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.
Possible alternate tank weapon
ArchivedUser
Guest
Would love to see a Short Spear and Shield combo, something about going Phalanx style on some people makes me excited
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Comments
Then if you start to apply resistances to creatures such as less damage from say blunt and crushing then it may pay to swap to an edged or piercing weapon to do more damage. Different creatures could have resistance or vulnerability to a type of weapon damage, could be interesting to figure out, though doubt this will find its way into the game.
Having to choose your equipment to match your activity sounds like a solid idea
Like a Gladius is a thrusting weapon, while a scimitar is a slashing weapon.
I think we could have resistances that are setup by just having a damage reduction system based on opposing factors then give each weapon 2 damage types. Like a Halberd would have Slashing/Piercing damage. Axes would be Slashing/Bludgeoning, Swords could be Slashing/Piercing.
And that damage reduction should never equate to doing zero damage to a target. Just means you'll have a slight disadvantage when fighting that hopefully someone else in your party compensates for.
The inverse to this is those same enemies should also have vulnerabilities to take additional damage from certain types, like having a resistance to blugdeoning should have a vulnerability to Slashing, resistance to slashing has a weakness to piercing, resistance to piercing should be vulnerable to bludgeoning. This makes for a simplistic rock-paper-scissors system but it's recognizable by the player base.
I like the idea of resistances in terms of game immersion. I don't like the practice of it much because it allows for some classes to become less useful in some situations, and more likely to be excluded from parties trying some content.
Unless there is a good level of monster diversity in each encounter, where maybe there are 4-5 different kinds of monsters. Then everyone will be effective against something at least.