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
Sieges, Ships and... Quests?
This week was packed, so I figured I would give feedback on the new systems.
Sieges
Issues
Suggestions
Let me preface with something here. We know some of this stuff is planned, but we don't know to what extent. So I might suggest something that is already planned. No need to tell me, I'm just giving feedback on the current implementation
Naval
Issues
Suggestions
Quests
That's right, Questing feedback. I am leveling the rogue, and unlike the other times I leveled, I am doing leveling mostly following quests and commissions, with a few events here and there. Even though questing is pretty much a placeholder, I think I can see the direction it's going and give feedback on what is currently in the game.
I've seen over these testing phases, quests getting more markers, clearer indication of what to do and how to do it. I am not opposed to some quests being more handheld. Routine quests, usually used for leveling, with a simple theme and gameplay, with low rewards, more intended for day to day play, can totally be streamlined. No one needs to wander around aimlessly to find a baker or to go kill goblins.
But I don't want to see all the quests becoming like this. We should have a big portion of quests streamlined, and quite a few milestone quests really intricate and complex, and require community collaboration and investigation to solve, and challenging PvE encounters to overcome. These quests that require a lot more effort should have equivalent rewards. Unique items, mounts, buffs, titles, secret locations with different mobs to hunt and gathering materials, lore information that could be useful for other quests. Rewards that really make the effort worth it.
Especially at max level, quests that are incredibly challenging even to the players with soft-cap power can create the feeling that exploring is worth it. Imagine solving a quest that took you 4 months to solve, and a skilled group of players, and in return getting an artifact item.
These types of quests should be completely hands-free on the UI side. No markers, no quest log telling you what to do. But this doesn't mean wander aimlessly and hope to stumble into something with luck. Players need clues, breadcrumbs to follow. And these breadcrumbs come through not only dialogue with NPC quest givers, but with other related citizens in the world, lore information like books and scrolls, riddles, and other visual indications like symbol riddles. We should also be able to go into all quest dialogs at will to reread information we forgot. An encyclopedia recording every location you visited, every NPC you met, and every mob you fought can also help.
These quests can't be straightforward either. A simple puzzle like the bridge in Befallen forge won't cut it. It needs several steps, information available on several different locations (like a random book in a library), multiple combined trigger conditions, some not accessible to the players (like time of day, weather, world state in general. Information that can be maintained solely server side and never communicated with the client). We're talking about quests rewarding stuff like artifacts (unique items) here. It needs to be very intricate, and it can't be stuff that is datamined or spoofed/sniffed.
Some possible tools that can be used for improving quests:
Another thing that can help with the feeling of mystery and reward exploration is teasers. Seeing locations you don't know how to access, items that you don't know how to reach, doors you don't know how to unlock, hearing about "mythical" places and items from NPCs. Stuff that is at your visual reach, but not actually reachable. It could even be stuff that is truly inaccessible to players currently, but that will be accessible in a future expansion (of course, you don't tell the players that, you let them believe that the mystery wasn't solved until then). A game that does this with excellence is Tibia. Some examples of mysteries still unsolved by players (some decades old):
https://tibia.fandom.com/wiki/Mysteries
https://tibia.fandom.com/wiki/Odd_Places
And an example from one of the best quests in the game, when it comes to mystery and exploration being rewarded (you can use YouTube's English subtitles). It's two long videos, but for whoever is responsible for designing things like this in the company, I highly recommend watching it, as I think Tibia has a very unique way of doing things:
https://youtu.be/K_nvKS29-Gs
https://youtube.com/watch?v=-5umVog1vFI&pp=0gcJCX4JAYcqIYzv
And a quest guide in English to help when the subtitles cause some confusion on names and other stuff (but watch the video cause the guide only gives you direct instructions, it doesn't detail how the process of discovering the clues and progressing in the quest, which is the good part):
https://tibia.fandom.com/wiki/Opticording_Sphere_Quest
Other research material about tibia and questing:
https://www.youtube.com/watch?v=rNDP6qMlTA4&list=PLjGtUC6KapI1I2pujCIMNX-Q2nXT824wn
https://www.youtube.com/watch?v=XQdpiJpmt_U&list=PLBDKQTokJedNvUvwUHEYhlcW21jisIjHv&index=8
Last but not least, another way to reward exploration is just having stuff like treasure in a very deep place in a dungeon, in a special room with a challenging pve encounter, or a secret room. It doesn't even need to be a quest in a quest log, just a puzzle/challenge with a reward at the end.
