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.
Comments
I play a Paladin (tank) in FF14. I have two combos that I use frequently, which is 5-6 skills, depending on a few factors. Outside of those 6 skills, I have another 8-12 that I use a bit less frequently. Those additional 8-12 are largely situational, but they get used fairly often, especially in groups. There are another 5 or so skills that can be used in OSH!T moments.
I like this variety of abilities. I don't get bored with this. I've always got something to press, something to do.
Cazz said: im totally with u ...
i like being able to react to different situations...
but with just ~ 10 active skills u always need a new build for every situation ...
and 5 regular smashing buttons and 5 longer CD buttons ... is getting boring after awhile .. spending 90% of the time pressing 1-5 ...hmmmpf
Should be multiple skills for multiple situations. 10 is fine.
Errr LOL.
I dont now how I missed this response, but as someone raised it from the dead I will bite.
There are 100 skills for everyone to choose from available in game.
Scenario 1.
10 players have each gained access to all 100 skills.
Player 1 picks 99/100 skills on their 99 skill toolbar
Player 2 picks 99/100 skills on their 99 skill toolbar.
Player 3 picks 99/100 skills on their 99 skill toolbar
Player 4 picks 99/100 skills on their 99 skill toolbar.
Player 5 picks 99/100 skills on their 99 skill toolbar
Player 6 picks 99/100 skills on their 99 skill toolbar.
Player 7 picks 99/100 skills on their 99 skill toolbar
Player 8 picks 99/100 skills on their 99 skill toolbar.
Player 9 picks 99/100 skills on their 99 skill toolbar
Player 10 picks 99/100 skills on their 99 skill toolbar.
Scenario 2.
Two players have each gained access to all 100 skills.
Player 1 picks 1/100 skills on their 1 skill toolbar
Player 2 picks 1/100 skills on their 1 skill toolbar.
Player 3 picks 1/100 skills on their 1 skill toolbar
Player 4 picks 1/100 skills on their 1 skill toolbar.
Player 5 picks 1/100 skills on their 1 skill toolbar
Player 6 picks 1/100 skills on their 1 skill toolbar.
Player 7 picks 1/100 skills on their 1 skill toolbar
Player 8 picks 1/100 skills on their 1 skill toolbar.
Player 9 picks 1/100 skills on their 1 skill toolbar
Player 10 picks 1/100 skills on their 1 skill toolbar.
Are you really trying to say that there is more skill variety in scenario 1 when everyone has 99:100 skills in common rather than scenario 2 where everyone has 1:100 skill in common ? Hint....dont use a wrong formula for the wrong job....actually think about it.
what is more fun to play ?
yep !
but thats a wish ...
i just cant understand why around 40 % of the people would prefer less ( like ~ 10-12 )
active skills ...
really hope steven and the rest of the team will increase the amount ... to maybe 16-20 active skills
maybe a changeable skill set
There will be no automated scripts so running macros to pump out a chain of skills for you is not an option like many MMOs. So unless you want to manually touch type across the keyboard at lightning speed, 50 commands on the bar is pointless.
it seems u qould prefer 20 over 10 skills ? am i right ?
and nobody talks about 50 commands ?
It's really kind of sad, because you wind up missing the beautiful visuals that art team put into the monster/fight. I would prefer less skill bloat and more active dynamic fighting. Fighting which requires me to actually watch and participate with the enemy and to be able to respond to what's happening on screen, rather than just focusing on the hotbar and my next button press.
Of course you have to flip.
Players will have both range and melee weapons slotted.
Steven confirmed.
I think 2 or 3 of each would be good plus that eartquake i saw in a video and maybe some other cool spells.
As you say, 11-12 damage spells would be good. But a stun, a teleport and such are active skills too. So i think somewhere between 14-18 including cc and movement would be great!
Gimme lots of options so I can mix and match how I want.
10 just feels low to me. If you take your gap closer, gap opener, basic attack, ultimate attack, provoke/heal/stealth/trap/sprint/etc you've already used up 5 slots leaving you very little for situational abilities.
Now those statements may not apply if the cool downs on abilities are short (45 seconds or less) the 10 button setup may be engaging enough.
This is also based on the thought that ranged weapon setup swaps action bars with the melee weapon action bars.
I HOPE U ARE RIGHT : ))
10 hotkeys that can be collapsed, each with 10 slots?
Allow macros for combining skills together? (And yes, I'm gonna say it :B ... Like a game I've played in the past called Istaria. Also had multiclassing, to combine all classes within 1 character)
Can' wait for AoC!
as to 11-12 that was referring to skills during the test phases