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.
Action Combat vs Tab Targeting - An Inherent Disadvantage???
I have heard that you can select whether you will use action or tab targeting for combat. Wouldn't choosing action combat offer an inherent disadvantage over auto targeting?
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Tab targeting will be ideal likely for mass farming of mobs and dungeons in some cases likely when you want it to be more automatic, but action will always be my go-to for survival in most or all cases. Plus I love the more in depth feel of action combat. I never feel hindered when I use it.
Tab PvE farm.
Remains to be seen if it will work.
I hope that devs will be willing to overhaul if tab targeting creates problems in PvP
Tab Targeted Charged Shot: His example was that this might be more powerful in single target damage. Maybe even having a snare or something attached depending on how you build it.
Action Combat Charged Shot: His example here would be the ability overall doing less single target damage but instead when you charge it and fire it fires in a "line" and can pierce multiple enemies. Potentially even having a burn over time or something similar.
So, in the example given, it's clear that each would have a benefit and it would really depend on the situation. Both, in concept, seem viable. It really just comes down to individual preference and need. I think most indications are that players will have a 75/25 split at most. So the combat sounds like it will truly be a hybrid form in it's final iteration.
Here is the link if you want to listen in yourself. The question starts at 1:08:00.
https://www.youtube.com/watch?v=IXIpLC__7fA
The Archetype is the role, the class is how you fill the role (ie do your job)
So the skill balanced will be on the way the secondary archetype tweaks your skill. Since you don't get to pick skills from your secondary its not like we have to worry about someone taking the best 6 skills from their main and the 2 best from their secondary. You get 0 skills from the secondary, so the balancing won't be too bad.
However, I also will say that I like this approach more. I like the idea of a lot of flexibility and customization. Makes your character feel more personalized.
there will most probably be some aim assist to bring Action on a similar peg to a locked/tab single target.
I don't know how they intend to hybridise both systems. do they intend to switch on the fly locked reticule/free camera and cursor?
time will tell.
Since roots/snares are going to be on the action side, I plan on going mostly all action. This will be huge in pvp for keeping melee players out of range.
However, I'm also going to at least use a few points/abilities in the tab targeting trees for a base attack of sorts. This is all subject to testing of course, but I will use that tab targeting as a basic attack/damage while I use the action combat trees as the specials. It's like a meta that compliments the use of the actual base attack/specials that you have on your hotbar.