To finish, a small QoL feature. Give us an Indication if the quest is a quest that requires a group (like killing 3* mobs) at the start, so if we are alone, we know we won't be able to complete it.
Sieges
Issues
- Control points are pretty much insignificant, and there is no reason for defenders to fight for them.
- Node walls present no real advantage to defenders (especially after they become destructible), and having the gates closed only means the defenders have to leave the node to fight.
- On that subject, it's very easy to bypass node gates/walls completely. Abilities like the bard's anti-gravity and other terrain placements make it pretty easy to jump over the walls.
- Players can easily destroy node structures (walls and gates), and with the current implementation, I don't see siege vehicles and weapons being important.
- The village node is pretty small, and the playing space is very limited for a siege.
- The channeling point requires one person to stop playing completely while channeling.
Suggestions
Let me preface with something here. We know some of this stuff is planned, but we don't know to what extent. So I might suggest something that is already planned. No need to tell me, I'm just giving feedback on the current implementation
- Consider adding other benefits to the control points. Something like buffs or respawn wave timer reduction. Something to make it worth fighting for
- We need more options to fight players on the other side of the wall. Ballistas, hot oil, fire bombs, ramparts, slits and windows on the walls. Mayors should also have the option to upgrade the wall for bigger size and more functionality.
- Additionally, we could use stuff like trenches, bunkers, big caltrops, traps, and stuff that can be placed outside of the node walls for allowing defense to play outside of the node walls and not be just a blob vs blob gameplay. This stuff and the stuff on the previous list could be something the node and mayors choose to invest in and place in the world. Some of this stuff, like ballistas and ramparts, could be permanent, and some would require building in the time between siege declaration and siege start. This also increases the play area and does not limit it to the small village footprint.
- Currently, the Gate needs a big boost in HP as it's destroyed in seconds. Also, when siege vehicles and weapons are introduced, the player's damage to structure should be severely reduced to make siege weapons have an importance
- The guy channeling the godspike (or siege banner or whatever) should have a small agency to cast defensive abilities. Like the tank using fortify and shake it off and stuff like that, so they have at least something to do while channeling. Maybe change it to 30 seconds to activate the ritual and 30 seconds to deactivate it (like a plant the bomb, defuse the bomb situation), so no one needs to stay afk for 5 minutes.
- Last but not least, the time between siege declaration and siege start should be filled with events and organic objectives for all node citizens. Stuff like stopping the enemy's logistics caravans, farming materials for siege weapons and traps, dynamic events, sallying on the enemy's attack base camp, and others to increase participation for node citizens, and also to make siege an actual event rather than a simple game mode.
Naval
Issues
- The 8-player ship (the one we got now) is pretty small. It barely fits 8 players, and when a boarding happens, there is absolutely no room to fight, it's 16 people crowded on top of each other.
- Currently ships are basically vessels for players to fight on the water. Cannons do way less damage than players, and boats are really fragile. Boat vs Boat gameplay is going to be non-existent when the novelty wears off.
- Ships are currently not allowed in the riverlands, and even if they do, the riverland's rivers are pretty small, and the layout is pretty closed. There should be the possibility for merchant ships to leave the nodes with river layouts and end up on the sea, or ships being used to help siege the node.
Suggestions
- Increase the 8-player ship size based on material rarity/tiers.
- Players should do reduced damage to structures in general (node gates/walls, siege weapons, ships) and make cannons/potion launchers/siege weapons the most viable way to destroy structures. Also, increase the base HP of ships by A LOT. Ships shouldn't be destroyed in a minute. Once players get wiped out from the ship the first time, it's over, and that's really bad.
