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.
PVP Class Viability
ArchivedUser
Guest
Since pvp will be such an important part of the game, do you guys think they will be able to balance the pvp aspect of the game?
Developer question: What steps are being taken to ensure class balance not only in pve, but in pvp?
Developer question: What steps are being taken to ensure class balance not only in pve, but in pvp?
0
Comments
In case you were not aware, clerics do have mechanics to heal through damage .
That way people will not just choose, say Sorceror and Nightblade only, like they did with ESO.
I believe the classes in AoC that appear to be the strongest in 1v1, should lack group utility.
It has been said that clerics in AoC can protect the group inside a dungeon in a manner irrelevant to healing.
It has been said that rangers can disarm traps.
I would like to see Fighters, who traditionally are strong in 1v1, to miss on a unique group ability.
This way everybody in AoC will choose a class based on what they like.
They will contribute to a group.
The strong classes will have to be useful players in order to join a group that has classes with utilities.
The combat seems very reliant on movement and ranged attacks seem quite powerful if you get hit.
I assume that the tank may have the least movement skills. Because a tank is about absorbing damage an control and not about flying/doging/jumping/blinking around.
So i fear that the Tank may become a sitting duck.
But we won't know for sure until we see PvP gameplay with a Tank.
Based on the BR? Recognize that the BR is NOT the MMO and currently in the BR, HP bars are dramatically reduced and headshots do a crazy % damage etc. Do not confuse balance and other parts of the BR as reflective of the MMO.
I'm just saying that im concerned.
I imagined beeing a Tank without a lot of Movement in the BR. And i just wondered how high my damage mitigation needs to be to compensate for the lack of movement skills.
We don't want a situation in where a bunch of people are transporting resources and 20 meteor's come flying in from some random hill/mountain, with virtually no counter-play available. Infinite range can be fine in a BR, but not in an MMORPG.
Clerics are going to be strong against Tanks an Bards:
Tank doesn't do much damage so the cleric can outheal his damage with ease. While doing this the cleric can do small amounts of damage to the tank. Slow but inevitable death for the Tank!
Clerics control life and death while bards can play guitar. Cleric wins!
You have no real power power over life and death
I remember the Burning Crusade druid tanks with 110% dodge
I expect 1v1 you'll see a large advantage the more dmg you individually can do as in most games. However, as i said above all of the PvP in this games more or less bent around the idea of squad/team/raiding PvP so its gonna be more large scale balancing.