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
true, i agree on that about esports
One of the main concerns is class balance. Some classes would undoubtedly benefit more from tab targeting, while others might gain a significant advantage from action-based combat. Ideally, there should be a balance across all classes, ensuring that each one feels flexible and competitive, no matter the system they use. I don't think the game should completely favor one system over the other, but action combat does offer a more skill-based experience. Landing abilities, tracking opponents, and having them dodge or avoid attacks makes the combat feel more realistic and rewarding.
For example, it's easier for a mage to use tab targeting against a melee class than for a melee class to rely on action targeting against a mage. The real question is: does this create a fair competitive environment in PvP or PvX scenarios? Balancing these dynamics is crucial to maintaining a competitive and enjoyable experience for all players.
One idea I have for enhancing action-based combat is introducing a "focus mode" that locks onto a target. While it might resemble tab targeting, it would feel more organic and realistic. Essentially, players could lock onto an enemy like an aim-assist, but maintaining that lock-on would depend on managing their stamina. Actions like dodging, rolling, or using other high-stamina abilities would drain the stamina bar. When the player's stamina falls below a certain level, the assist mechanism would degrade, forcing them to aim manually or risk losing track of the target altogether. This approach could strike a balance between skill-based action combat and accessibility, while adding an extra layer of strategy with stamina management.