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.
Race buffs / nerfs based on hit boxes
Solonthebandit
Member, Alpha Two, Early Alpha Two
I am curious if races / character size will have different buffs / nerfs associated with them. It would seem being the smallest dwarf with the smallest possible hit box would be advantageous against skill shots as opposed to being the biggest possible orc with presumably the biggest skill shot hit box.
Is my understanding of the hit box concept wrong or is there a known system to mitigate the small hit box advantage?
Is my understanding of the hit box concept wrong or is there a known system to mitigate the small hit box advantage?
0
Comments
My AoE wont care about your size
I have to admit I was a bit surprised to see just how small the Dwarves were in some of the videos.
In fact, I would like to see a few genuine strengths/weaknesses from racial stats so that there is some definite reason to want to choose a specific race again instead of just appearance/roleplaying sake. I understand why games started to go the route of trying to hit even balance across the board, but this game seems to be giving enough reasons to not necessarily need perfect balance. The lack of dps meters, the emphasis on needing a diverse party to do content, the scope of the game's pvp element requiring a lot of cooperation, and probably more i'm not thinking about.
Like, I would genuinely like to see something like dwarves definitively are the best crafters of some specific craft type, but are worse at enchanting.They have a higher defensive stat, but lower magic power stat for seed growth, so can't become the most powerful min/maxed mage, but the best min/max tank in the game would want to choose dwarf.
One of the things I miss about the old games like EQ is how those stats broke down. Like, you could BE a dark elf warrior, but if you went toe to toe with a troll warrior in a 1v1, it was quite obvious which one was going to be doing more damage per hit. I miss that shit.
I suspect this game will be in alpha 2 for many many months and during that time the devs will get tons of data on character selection ratios and pvp stats. I understand that they are focused on balancing pvp for group content but if dwarves consistently outperform all other races in pvp it would seem like you would need to balance that to prevent the majority of pvp focused groups from utilizing dwarf stacking since classes aren't race locked.
When i think about the action combat and the head shot critical damage specifically it seems that a tiny little dwarf character is going to have inherent advantages over a big orc character.
Why should you be able to hit a dwarf swinging above its head? Or not hit an orc in the head due to hit boxes being normalized?
A tiny dwarf could take +5% action combat damage and a big orc could take -5% for instance. This isn't a system i like but it's something that could work to bring balance if 25% of the player base is playing dwarf and 5% are going orc. Apex legends uses something kind of like this and a movement speed difference. I've only played a few hours of that so i don't know what the community thinks about it.