Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
How far is too far for movement abilities?
Some classes are bound to have abilities which allow them to travel some distance, whether its a teleport, jump or dash. The question is, what should this distance be? Each class should have a distance reflective of the role (assuming they get one) but when does it go from utility to something that they shouldn't have access to?
For example, as of right now, the fighter has the ability charge. If the ability range is too small its not practical but if its too far it would be unbalanced.
So, for you, how far is too far?
For example, as of right now, the fighter has the ability charge. If the ability range is too small its not practical but if its too far it would be unbalanced.
So, for you, how far is too far?
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