- I think the riverlands rivers are waaay too tiny, most of them are barely a canal. We need some rivers in which you can barely see the other side. Also, the river layouts should allow for at least a couple of exits to Lionhold's Bay.
Quests
That's right, Questing feedback. I am leveling the rogue, and unlike the other times I leveled, I am doing leveling mostly following quests and commissions, with a few events here and there. Even though questing is pretty much a placeholder, I think I can see the direction it's going and give feedback on what is currently in the game.
I've seen over these testing phases, quests getting more markers, clearer indication of what to do and how to do it. I am not opposed to some quests being more handheld. Routine quests, usually used for leveling, with a simple theme and gameplay, with low rewards, more intended for day to day play, can totally be streamlined. No one needs to wander around aimlessly to find a baker or to go kill goblins.
But I don't want to see all the quests becoming like this. We should have a big portion of quests streamlined, and quite a few milestone quests really intricate and complex, and require community collaboration and investigation to solve, and challenging PvE encounters to overcome. These quests that require a lot more effort should have equivalent rewards. Unique items, mounts, buffs, titles, secret locations with different mobs to hunt and gathering materials, lore information that could be useful for other quests. Rewards that really make the effort worth it.
Especially at max level, quests that are incredibly challenging even to the players with soft-cap power can create the feeling that exploring is worth it. Imagine solving a quest that took you 4 months to solve, and a skilled group of players, and in return getting an artifact item.
These types of quests should be completely hands-free on the UI side. No markers, no quest log telling you what to do. But this doesn't mean wander aimlessly and hope to stumble into something with luck. Players need clues, breadcrumbs to follow. And these breadcrumbs come through not only dialogue with NPC quest givers, but with other related citizens in the world, lore information like books and scrolls, riddles, and other visual indications like symbol riddles. We should also be able to go into all quest dialogs at will to reread information we forgot. An encyclopedia recording every location you visited, every NPC you met, and every mob you fought can also help.
These quests can't be straightforward either. A simple puzzle like the bridge in Befallen forge won't cut it. It needs several steps, information available on several different locations (like a random book in a library), multiple combined trigger conditions, some not accessible to the players (like time of day, weather, world state in general. Information that can be maintained solely server side and never communicated with the client). We're talking about quests rewarding stuff like artifacts (unique items) here. It needs to be very intricate, and it can't be stuff that is datamined or spoofed/sniffed.
Some possible tools that can be used for improving quests:
- Non-obvious quest starting points. Exploring the world and being rewarded with a really cool unknown quest feels good. If every quest can be started with a quest giver that is indicated in the world map, it feels like no quest is truly a mystery.
- Puzzle solutions that involve world state trigger conditions (weather, time of day, state of nodes, story arc stages, etc)
- Puzzle solutions that involve a combination of archetypes/items (like requiring a cleric with a holy symbol or a mage with a spellbook)
- Dropped Keys in the world that unlock certain special quest doors.
- Requiring multiple of those in the same puzzle (Like 1 of each archetype with 1 specific item at a certain time of day) to avoid common luck accidentally solving it.
- Tools like shovels, pickaxes, and machetes/scythes to unlock certain locations like holes, passages through stone, and thick grass (for instance you harvest a tree and it reveals a hole where its roots supposed to be, or you use your pickaxe on some loose stone and open up a passage)
- maze-like locations with multiple paths, most of the wrong-way paths being one-way with punishing monsters. You go down the wrong path, you end up stuck with a pve encounter that is a nightmare to beat, and the only way is through.
- Challenging PvE encounters.
- Smart player number restrictions to locations. For instance, a quest that requires players to sit on 4 chairs, and when one of the players pulls a lever, only those 4 are teleported to the location, where they will face a challenging PvE encounter. It's not instanced as there is only 1 of that location in the world, and once 1 group is in, the rest have to wait. You can even create a location where players from the outside can watch this quest location, but not help.
