Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
I want "Oh god, not THOSE!" monster types in the game.
ArchivedUser
Guest
I have very vivid memories of certain monsters from D&D because of how they were able to send a chill up the spine of specific Classes.
For example, you never wanted to meet a Gray Ooze as a Paladin because they corroded metal.
Thus, I'd like to see mobs which require certain "typical" Classes to think outside the box. For example:
The Gray Ooze that makes the Paladin choose between staying armored up, or stripping down for combat, or staying out of the fight completely.
Or a mob which grows more powerful by eating up magic: whether from spells cast directly at it, or drawing from the essence of AOE spells (harmful and helpful, alike). All of which keeping the spell effects from going off.
Or the living tree mob which Rangers find themselves unable to be hostile towards.
For example, you never wanted to meet a Gray Ooze as a Paladin because they corroded metal.
Thus, I'd like to see mobs which require certain "typical" Classes to think outside the box. For example:
The Gray Ooze that makes the Paladin choose between staying armored up, or stripping down for combat, or staying out of the fight completely.
Or a mob which grows more powerful by eating up magic: whether from spells cast directly at it, or drawing from the essence of AOE spells (harmful and helpful, alike). All of which keeping the spell effects from going off.
Or the living tree mob which Rangers find themselves unable to be hostile towards.
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As long as these don't make up the majority of the game (looking at you FF11)
Like you are a mage and stumble on a zombie, and think that it will be an easy fight. You blast it with a spell, and immediately arcane runes carved into the skin of the zombie flare brightly. You also realised that your spell had a subdued effect on the zombie.
You realised that you are facing a rare strand of magebane zombie, and more than the flesh of the living, they hunger for the that of the arcane. It's a fight that is stacked against you, one that has very little rewards. You promptly turn around and run as fast as your mage legs can take you.
i typed something long out and the forums literaly scrambled my post like eggs. screw it
XP/armor destruction abilities would have to be very limited to make anyone want to kill said monster for the side-quest/loot table. I'd probably steer clear of rust monsters no matter what. Hate them in D&D/Pathfinder. Absolutely hate them!
Would it not be something people have to be aware of and ready for?