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.
Unique skills
Deachir
Member
Every set of classes should have an unique skill (an untimate if you will)
Agree/disagree
Agree/disagree
1
Comments
Opinion: In a system that is focused on a higher degree of character customization. Class identity is not important. The unique class names are just nomenclature that add a dash of flavor. We don't need strong class identity, and we should reject class identity in favor of player agency.
Is a Beastmaster and ranged or melee class? An ultimate may decide the play style of the class. Look at how Archeage did classes. The nomencature did not mean much compared to the archtype.
If the opinion above is not convening. Try this one. Ults are just lame. In every game. It always feels like some kinda anime "Forgive me master, I must go all out this one time" crap. I am not interested in it.
This is my personal feedback, shared to help the game thrive in its niche.
Why give a set of classes an ultimate skill? Ultimate skills pretty much only exist in games where there are only like 2 to 5 abilities. You don't need an ultimate skill when you have 20 to 30 abilities.
Also, adding on to what @Vhaeyne said, adding an ultimate skill to every class will make them focus on playing around that 1 ability. It will take away from the diversity of the game and force players to only choose abilities that synergize with their ultimate ability. This also makes several classes have similar play-styles to each other, which takes away from the identity of each class.
You will know my class Identity when you see the dead rise around you, and I laugh as your life force slowly drains from your body into my own.
This is my personal feedback, shared to help the game thrive in its niche.
You will be draining a shadow (look behond you, muehahahaha!)
Having additional skills based on your class would be nice in my opinion, actually I think it would be cool if you would also get skills from your 2nd archetype but in a weaker from, either only rank 1 skills or only a subset of skills.
I did not mean ultimate like most ppl use the word ultimate sorry for that.
I agree 100% with your second part, that is kind of what i mean
+ unique passive bonuses
Example: the primary archetype Tank's signature skill is becoming invulnerable against all damage for 5 seconds when used with a 200 seconds cooldown. Now, depending on what class you choose, that skill will be changed a bit:
Knight - Fighter: also deals bonus damage for the duration.
Guardian - Tank: the skill lasts for 10 seconds.
Nightshield - Rogue: also becomes invisible for the duration.
Warden - Ranger: reflects physical ranged damage for the duration.
Spellshield - Mage: reflects magical damage for the duration.
Keeper - Summoner: I have no idea, sorry.
Paladin - Cleric: turns damage taken into healing for the duration.
Argent - Bard: buffs party members around you with 30% damage reduction for the duration.
But this is what's already going to happen to every skill of the main archetype, so the only difference is that one (or more) skills will be called "ultimate skills", which have high cooldown and can change a fight.
I disagree with 64 distinct "ultimate" skills, unless they're passive.
If you ignore the word "ultimate", skills with high cooldown and strong effects are actually quite present in MMORPGs and aren't a bad thing if balancing is done right. From old games to new ones, it's very common for each class to have one or two skills of this kind. It also doesn't mean you'll automatically lose a PvP encounter if your "ultimate" is down and the opponent's isn't, again, if the game's well balanced. In fact, this type of skill is what could help in PvP situations against hard counter encounters.