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.
Comments
Please remember the non magic user, the athlete, the diligent practitioner of natural human capability, the master of the blade, body and mind. It is he who provides context and the juxtaposition needed for the magicians to shine.
I am focusing on two characters for ashes one will for sure be high priest class to help in group and party stuff.
If the secondary archtypes end up being different DPS abilities then I'll do High Priest. With up to 6 other DPS in the group, the healer shouldn't be focusing on damage unless they are a secondary healer. Of course, my thoughts as a healer is this: if there is time for a healer to DPS, there aren't enough mobs in camp.
I would really prefer the ability to focus on heals only to the detriment of DPS as the character progresses through levels. Since we're covering what we would like to have, I wouldn't mind a pet that heals if the Shaman class is more than just HoTs. Best of all would be to have the pet constantly putting HoTs on each team member while I can burst heal where needed. Or, a pet that does an AoE heal around where I place it while I do focused healing would also be great.
I`m going for a tank class. The Knight (tank/fighter) would be my typical choice. The tank is a safe pick for all (group) content and the fighter sounds viable for solo adventures and PVP.
The Keeper (tank/summoner) sounds also very interesting. All in all, I`m looking forward to 6 of the eight possible choices (not included: Guardian (tank/tank) and Paladin (Tank/Cleric cause))
If hell breaks loose and I`m deciding not to go for a tank then I gonna go for the Templar (cleric/fighter).
I'm really craving more information about the 8 classes with their subclasses.
How identified, no idea
Oh and I have always enjoyed seeing a GM when they appear in-game too. especially when the join the game to dish out justice! ie GM pk a botter for all to see!
A rogue that specializes in laying down traps and out witting his opponents into march right in them.
Showing up in someones face like a little rascal, dodging out of the edge of enemy blades, interrupting their attacks by swiftly throwing something at them or by simply kicking them down unexpectedly. Draining out their stamina and cool downs and frustrating them by small maybe not so harmful attacks until they follow him into a trap laying right there on the ground, where they find their doom. would love this.
I would love this to be Rogue + Fighter, maybe Duelist could have something in his skill set to make this happen. Dueling dirty and all
maybe summoner/rogue then 2nd class must be cleric
Thoughts
Role: Support
Playstyle: Debuffing, applying DoT's, cc's, Cheap abilities which makes u last longer in fights with good survivability.
Difficulty is based on efficency
PvP Difficulty: Very Hard (Will require EXCELLENT team synergy to be able to control fights)
PvE Difficulty: Moderate (Apply DoT's on group of mobs, Debuff on tanky mobs etc..)
Mage <-> Rogue (Shadow Caster)
Thoughts
Role: Burst DMG
Playstyle: Fight from a distance, Good survivability, Easy to take down Support Class/Role Builds,
Expensive abilities burns ur Energy/Mana quickly.
Difficulty is based on efficency
PvP Difficulty: Moderate (Squishy,Weak against CC's and DoT's)
PvE Difficulty: Very Easy
Difficulty Level 7/7
I picture my ideal class as some sort of Ronan type samurai that walks from town to down, getting hired to kill baddies or getting challenged to duels...walking up in cloth armor, drawing a sword, and then the air around the duel sight starts to fog with mist as the sword starts to freeze the particles of water in the air around the fight....and I charge in and with a single cut through the air, form a blade of ice that is flung towards the foe...as they gear up to block it, the sword ignites, turning the ice to steam so I can't be seen other than the faint glow of the molten blade, that then takes a limb off of the opponent....as the fog clears, the sword becomes blindingly bright, stunning the enemy, before the blade fades into the darkest of blacks and creates a phantom cut that disables the opponents sword arm.
Little bit of a narrative, but hopefully that paints the picture. Weapons that channel elemental energy that interacts with the environment and can be used to debuff/damage in creative ways. I want complex combat that rewards players that explore combinations and have scaled combat effectiveness based on technical competence.
Id like to see the game move away from pure invisibility = stealth. Id love for stealth to some how take into account lighting, shadow, eye line etc. Straight invisibility was a product of limited game making ability. The whole invisibile ---> 1 shot/huge damage is boring and generally 1 dimensional. Hope we can move on from it.
I really like playing artillery mages and healers so having a class that can do damage to enemies and heal allies from afar is my ideal class. In general I like classes that have a lot of utility and impactful and/or useful abilities. I like how the Cleric seems like it will have a lot of abilities that damage enemies and give some of that health to allies. In general I am willing to be squishy as long as I have utility to try and escape assassins and the damage and heals to pump out if I am just ignored.
