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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.
Debuffs
After watching the Alpha 0 stream, I didn't like how the debuffs work.
The player cast the debuff and it either landed or it didn't (the mob resisted), maybe it depends on some stats, but still this kind of system puts luck element into combat, which should be based on skill.
With this debuff system you use a skill, it lands - you win, it doesn't - you lose. IMO it shouldn't be based on luck.
I realize the game is in early stage, just commenting on what is currently there.
Thoughts?
The player cast the debuff and it either landed or it didn't (the mob resisted), maybe it depends on some stats, but still this kind of system puts luck element into combat, which should be based on skill.
With this debuff system you use a skill, it lands - you win, it doesn't - you lose. IMO it shouldn't be based on luck.
I realize the game is in early stage, just commenting on what is currently there.
Thoughts?
0
Comments
If someone built a high defence they would take less damage.
If someone built a high evasion they would take less damage.
If someone built a high strength they would deal more damage.
If someone built a high crit chance they would deal more damage.
These stats do the same thing, it all depends on how you want to build your character.
+ Some character "builds" and spells/skills also based on "luck"-and it's good for variativity.
I dont agree on that. If you have lets pretend 30% crit on your spells or 30% evasion chance and you play against someone who has the exactly same stats its not unlikely that 1 of you hits 3 crits in a row while the other one doesnt hit 1 in the same time and that can decide a pvp match . The lcuky one wins.
But as in real life i could live with winning or loosing from time to time cause of luck. Im not a fan of it but its ok to me.
One time you're the lucky one, one time you're not.
But people tend to only see when losing due to bad luck and when they're winning it's always their skill and never luck on their side
Maybe 1d20 is too small of a range for a fast action game where many spells & attacks will happen in a short period of time, but the concept isn't new and some of us are very familiar with the concept.
Stats that are able to help resist OP attacks or CC's make them valuable for both PvP & PvE encounters. It is pretty frustrating playing a mage for example and to have an off spec melee who only choose a few powerful mage spells land them 100% of the time vs you. Surely as a mage, my skills in defending against an attack in which I have specialized in would reduce the chances of this happening.. logically.
IMO this system has merit.