- Clues to quests in Lore dumps (books, random npc dialogues, etc), giving a reason for players to read the lore and feel rewarded when they use that information in the actual gameplay.
- Hidden dialog options that unlock based on quest progression stages and hidden keywords (for instance, using local chat to say a specific word close to an NPC can unlock hidden dialog options.
- Red herrings
Another thing that can help with the feeling of mystery and reward exploration is teasers. Seeing locations you don't know how to access, items that you don't know how to reach, doors you don't know how to unlock, hearing about "mythical" places and items from NPCs. Stuff that is at your visual reach, but not actually reachable. It could even be stuff that is truly inaccessible to players currently, but that will be accessible in a future expansion (of course, you don't tell the players that, you let them believe that the mystery wasn't solved until then). A game that does this with excellence is Tibia. Some examples of mysteries still unsolved by players (some decades old):
https://tibia.fandom.com/wiki/Mysteries
https://tibia.fandom.com/wiki/Odd_Places
And an example from one of the best quests in the game, when it comes to mystery and exploration being rewarded (you can use YouTube's English subtitles). It's two long videos, but for whoever is responsible for designing things like this in the company, I highly recommend watching it, as I think Tibia has a very unique way of doing things:
https://youtu.be/K_nvKS29-Gs
https://youtube.com/watch?v=-5umVog1vFI&pp=0gcJCX4JAYcqIYzv
And a quest guide in English to help when the subtitles cause some confusion on names and other stuff (but watch the video cause the guide only gives you direct instructions, it doesn't detail how the process of discovering the clues and progressing in the quest, which is the good part):
https://tibia.fandom.com/wiki/Opticording_Sphere_Quest
Other research material about tibia and questing:
https://www.youtube.com/watch?v=rNDP6qMlTA4&list=PLjGtUC6KapI1I2pujCIMNX-Q2nXT824wn
https://www.youtube.com/watch?v=XQdpiJpmt_U&list=PLBDKQTokJedNvUvwUHEYhlcW21jisIjHv&index=8
Last but not least, another way to reward exploration is just having stuff like treasure in a very deep place in a dungeon, in a special room with a challenging pve encounter, or a secret room. It doesn't even need to be a quest in a quest log, just a puzzle/challenge with a reward at the end.
To finish, a small QoL feature. Give us an Indication if the quest is a quest that requires a group (like killing 3* mobs) at the start, so if we are alone, we know we won't be able to complete it.
1
Re: Shieldspear
Why stop at 2 shields. Get a 3rd shield for your back so you can be turtly enough for the turtle club. But wait there's more! Get a 4th shield for your head. No not a helmet. A shield on your helmet on your head. Your skill bar will be various shield and/or tank puns only. And they only activate if you say them into your mic

1
[SUGGESTIONS/BUGS] Gameplay / UI / Settings
1. Auto Attack/Stopcasting [SUGGESTION]
Can we please get an Auto Attack that isnt toggle mode so you can press it few times and it just keeps attack always on that target? With this and in general we would also need a new binding for Stopcasting so you can stop Auto Attacks or channeled Spells with a preferred key. Auto Attacks with toggle is awkward to use and so is having to press your "auto attack" manually.
2. Autorun [BUG]
When moving with M1 + M2 and then activating autorun, the character stops moving as soon as you release the mouse buttons, unlike with W + autorun, which works as expected. It might not affect everyone, but for those of us who rely on autorun during combat, it definitely breaks the flow and gets you stuck all the time. Hope someone can have a look at this at some point. Thanks ❤️
3. Camera look speed [SUGGESTION]
Can we please get a setting to change camera look speed? If you compare to other mmo's Ashes is very slow for some people. Ashes: https://streamable.com/4xx1eu - Other mmo: https://streamable.com/kqq57j
4. Toggle Sprint [SUGGESTION]
Can we please seperate Toggle Sprint and Hold Sprint? At the moment in Keybindings in Movement we have "Toggle Sprint". This one works as both a Hold and a Toggle. Would be good to seperate this so people can use the mode they prefer only.