A lot of games force you to pick DPS or Heals but I like the idea of not having the biggest numbers but as a tradeoff having lots of utility and abilities that empower each other. I am thinking I will go Rogue secondary because as a big fan of PVP who mostly plays Ranged DPS or Healer I am used to being focused by the enemy team. So the ability to have either invisibility or mobility that is typical of Rogue classes to engage or disengage seems really cool.
To give some examples from a few games:
- In League of Legends I love Senna and how she can heal, shield and give allies invisibility while also scaling into a ranged damage threat. I also love Vel'koz who is an artillery mage whose individual abilities are more tricky to hit but slow the enemy and apply stacks which then start doing true damage once you reach maximum stacks, so if an enemy doesn't respect your damage and tanks multiple abilities they start getting shredded.
- In Destiny 2 I really love the Attunement of Grace Warlock who has the ability to create zones that heal allies while also amplifying their damage. They also have grenades which can be used for either damage or heals and when your abilities heal or empower allies they reduce your cooldowns a bit. The class is great for picking a spot to defend because you can empower allies in an area and keep them alive, but it still has the counter-play that if the enemy team nukes that area and you don't react their damage can overwhelm your utility.
In regards to this, I would really like to see tanks be able to cooperatively block extremely powerful abilities that can be used by monsters in PvE, as well as possibly even siege weapons or weapons of mass destruction in PvP. Even if it was something like a tank with an ability that places a telegraph on the ground, in which any other party, raid, guild or otherwise allied member can hook into and contribute their blocking power.
The classes need to be flexible for the situations, it shouldnt be like against every monster i have to press 1-2-3-1-2-3. It would be nice to fight against this monster that way against another that way. To be flexible. Also it is important that the classes are not to easy and boring... so that you lose fun after 2 hours play.
I would like to play somekind of melee/midrange class as hybrid for Support and Damage. I havent played such a class in any mmo yet. Another class i would like to play would be a summoner class, where the summoner merches with his summons to gain excess to new Powers.
I really like, that you ask the community this questions!
Firstly, I want it to be flexible in weapon choices. I'd hate to be stuck with a staff as a mage, for example. Why not give them e.g. swords for certain builds and playstyles? I fondly remember Xan from Baldur's Gate with his moonblade, and heck, even WoW had a sword as the fire mage artifact. If I could play a mage with a flaming sword in one hand, and not necessarily a staff or an orb in the other, but having the off-hand available for quick spells and cantrips, I would SO be a mage. However...
...I am a sucker for good armor. I spend SO much time in games figuring out how to look awesome. With "awesome" I don't mean a to be a disco ball of glitter, spell effects and with over-the-top shoulders with their own fireworks display. I'd like the ability to wear clean, low fantasy medieval looking stuff, and that fantasy doesn't go well with cloth. Sure, I like a good robe as good as the next person, but the ability to look somewhat discreet and simple, even in combat, is a big plus. If the casting animations are too overt and embarrasingly flashy to look at I'll probably play another class.
I'll probaly end up with a classic paladin/battle cleric like character. Armored, with a reasonable amount of buffs and being able to actually stand my own as a fighter if specced, is as important to me as the ability to be a back line buffbot should the need arise. I liked how the warrior priest in WAR looked and played. The aestethics alone would make such a class very tempting to me.
Character-based quality of life is important. Run speed, summon players, teleport, passive regen, less need for mana potions... the class should have *something" that make you go "oooh" other than pure looks and damage/healing numbers.
When I mention giving the summoner class the "tools" give the class abilities that enables the class the ability to fight without a summon, meaning that just because you don 't have a summon out you aren't completely useless that way the class could have more a little more uniqueness in what summons people will get within builds. This way monsters that get tamed into a summon could evolve depending on the secondary archetype that gets picked. For example if I had tamed a wolf as just a Summoner but then he evolves into like, a Dire wolf when I become a Beastmaster or a Shadow wolf if I went Summoner/Rogue to become a Shadowmancer, I think that would be sick.
All of this is just wishful thinking I guess, still going to roll a summoner as my main.
Very close to this interest is the fact that you guys got me hyped about the sea to the point where if it's not my main it will be my main alt; totally playing a Nikua and living that life aquatic.
Lets be honest, with the variety Intrepid is creating there's no doubt, there's going to be a flavor for everyone.
Will any amount of class flavors matter when people start simulating the best class/spec/ability tree/etc to keep them raid and pvp competitive? How many will just get shelved for that reason?
What's the plan to avoid that type of scenerio?
Memnauk. The Devil.
Wings as mount since they usually are of the elves race.
I have another good suggestion for in game mechanic.Let me know if i can share.