Glorious Alpha Two Testers!
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.
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.
Comments
To most people, vanilla in relation to an MMO is the game as it is released, before any expansions.
EQ2 released on the 9th of November, 2004. The games first expansion - the end of it's vanilla period - was released on the 13th of September, 2005. The games second expansion was released on the 21st of February 2006, which is also when the games first PvP servers were launched.
As such, and as I have been saying, EQ2 did not have PvP servers during it's vanilla state, unless you have your own special definition of an MMO's vanilla state. I find it hard to believe you would have played a game on a PvP server if that game was not designed for PvP.
Also, you didn't need to worry about gear dropping - if you played it back then you would know this.
I feel like in Ashes, this is going to be a bit of a more case by case and class by class basis. From what I gather, being able to efficiently solo for exp is going to be something of a luxury? For the most part you are going to want to be in a group taking on better and greater challenges.
Steven has also said that taking on higher level enemies will not pose as much of a challenge as other MMOs who somewhat artificially bloat miss and resist chances based on a level vs level formula. This in and of itself can drastically change the amount of risk vs reward for a leveling player.
Ideally, there would be enough variation of enemies to have a 'kind' of mob you want to fight vs your classes toolkit. Having a CC heavy class might make it more efficient at taking down enemies in close chain aggroing camps with social mobs. Tanks might prefer taking on fast attacking enemies with lower health pools where damage reduction will be of greater value. Clerics might like fighting slow hitting creatures so they can weave heals between offensive spells. Perhaps rogues are really great at exploding lower level enemies quicker since they are virtually never detected and can do some burst damage to set the mob into a low HP flee, that only shows it back to the player for even greater damage potential.
I want fights to be dangerous and unforgiving of mistakes, but I would also love there to be a deep element for picking the right fights for you or your duo/group.
Calling people names has never made them reconsider their perspective.
Some people never reconsider their perspective.
If you know the discussion won't progress, just tip your had good day and move on.