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.
Comments
There should be plenty of quests and tasks with objectives for healers to heal; not just for healers to kill stuff.
There should be plenty of quests and tasks with objectives for tanks to safely escort; not just for tanks to kill stuff.
Design quests and tasks that include the interests and objectives expected for each primary archetype. And let people gain experience for completing them.
If a Tank wants to try to cleanse a region of disease, great. Probably should be possible, but not as easy as it would be for a Cleric.
If a Cleric wants to try to steal the military plans from a rival city, great. Probably should be possible, but not as easy as it would be for a Rogue.
If a Fighter wants to try to disenchant a powerful relic in an Archwizard's ruined Tower, great. Probably should be possible, but not as easy as it would be for a Mage.
Seems to me that's what the Social Organizations are for:
Religious Temples; Thieves Guilds, Scholars Academies; Traders Companies
Leveling your adventurer class should not be all about killing stuff - and shouldn't have to be focused on killing stuff.
It is not needed to drag other classes to same level with damage dealers what it comes to dps, but little help wont hurt anyone. And what it comes tanks and healers, they usually have advantage over dps classes when forming groups so i guess that will balance the lag of solo leveling.
If i have decided to play as a tank and lets say as a paladin (tank/cleric). Now because i have option to change my second class, i will choose to be tank/fighter to get more damage oriented augments. Then if i can change my 1h sword + shield to 2h sword and maybe even plate armor to mail armor boost damage in exchange to defensives. That would be very natural way to get boost to dps and make solo leveling little bit more faster.
And we won't be able to quickly switch to a solo sub-class after we leave a group. Nor quickly switch to a group sub-class simply because we found a group while we were soloing.
Also, we don't know whether dropping a secondary class means we lose all of the abilities and have to re-do the progression if we switch back to it, or whether we retain our skills such that we instantly have all of our previous abilities when we switch back.
Isnt the whole point of group play to let a specialist carry the burden of that particular style for the group and focus on that.
In other words, you don't necessarily have to sacrifice solo ability on the altar of group ability. Especially as a solo player requires versatility that the other specialists aren't there to provide on their behalf.
Group skill/progression can be determined by AoE cap.
I guess NPC visit would be fine if you can keep progress and save some premaid builds. Otherwise the system will be doomed!
Archetype and Race are static.
Subclass is temporary (perhaps once a day if its an off-class).
Gear is dynamic (only changed while out of combat).
Skills are transient (toolbar skills activated in combat).
With that, every game I have played so far I could level as a DPS or as a stronger dps than pure heals. That has proven very sufficient. Until we get a much better idea of how the "classes" will play I do not think we can have an idea of how we want things to be different than they are.
Tank should also be a fairly decent damage dealer if the player builds their character for that - choosing abilities and augments and gear that support solo play well.
I think gear and augment choice, in this case will be more about solo v group than pve v pvp.
And should not require switching sub-class. Sub-class switch should just be due to your own specific interest in the secondary class; not because it's required to succeed at PvP.
But, we will have to see if the devs are actually able to achieve their vision.
My Druid in WoW healed mobs and NPCs way before endgame.
But, not often. More quests and tasks associated with that would certainly be nice.
And, yeah, also nice if Tanks were sent on quests which made use of Tank abilities.
I would love to see a Nightshield stealth into a dungeon and Lasso someone.