Greetings, glorious testers!

Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.

To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.

Thoughts on my time as a Tank, and on other general gameplay.

AidanNautAidanNaut Member, Alpha One, Alpha Two, Early Alpha Two
I'm going to be getting some quick thoughts down, and then add more detail tomorrow after work.

1. To get this one out of the way, I really am not a fan of how melee auto attacks 100% lock you into a movement.
1a. As a tank, whenever I was in a group being the front liner for a boss, leaning ever so slightly to one side while auto attacking would cause me to jettison forward. This would result in turning bosses around. If that boss was a dragon, that meant the rest of the melee damage characters are now getting a face full of dragon tail. Not good.
1b. As any other class, using any melee weapon was a huge detriment. With a wand you can fire off a few quick blasts in between spell casts and maintain good distance. However those that use staffs could end up throwing themselves into danger and miss out on crucial casting time.
1c. I can appreciate there being some sort of forward momentum, but it resulted in some pretty drastic consequences. I would propose instead of a completely forced forward movement that melee auto attacks just add a general amount of velocity forward that can be then modified by the players chosen direction. For example, If one were to backpedal constantly, they would move forward much more slowly. Strafing would result in diagonal movements forward, and full on W+M1 would be hefty lunges.

2. I absolutely loved the Brinda(?) questline. More questlines like this please.

3. Outdoor dungeons are a great concept, but I feel they are a bit one dimensional. I would personally appreciate if there was more than one reason to go to an open dungeon. The two at the starting zone kind of do this, but you would essentially do everything in a single run through anyway.

4. Either Tank threat generation is too low in general, or Tanks are in need of more snap threat generation. Rank 3 Javelin is good for ST stuff. Once a second mob came waltzing in though, good luck ever getting threat on that thing during a fight.

5. I'm hoping that we will get to build fully fleshed out classes soon (as opposed to just using the tank archetype by itself), perhaps a fuller implementation of this system will solve most of the minor gripes with Tank power and gameplay.
sxn6CZ8.png

Comments

  • PrincessKennyPrincessKenny Member, Alpha One, Alpha Two, Early Alpha Two
    I had the opposite experience with aggro. I won't say what build or how to do it, but some abilities build more aggro than others. Once I figured out how to generate a lot of aggro quickly I stopped having problems with keeping mobs on me. I was able to pull fire elder dragon aggro whenever I wanted to during that fight with 100+ people hitting the dragon.

    Everything else I agree with you on. :)
  • BladedanceBladedance Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I agree that being locked into forward movements and the associated animations isnt neccesarily good for tanks or any class. I also think that Of the three classes available that the tank is the slowest to level under solo play. Id like to see it be tougher and easier to tank more mobs at once readily since DPS will characteristically always be limited. In comparison the healer class felt more "tanky" than the fighter did at times.
    Be polite, be professional, but have a plan to kill everybody you meet.
Sign In or Register to comment.