Can we please get an Auto Attack that isnt toggle mode so you can press it few times and it just keeps attack always on that target? With this and in general we would also need a new binding for Stopcasting so you can stop Auto Attacks or channeled Spells with a preferred key. Auto Attacks with toggle is awkward to use and so is having to press your "auto attack" manually.
2. Autorun [BUG]
When moving with M1 + M2 and then activating autorun, the character stops moving as soon as you release the mouse buttons, unlike with W + autorun, which works as expected. It might not affect everyone, but for those of us who rely on autorun during combat, it definitely breaks the flow and gets you stuck all the time. Hope someone can have a look at this at some point. Thanks ❤️
3. Camera look speed [SUGGESTION]
Can we please get a setting to change camera look speed? If you compare to other mmo's Ashes is very slow for some people. Ashes: https://streamable.com/4xx1eu - Other mmo: https://streamable.com/kqq57j
4. Toggle Sprint [SUGGESTION]
Can we please seperate Toggle Sprint and Hold Sprint? At the moment in Keybindings in Movement we have "Toggle Sprint". This one works as both a Hold and a Toggle. Would be good to seperate this so people can use the mode they prefer only.
Re: Some art complaints are missplaced
My issue is that art style we were promised isn't the one we got.
Steven says its realistic, yet character illustrations and concept art doesn't reflect that.
Characters are stylized which you can clearly see at front page splash art, race/class designs and so on...
+ They are all kind of ugly too tbh. Especially elves, which are usually the ''pretty'' race.
Environments are fine for an alpha, I guess. No problems there...
Steven says its realistic, yet character illustrations and concept art doesn't reflect that.
Characters are stylized which you can clearly see at front page splash art, race/class designs and so on...
+ They are all kind of ugly too tbh. Especially elves, which are usually the ''pretty'' race.
Environments are fine for an alpha, I guess. No problems there...
1
Re: Character Creator Phase III
But honestly, would you rather have a beautiful character in a buggy game or a stable game where your character might not have the perfect cheekbones yet?
I don't disagree with you on priorities, for the most part. However, with phase III anticipated to last at least a year (quite easily more than that) I think some attention to the aesthetics of characters we're playing is warranted. We see our characters more than anything else. Bugs can be fixed as we go, but there is a certain amount of "locked in" that happens once you've made a character that you're expecting to play for possibly years.
I get what you're saying though.
3
Re: Transmog totally ruins immersion
If i can not even wear "what" i want - WHEN i want,
then why did i even give my best and all to gather it in the first Place ?
I still remember when during WoW Vanilla and Burning Crusade - i was partially sad because i couldn't enjoy the cool Looks of the Sets anymore which i farmed before.
I accepted it as a thought that it can not get helped.
But then Transmogs came in. I didn't knew that was possible before - but i loved it anyway afterwards.
Now,
imagine farming the Tower of Carphin Set/s,
or any other Set really which will be in the Game sooner or later,
and then You are either forced to part with it if you get an Item or several which are probably be better, stronger, etc.,
or when an Expansion for the Game comes out or something,
you know something that just leaves your former Items in the Dust stat-wise - and these Items belong to the Sets you wanted to wear since a long time. Or in Ashes of Creation's Case -> since forever. (lol)
This would suck.
A LOT !!
Imagine you farm a Set for Weeks or Months or so until you finally have it complete and have a cool Look which you wanted,
and then you get forced to part with it again for better Stats or so, because there would be no Transmog-way to put your favoured Skins onto other Items.
then why did i even give my best and all to gather it in the first Place ?

I accepted it as a thought that it can not get helped.
But then Transmogs came in. I didn't knew that was possible before - but i loved it anyway afterwards.
Now,
imagine farming the Tower of Carphin Set/s,
or any other Set really which will be in the Game sooner or later,
and then You are either forced to part with it if you get an Item or several which are probably be better, stronger, etc.,
or when an Expansion for the Game comes out or something,
you know something that just leaves your former Items in the Dust stat-wise - and these Items belong to the Sets you wanted to wear since a long time. Or in Ashes of Creation's Case -> since forever. (lol)
This would suck.
