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.
Support Class Idea
Sweatycup
Member, Alpha One, Alpha Two, Early Alpha Two
I'll keep it simple. Why can't we get support class that usually have active area buffs and convert that to be able to sell your skills ingame for trade? IE add a crafting like system without the crafting and magic instead to allow support classes more versatility outside combat. Incentivize support classes as a non-combat opportunity. You could use the crafting item like gathering system to make it needed to cast buffs that last for however long in-town to would be combatants before they go out for the extra buff. You can do it for food crafting, so why not?
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Comments
Intrepid has said they dont want support classes to be boring in combat, and we will have to wait and see if they deliver. However, if you give a bonus feature to a couple classes, you should give bonus features to all classes IMO.
I agree
I feel like I see more interest in bard or summoner then I see for cleric or tank... I still have a feeling this game will have a tank shortage for groups
Crafting "buffs" are already going to be in the game in the form of gear.
https://www.youtube.com/watch?v=HD5WKztW0S4&t=4010s
There would be no reason to make a redundant and more complicated system for things that already exist.
Yeah and no, but mostly yeah. I was under the understanding that this game would only have area of effect buffs, so basically you can only buff people that are within 5, 10, 15 meters and once they step out they lose the buff. Am i wrong?
And to the last part that does make total sense and i am looking forward to seeing how they make it so complex to create unique recipes with probably special or better effect. However does not take the function away, if the class can already do it why not allow it to be non-area of effect and over-time buff? And if so i still stand by crafting materials to use magical spells and if buffs will exist it'd be nice to get a intricate not-crafting but magical system to create spells too. But i know that last bit is a far stretch from what i should expect, it's more a wish..