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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Anyone Else Trying To Think Of Ways To Break The Game Already?
Khronus
Member, Alpha One, Alpha Two, Early Alpha Two
Imagine a 40 player raid. Well balanced with tanks/heals/support/and dps. All 40 players are sub class cleric. I haven't had the opportunity to play the game yet but come on! How are we supposed to die in this scenario!? Even small heal additions to a rogues spells would be pretty overpowered I think. I am super curious to see how the balancing goes during alpha one!
Roaming PvP with 10+ Bard/Clerics. Constant AOE heals going off haha. This will be fun : )
Roaming PvP with 10+ Bard/Clerics. Constant AOE heals going off haha. This will be fun : )
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On the other hand, there may be fights where you need to really push your damage in order to meet a hard dps check, otherwise it's a wipe. In that case, passive cleric healing is wasted and extra dps would be the only way to push forward.
Now, if you meant having a 40-man PVP raid with everyone subclass cleric, that's something I'd like to see tested.
But the numbers can always be tuned down, and it doesn't necessarily need to be a healing bonus. For example:
Just trying to throw out ideas. I personally do plan on having a sub class of cleric while leveling up. But I'll probably spend all of my gold trying out all 8 subclasses, just for funsies.
Just put them all in 3 buff skills and start spamming them with 8 bards non stop. Every bard has a different augmentation for a diverse range of buffs.
Lets see someone fight us with 15%-30% crit, damage, attackspeed, movementspeed, evasion, healing, damage reduction and range!
Example group1: 2 Tanks, 4 AOE dps, 2 Clerics.
Example group2: 2 Tanks, 2 AOE dps, 2 bards to buff group, 2 Clerics.
The purpose of this group setup would be to ball up and create an orb of death. Always sticking together and dropping all of your AOE damage at the same time. Unorganized players would stand no chance due to the insane amount of damage being dropped in the same area at the same time.
U.S. East
https://www.youtube.com/watch?v=z84ykkg_sSA
All fire mages and a couple of tanks. Melted raid bosses in seconds.
https://knightsofember.com/forums/members/winner909098.54
...like every damn second.
@Neurath Well yeah they would have a field day but coming across a full group of one class for the first time during an alpha test would be crazy enough to force balancing I think. (assuming it is even good in the first place).
@Jakee I planned on some sort of bomb group being a thing in the large battles. I was also thinking about a flank group of cleric/bard/rogue/ranger (rangers in abundance). Rogues only to protect clerics and rangers to melt while focus firing.
Ok, that's just crazy broken. Trivializing content like that makes me lose interest because there is literally no challenge anymore.
That is not dead which can eternal lie. And with strange aeons even death may die.
The winner of the thread, ladies and gentlemen.
just adding a heal to everything would be incredibly boring, doubt they'll handle it this way.
@Flagg Absolutely. Testing these theories will be fun. We should hook up in Alpha to see if we can break anything in hopes to fix them before launch : ).
@Andi Necromancer should be something along the lines of healing the team while doing damage. Kind of like a shadow priest in wow I would imagine. Don't know where I heard there or even if it is true but it makes sense.
PvP 250 vs 250
All summoners (3 summons each) + 1 combat pet
Turns into 1250 vs 1250 ... and see if that doesn't break the server.
Now breaking the game balance wise is another ball game, 64 classes with each different armor and weapons setup.... a lot of possibilities.
Definitely will consider that for this game to get a head start when it comes out.. playing by the rules within the system, just playing the game!
You forgot about the mounts!
Isn't content balanced around primary archetypes though (8 archetypes per group, etc)? Secondary only slightly augments your abilities and I doubt they are going to try and balance around all 64 combinations. The only thing I could see would be hard DPS/gear checks, but without DPS meters if the devs were to make bosses revolve around DPS pushes people would be real upset.
Besides, I'm sure for a lot of encounters some archetypes will just completely outmatch others. I bet there will be a bunch of class stacking, it just won't be common among casuals. Only no-life guilds where people have many maxed out alts it will happen.
At this point I think enough other MMOs have been broken that there are plenty of examples of things to avoid. EverQuest gave us kiting and shakerpage as very dramatic examples. Crowd control was also an unintended mechanic--root and mesmerize spells were meant for escape, not to park a mob so it could be debuffed and wait its turn to die (or, in the case of root, force aggro onto the closest target). I believe the idea that players would form raids was unintended (but I can't find anything to back that up, so I could be wrong). There was, after all, no formal raid group system in EQ until the Planes of Power expansion. Instancing and content scaling are fairly well established checks on adding numbers to solve problems, so "add more people" has an established counter as well.
Given the very vocal opposition to multiboxing, I expect the family fast travel will not be a practical solution.
I'm sure there will be at least one breakable thing that slips through the betas, but I feel as though there is nothing one player will be able to do that couldn't be done more efficiently by a large guild.
But on topic, you wanna see something broken? 10+ player stack, all DoT classes. Tag some poor soul and watch him burn
Here's my view on it though:
Every single choice of class/subclass will (should) have pros and cons, so when you go cleric subclass, you get some pros (smaller heals etc), but you also lose out on everything else that players with other subclasses will have.
Just as a very very simplistic example: Player "A" has cleric subclass and can heal small amounts when hitting enemy. Player "B" has some other subclass and deals increased damage. If the added damage that player B gets cancels out the healing player A gets, then there's no advantage for player A.
It would probably also be really easy to counter since there would surely be many abilities that nobody has any counter to, because they all went cleric subclass.
Exactly there is nothing you can theory craft. So why make up or presume things about the game. That's not theory crafting.
That is not dead which can eternal lie. And with strange aeons even death may die.
(and all the vanity pets!)
Um.. Can you please define your logic? Theory crafting is by definition, theoretical, presumptuous and a speculation. It's not called fact-craft. Just so you understand the difference.