by enabling more skillful, dynamic healing combinations.
I would love to see Flash Cure with no charges or maybe just add a couple more to it. That being said, using the healing rotation I mentioned above I have rarely had a need for Flash Cure and not had charges to use it.
This is just from my perspective so far. I've only played healer, Phase 1 I was focused on the EXP grind pretty hard core and spend most of that phase in groups or solo killing anything and everything. I was even soloing the giants west of New Aela at 20 before the gear nerfs took half my magic power away. I had no legendary gear at the time and I did not exploit. For groups I have a select few that I will group with most often and we fill in with random tryouts as needed. I rarely do pick up groups, that's how you get chaos.
Re: Improving the Cleric Class: Issues and Proposed Solutions for a Better Gameplay Experience
I agree with @Leiloni and @scottstone7 in their latest posts. I dont see the major flaws in the Cleric's kit and I feel like we shouldn't complain about being toned down a little. If you are running a standard group (2 Cleric, 1 Bard) it's basically impossible to wipe if you are not trained heavily (my perspective is not high level PvE nor PvP yet). Mana is a non-issue. This really shouldnt be the case.
I would love Resplendent Beam to see some tuning to be in use more. I love the spell idea but I rarely find use for it in a toolkit that doesnt really have a weakness.
@scottstone7 your remark about Barrier is spot on. What's a shield that isn't giving you ANY additional benefit AND costs mana? I enjoy using Barrier (Barrier + Communal Resto gives a nice additional buffer for the Tank), but the spell itself seems off design-wise.
The only thing I disagree on is Judgement targeting. I dont like the way you need to switch targets around either. If we get the option to use defensive targets, I would much rather prefer Judgement prioritizing your defensive target. Although given the name, that's probably counter-intuitive and it's working as it should.
Did anyone try if the "heals you if target is shaken" also works if your Tank is shaken and you heal them?
I actually love Resplendent Beam and use it a lot. It's my go to heal when enough people in the party have taken some damage. It's fast casting, almost instant, and has the most amount of direct healing of any group heal we have, so it's going to give them the most burst. And it doesn't matter if people aren't close because it will travel to them. Consecrating Wave is nice, too, although not as much healing, but it heals more people which is nice, too. But only if they're positioned well and it's off CD. But I use it a lot for it's debuff/damage component anyway (and the heal is a nice bonus) so it's not always off CD to only use it as a group heal, and sometimes people like to stand all over the place so it's not always as reliable. Communal Restoration is way too much potential healing for most situations so often just results in overheal or unused temp health, and too much mana. When there's enough damage about to be taken it's great, but it doesn't see a ton of use from me.
But Resplendent Beam is dummy proof, fast, and bursty. It's so good. It doesn't really need help, other than my suspicion that it's bugged. In phase 1 it was healing everyone for the same 300% healing which it's not supposed to do. I haven't paid attention to what it's doing now but I assume the same thing. I hope they just keep it as is and don't reduce the healing per hop.

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Re: Improving the Cleric Class: Issues and Proposed Solutions for a Better Gameplay Experience
When you talk about the Judgment auto-retargeting, are you talking about when you have both an offensive and defensive target*, and Judgment prioritizes the offensive target and ignores the defensive one (i.e., never heals)?
* If you don't know what I'm talking about here or think it's impossible, please check your Gameplay > Targeting settings after servers come up.
With respect to the general points made, my main take is that I feel like there should be an offensive equivalent to Deliverance. Not a held ability that's "nuclear launch detected" for damage, but rather a tactical support that happens to also deal damage. Like, the longer you hold it, the longer the debuff(s?) last. Whether that would mean Burning and/or other things, I'm too baby Cleric to say. I just feel like Cleric needs another offensive skill, but not one that you necessarily press as soon as it's off cooldown, just like Condemn is situational.
As far as gameplay and QoL go, this is kind of a haphazard list:
UI
I do not like the current incarnation of secondary-resource tracking (Divine Power, Courage, etc.). I think not only should this get its own UI element, I would consider adding text and/or numbers to indicate not only its current amount, but its current benefit(s).
