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.
Comments
Imagine you're walking along and begin to notice certain races are vastly siding and playing one class/style. Gets pretty repetitive and watered down doesn't it? It's not fun to see or play with.
so as long as they're fun, and they add flavour without disrupting balance, I'm happy.
I don't know I don't really see how racial min maxing is any different than min maxing with secondary archetypes, in fact I feel like it allows for more possibility to balance things.
For instance let say that for a tank/tank one of the dwarf races has the most benefit but if your an tank/fighter your better off as orc or if your tank/rogue you can gain more from being an elf.
In a well designed system there can be a reason to have any one off those build where at different times each is more effective than the other depending on variables such as boss mechanics or party composition so there is no reason to see a bunch of the same thing running around all the time.
And in the end none of the min maxing even really matters because I can tell you from experience I'll take an sub optimal build played by someone who is skilled at playing it over the meta super character played by someone that took a build off a website cause they heard it was the best any day of the week.
Not to mention this is an mmo which means constant buffs and nerfs and often times something that was once considered unplayable by the masses becomes the flavor of the months over night.
For example
- a few MMOs Combat-Abilities are designed to where low-levels can legit defeat high-leveled & high-geared players if the " conditions " are met
- Such as ... an ability can inflict MORE damage if the Low-Leveled Player uses it against a High-Level Player - giving the low-leveled player a chance to win.
- ( it was solely Defensive Abilities that did things like this )
I Intrepid continues to bring back old abilities we've seen soo many times before in other popular games .... then its going to play just like them - near identical in fact.Ashes can very easily turn into a Clone of another game - Intrepid gotta think outside the box
they Mage Abilities in Pre-Alpha from 2017 LiveStreams is a good start
I mean even guild wars 2 made their racial difference in what types of skills they could learn from their race unique to each. From the Charr's Charzooka to the Norn ability to turn into a Leopardman.
Giving Ogers Stun immunity, like someone mentioned, will break the game because it will disable a important game mechanic (Stun) for a whole race.
And racials at all should not be too powerful. I don't want to see 700 Oger Fighter because that's the only class + race combo that make sense.
Racials should be small (maybe a little funny) goodies, but not prevent a player from playing the class + race combo he wants.
Some suggestions:
A class could have -
- a higher alcohol tolerance
- a higher hp recovery rate (1-5% not more) but also use more food.
- a natural resistance towards poison / cold / fire ( again only 5% at max)
- take a bit less fall damage.
- breath a bit longer underwater
- do craftskill x a bit faster
I expect a high level Vek Rogue to have greater Strength or Stamina than a Pyrian Rogue, but I expect a high level Pyrian Rogue to have greater Dex than a Vek Rogue.
Which means combat for a Vek Rogue should perform significantly differently than combat for a Pyrian Rogue.
Not necessarily worse, but different.
And the racial combat should make the combat differences even more significant.
Hopefully, the same will be true for crafting.
A ) They are insignificant.. so what was the point anyway?
B ) They are significant. So in order to optimize, you are required to pick certain combinations. (Essentially resulting in limiting player option.)
In my mind, neither scenario is really worth the effort. So you might as well remove it.
Only having class progression is inherently limiting. Focusing on the optimal build is inherently limiting.
If you think you've found the optimal combo for a social/religious/racial/sub-class build - great. But, that's not going to limit other players.
I'm not expecting my Vek Rogue to be the optimal Rogue.
I'm interested to see how racial progression helps my Vek Rogue play differently than a Pyrian Rogue or an Aelar Rogue.
This reminds of my buddies Orc Rogue in his D&D game, when he'd get detected while sneaking he'd intimidate everyone to "not" see him.
Ya man I want a ton of choices with a limited amount of active skills available, there are so many games out there where everyone of the same class is the same.
This is looking like a game where you could walk into a room with 50 different rogues all with different set up and all viable cause they have all been built by someone for their own style of play and that's one of the things that's been missing in most mmo's for a long time.
And while it wouldn't bother me if racials made a big difference, they rarely do affect that much in the end.