Marzzo wrote: » Even if we are a small minority of the future playerbase, maybe we can give some insight on what worries us. In this way, atleast we made our voices heard so the devs can consider our concerns. I'll start: 1. Im afraid the game will feel shallow and the progression too linear because the IS are stressed to finish the progress and won't have time to make it gameplay deep. interesting and engaging. 2. Im afraid the classes will be to similar in an impossible persuit of balance. I don't want every class/spec to have a stun, an AOE heal, a cleance ability. I want unique toolkits and diverse classes. Even if the cost is slight imbalance. 3. Im afraid PvP and PVE gear will be RNG based. I love working hard in PVP to earn/craft/purchase my gear pieces one by one. Working hard for a month to finaly earn/craft/purchase that staff feels amazing. Randomly getting it after 1 day or 1 year from pure casino RNG feels like utter dogshit. 4. Im afraid crafted gear will be obsolete and useless in comparison to gear you get from bosses. Crafted gear should have the potential to be just as good as any other top tier gear. 5. Im very afraid a stale meta will form, full of cookie cutter builds that are superior to other builds. For example a two-handed fighter/rogue being statisticly and numericly superior in almost everyway over a fighter/mage. What are you worried about?
Corpier wrote: » As for what concerns me, I'm concerned that the node system will encourage players to settle and stay in a small area of the world, while indirectly discouraging players from participating in content elsewhere in the world due to missing out on the benefits from investing in a home node.
toshito wrote: » Even though I know most of the mechanics that Steven, Margaret and Jeff presented, just like the caravans system, the 5 metropolis nodes, the castle nodes (for guilds), all that stuff. I still can't get around my head, wich mechanics prevents if a whole server decides to make just one super node. Perhaps its a very extreme idea, but still, there should be some mechanics in place to avoid that from happening no? Perhaps I am missinformed, something is lacking in my knowledge.
Nagash wrote: » The lack of playable undead has me really worried to be honest. I mean I sent them the tip months ago and I have had no news yet
Marzzo wrote: » Nagash wrote: » The lack of playable undead has me really worried to be honest. I mean I sent them the tip months ago and I have had no news yet Worst case youw will have to settle for skins
Tsukasa wrote: » Time To Kill & Combat In last livestream they've mentioned that glass cannon builds could get you killed in one shot. Knowing the majority are going to max out their DPS because it's their role to do damage.Where is the challenge in that? I want to do combos and utilize iframes and superarmors!!!
Tsukasa wrote: » I am sorry but you have to keep your mouth shut sometimes and not refute something without experience, you don't have to comment. It's frustrating already that no one has ever even talked about these values. They are meant for action combat so I assume it's too early right now.
Wandering Mist wrote: » The main concern I have is actually with the 8-man groups.