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.
How will healers and tanks be balanced?
I ask this remembering back to a livestream when it was said that although a tank could subclass as a fighter, a guardian(tank/tank) would still be the better tank. My question is, despite having different utility for each subclass, how will the healers and tanks be balanced so that say a shaman(cleric/summoner) would be able to hold its ground to a high priest(cleric/cleric) when it comes to healing, or a warden(tank/ranger) holding its own against a guardian in terms of tanking?
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This does not mean that a hybrid Tank/Damage class should be able to withstand heavy damage just as well as the Pure Tank. To be more specific, if I build a Tank/Rogue (Nightshield), I would probably have fewer raw-tanking abilities, but perhaps rely more on damage negation (dodges, parries, deflects) depending on how I chose to augment each of my abilities.
At least, this is the direction that I believe the game is going, or something along these lines.
I think the tanking meaning mainly 2 aspect. Survive and hold the aggro.
To survive you can have high armor, avoid damage or you can heal yourself. Regarding the aggro, you can generate it against multiple enemy or just against a single one.
So that is how I imagine it:
Tank/tank - megahigh armor
tank/rouge - high armor with some avoidance
tank/cleric - high armor with self healing
tank/mage - high armor with extra magic resistance
tank/summoner - high armor with temporal extra life
tank/fighter - high armor with extra agrogeneration against single enemy
tank/ranger - high armor with extra agrogeneration agains farther enemies
tank/bard - hihg armor with extra agrogeneratio against multiple enemies
If they think the same, without knowing a fight I am not able to decide which tank would be the best for it.
- You can " technically " deem Alpha 0 as BOTH Pre-Alpha & Alpha ... simply due to the Wording . ( hence: Alpha Zero )
With that said, this is all we got- https://youtu.be/ZnoHtzaQeMs?t=51m28s ( ends at 54:17 )
Again, because this is still testing phases, anything could changeI agree that different tank combos can many times do he job equally well, just differently. Also though, I think it can and should vary depending on the encounter as well as the player's skill.
For example, a Paladin may have an advantage tanking against a undead creature due to his holy abilities.
Or say, any other tank hybrid fairing better than a tank/tank due to making smart choices or tactics that accommodate his abilities. If you followed the exact same script doing the exact same moves with every tank archetype, then your results should vary in my opinion. That "flair" of a subclass should have weight and meaning, both in how you play and the outcome in a encounter.