Mend
I would personally want the Mend projectiles be significantly faster or maybe just instantaneous. I've seen some interesting aerial pathing (a big curving arc in one case), and I think the Mend projectile velocity is part of the reason.
Divine Power
I want more for this, but I don't think I know what I really want yet. However, I do feel like Divine Power capacity increases should be on the table somewhere, for one (particularly when we get into the 40+ range), as well as other Divine Power interactions besides the tension between "slightly higher chance to crit heals" and "convert into mana or spell completion." For instance, suppose there was an Infusion that consumed Divine Power to make Smite/Judgment/Wave either add more kick, whether that's damage, Burning duration and/or more debuffs.
Additionally, +10% chance to critically heal at full Divine Power does not feel like an incentive to stay at full Divine Power compared to the benefit of the Infusion abilities; that is, seeing myself at full Divine Power feels like I'm hoarding a resource I should not be.
Divine Infusion
I don't really like the current incarnation of it where your Divine Power determines at what point in the cast you can instantly complete it (particularly Judgment). My feeling on this is to have it as a toggle that drains Divine Power with each (cast time) spell you use, allowing you to potentially bombard someone with a full power Deliverance at the cost of blowing through your Divine Power really quickly.
Barrier
When I first read that Barrier converts my health into the shield, I was eyeing it askance. "Why does it require health?" The major reason that went through my mind was the calculated risk aspect to it. In a situation with ae and/or unavoidable damage, it feels like a liability. Personally, I'd rather it be a chunky mp cost. The whole idea of "life as a resource" seems more like something I'd attribute to a class like Necromancer (Summoner + Cleric).
* If you don't know what I'm talking about here or think it's impossible, please check your Gameplay > Targeting settings after servers come up.

With respect to the general points made, my main take is that I feel like there should be an offensive equivalent to Deliverance. Not a held ability that's "nuclear launch detected" for damage, but rather a tactical support that happens to also deal damage. Like, the longer you hold it, the longer the debuff(s?) last. Whether that would mean Burning and/or other things, I'm too baby Cleric to say. I just feel like Cleric needs another offensive skill, but not one that you necessarily press as soon as it's off cooldown, just like Condemn is situational.
As far as gameplay and QoL go, this is kind of a haphazard list:
UI
I do not like the current incarnation of secondary-resource tracking (Divine Power, Courage, etc.). I think not only should this get its own UI element, I would consider adding text and/or numbers to indicate not only its current amount, but its current benefit(s).
Mend
I would personally want the Mend projectiles be significantly faster or maybe just instantaneous. I've seen some interesting aerial pathing (a big curving arc in one case), and I think the Mend projectile velocity is part of the reason.
Divine Power
I want more for this, but I don't think I know what I really want yet. However, I do feel like Divine Power capacity increases should be on the table somewhere, for one (particularly when we get into the 40+ range), as well as other Divine Power interactions besides the tension between "slightly higher chance to crit heals" and "convert into mana or spell completion." For instance, suppose there was an Infusion that consumed Divine Power to make Smite/Judgment/Wave either add more kick, whether that's damage, Burning duration and/or more debuffs.
Additionally, +10% chance to critically heal at full Divine Power does not feel like an incentive to stay at full Divine Power compared to the benefit of the Infusion abilities; that is, seeing myself at full Divine Power feels like I'm hoarding a resource I should not be.
Divine Infusion
I don't really like the current incarnation of it where your Divine Power determines at what point in the cast you can instantly complete it (particularly Judgment). My feeling on this is to have it as a toggle that drains Divine Power with each (cast time) spell you use, allowing you to potentially bombard someone with a full power Deliverance at the cost of blowing through your Divine Power really quickly.
Barrier
When I first read that Barrier converts my health into the shield, I was eyeing it askance. "Why does it require health?" The major reason that went through my mind was the calculated risk aspect to it. In a situation with ae and/or unavoidable damage, it feels like a liability. Personally, I'd rather it be a chunky mp cost. The whole idea of "life as a resource" seems more like something I'd attribute to a class like Necromancer (Summoner + Cleric).
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