A LOT !!
Imagine you farm a Set for Weeks or Months or so until you finally have it complete and have a cool Look which you wanted,
and then you get forced to part with it again for better Stats or so, because there would be no Transmog-way to put your favoured Skins onto other Items.

2
Re: Transmog totally ruins immersion
Pardon?
Transmog systems are only "immersive-breaking" if they include non-immersive outfits... and to be honest, if they do that in the transaction shop then it'll be achievements for that kind of stupid stuff as well.
And as Orrion said - a person can/could not just transmog into the warglaives. You had to earn them first. It was a great way of assuring that all that time and effort you took into grinding those warglaives did not go to waste, since you could use their appearance even after the weapons fell behind stat-wise.
Transmog is absolutely amazing as long as the company keeps their feet on the ground when it comes to the designs available in the cash shop. At this day and age I wouldn't play a game that does not have it. If I grind for a good looking set then I want to be able to use it even if I later on get a upgraded one with better stats.
Transmog systems are only "immersive-breaking" if they include non-immersive outfits... and to be honest, if they do that in the transaction shop then it'll be achievements for that kind of stupid stuff as well.
And as Orrion said - a person can/could not just transmog into the warglaives. You had to earn them first. It was a great way of assuring that all that time and effort you took into grinding those warglaives did not go to waste, since you could use their appearance even after the weapons fell behind stat-wise.
Transmog is absolutely amazing as long as the company keeps their feet on the ground when it comes to the designs available in the cash shop. At this day and age I wouldn't play a game that does not have it. If I grind for a good looking set then I want to be able to use it even if I later on get a upgraded one with better stats.

4
Re: Transmog totally ruins immersion
I absolutely despise transmog, but it's a necessary evil in a modern MMORPG.
Especially one with a cosmetic cash shop.

Especially one with a cosmetic cash shop.


2
Tank Feedback
I've mained tank for the past two phases and would like to provide my feedback. Currently, tank feels like it has a lot of the building blocks to be fun/engaging but just needs a little TLC to get it over the hump. Below ill provide feedback for both PVE and PVP.
PVE
Class feels monotonous to play. There are decent cds to survive bad pulls and aggro is easy (perhaps to easy) to maintain. A few of the control abilities have very long animations relative to the cast times of mob abilities, but its playable. Give mitigation more of choice. I see what you want to do with the grit changes but make it less spammy and also have some variety. Let me choose specific types of mitigation or damage in the moment gameplay of a pull. Do I want necrotic grit, or lifesteal grit, or phyiscal grit, etc. Id make the passive mitigations around a 40-60sec window vs the current 20.
I would like to see an ability that roots mobs-and only mobs-in place so the annoying range mobs dont continuously back up. Maybe as an upgrade for taunt? This would keep it to single target and not allow you to aoe pull a ton of the range mobs. I would also like to see a role for side tanks. Protect is strong but adding some additional interactions would be enjoyable. As it stands now its kind fire and forget.
PVP
Tanks (and melee in general) feel very bad to play. They are too squishy and have the downsides of having to be in melee range to do anything. This is very apparent in anything above 16 players. Id like options for more survivability for tanks in pvp whether it be through gear choices or talent choices. Things like Aoe taunt to reduce the zerg damage, an anti projectile zone around the tank to reduce damage, even an aoe cc immunity would all make the tank fulfill the mitigation roll. Give tanks the ability to prevent damage.
Protect is a very fun mechanic, but the two talent points it essentially requires are not. Bake the extra range into the ability itself and add additional upgrades. Change grapple to have a micro stun or root on it. Currently the ability will pull someone and the instantly dodge before you can follow up stun them. Give wall some upgrades, the ability is very fun.
Damage tank is VERY strong in small scale pvp once geared. 100% crit chance abilities generally are bad design overall and act as crutch to make something work. If you must have this, give some level of interaction with thh ability outside of making it crit within a stun window. This combo lacks compelling gameplay for both the tank and the person being blown up.
