Glorious Alpha Two Testers!
We are in the Alpha Two Phase II testing which will take place 5+ days each week.
Alpha Two testing is scheduled to happen daily until January 13, 2025 at 10PM PT. We will have periods of downtime for hotfixes and daily restarts happening at 2 AM PT for NA realms, and 2 CET for EU realms.
Starting next week, Alpha Two realms are scheduled to be online for 5+ days a week from Thursdays at 10 AM PT to Mondays at 10 PM PT. Alpha Two realms are planned to be down on Tuesdays and Wednesdays, and for daily restarts. Alpha Two realms will also be brought down as updates and fixes are ready.
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.
We are in the Alpha Two Phase II testing which will take place 5+ days each week.
Alpha Two testing is scheduled to happen daily until January 13, 2025 at 10PM PT. We will have periods of downtime for hotfixes and daily restarts happening at 2 AM PT for NA realms, and 2 CET for EU realms.
Starting next week, Alpha Two realms are scheduled to be online for 5+ days a week from Thursdays at 10 AM PT to Mondays at 10 PM PT. Alpha Two realms are planned to be down on Tuesdays and Wednesdays, and for daily restarts. Alpha Two realms will also be brought down as updates and fixes are ready.
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.
Elemental spells/enchantments
Hello everyone,
First, I would like to preface this by saying, I've been playing MMO's for a long time, RPG's all my life.
I prefaced that because the question I have is important. When I first started, resistances and elements were a big part. One of the more recent examples would be. As a Mage in WoW, throwing a fireball at a Firelord, it did no damage, naturally. However, games have steered clear from this concept, and I do not know why. I've recently reinstalled an old game. (Ragnarok Online) and that game, whilst bad, and grindy, it makes you think of what spells you're going to get, or what type of arrows/gear you will bring. Things like this, they really increase the feel of the spells and effects. It's not just visuals.
So, I suppose my question is, will this be in the game? Or will it follow the current standard? You went full Frost Mage? Doesn't matter, go kill that ice elemental anyway.
First, I would like to preface this by saying, I've been playing MMO's for a long time, RPG's all my life.
I prefaced that because the question I have is important. When I first started, resistances and elements were a big part. One of the more recent examples would be. As a Mage in WoW, throwing a fireball at a Firelord, it did no damage, naturally. However, games have steered clear from this concept, and I do not know why. I've recently reinstalled an old game. (Ragnarok Online) and that game, whilst bad, and grindy, it makes you think of what spells you're going to get, or what type of arrows/gear you will bring. Things like this, they really increase the feel of the spells and effects. It's not just visuals.
So, I suppose my question is, will this be in the game? Or will it follow the current standard? You went full Frost Mage? Doesn't matter, go kill that ice elemental anyway.
1
Comments
What I do like is weakness and some resistance towards elements, this rewards players for using the right type element without screwing dedicated builds from certain content.
From what I may guess you should not be able to go single element but full elementalist with a handful of spells for each element. Then, this is an hypothesis, we have yet to see the skill trees.
As far as non-magic classes go, giving weapons a property fixes that. And safe from a few skills, most of the things you use will use your weapons element. Obviously I'm not saying they should adopt this very system, I'm merely hoping to illustrate that there are workarounds
Thanks for your replies though
well-rounded & connected to one another. Now , that's not to say it'll be like
" CrowFall " , but rather, the Journey will be different based on the Node's Development.
Because, this is essentially, a Constant-Evolving " feature " - this same " feature " will then Grant further Quests/Missions . These are going to a variety of types - gathering building materials, gathering crafting materials, to seek out an individual, maybe Trading Missions (?), and or course ... Combat Missions ( and others) . Naturally, however, they'll have other activities to do outside the Node - such Open-World PvP, Open-World Dungeons, Exploration, etc ...
In short, from my experience, the term " End-Game " is ... its to basically have an urge to rush level-cap and intermingle with other Players whilst doing repetitive content.
(which, personally isn't satisfying & gets boring)
You won't have a need to Rush through content - you may play at your own pace & you'll never feel left out. Because if you chose an Artisan, and another High-Level Player might need your " proficiency " in that particular Crafting Area - he/she might need your assistance. And the reward could be that ... you both decided to trade Crafting Materials.
( Duly Note: A Player's Level doesn't mean that a Player's Crafting Expertise is of the same Level - two different things)
Basically, you'll be able to intermingle with other Players without having to worry about being shunned-out due to Low-Level. Plus, regardless of where you are at, every Node is going to need everyone's help to Build & Secure that Node.