Overall tank is there but just not fun. A few changes to personal mitigations and group protections will make the class feel like an actual tank in pvp. I like the option of being a bruiser, and that option should be available. But tanks need to fulfill the role of mitigation.
Also the name tank is really bad. I hate guardian, or protector, or some of the other names other games use, but fecal matter would be a better name in all honesty.
PVE
Class feels monotonous to play. There are decent cds to survive bad pulls and aggro is easy (perhaps to easy) to maintain. A few of the control abilities have very long animations relative to the cast times of mob abilities, but its playable. Give mitigation more of choice. I see what you want to do with the grit changes but make it less spammy and also have some variety. Let me choose specific types of mitigation or damage in the moment gameplay of a pull. Do I want necrotic grit, or lifesteal grit, or phyiscal grit, etc. Id make the passive mitigations around a 40-60sec window vs the current 20.
I would like to see an ability that roots mobs-and only mobs-in place so the annoying range mobs dont continuously back up. Maybe as an upgrade for taunt? This would keep it to single target and not allow you to aoe pull a ton of the range mobs. I would also like to see a role for side tanks. Protect is strong but adding some additional interactions would be enjoyable. As it stands now its kind fire and forget.
PVP
Tanks (and melee in general) feel very bad to play. They are too squishy and have the downsides of having to be in melee range to do anything. This is very apparent in anything above 16 players. Id like options for more survivability for tanks in pvp whether it be through gear choices or talent choices. Things like Aoe taunt to reduce the zerg damage, an anti projectile zone around the tank to reduce damage, even an aoe cc immunity would all make the tank fulfill the mitigation roll. Give tanks the ability to prevent damage.
Protect is a very fun mechanic, but the two talent points it essentially requires are not. Bake the extra range into the ability itself and add additional upgrades. Change grapple to have a micro stun or root on it. Currently the ability will pull someone and the instantly dodge before you can follow up stun them. Give wall some upgrades, the ability is very fun.
Damage tank is VERY strong in small scale pvp once geared. 100% crit chance abilities generally are bad design overall and act as crutch to make something work. If you must have this, give some level of interaction with thh ability outside of making it crit within a stun window. This combo lacks compelling gameplay for both the tank and the person being blown up.
Overall tank is there but just not fun. A few changes to personal mitigations and group protections will make the class feel like an actual tank in pvp. I like the option of being a bruiser, and that option should be available. But tanks need to fulfill the role of mitigation.
Also the name tank is really bad. I hate guardian, or protector, or some of the other names other games use, but fecal matter would be a better name in all honesty.
2
Re: Dev Discussion #74 - Rogue Archetype
Stealth feels really bad. If your in a popular farming spot you can never use it cus other players too close. 20m away and your visible? Seems like stealth is just a self applied movement debuff. Range needs to be 5-10m. Maybe should even vary by level difference. Being spotted 20m away while stealthed is insane. Also no timer on stealth or something ridiculously long. Also being observed while being in stealth and cant recast is silly as well. Your stealthed but being observed. Stealth seems to be a self sustain pve ability and it shouldn't be that. Stealth is to set up ambushes or to get away. Not being a self healing ability. Doesn't feel like a rogue. Everything else about the rogue feels absolutely fantastic. But stealth is real big issue for me.
This post nailed it for me as well. I also think the first poster was spot on. Acrobatic strike is no good because it does not do what it says and you are also facing away from the target. Is it supposed to be a skill to help you get away maybe? Flurry charges do not seem to work consistently like a charge would. The skill goes on cooldown with charges and you can't use it? not sure how it is supposed to work either. Feint feels great if it had Off Balance that worked it would be "Chef's Kiss". I also agree that throw should be single target base. 20s cooldown seems to long for a skill that wants to be dedicated aoe When not much else is dedicated AOE.
If I could have a wish it would be that Stealth would be more LOS dependent. so much great terrain and obstacles but the goblin is to close on the other side of this big rock with his back turned to me...
3