Neurath wrote: » I think the cash shop items are a barrel of laughs. Each concept skews the actual substance of the game. Its not conducive to good management of the PvX style. Of course, a pet skin or mount skin doesn't really affect the game but the PvX systems are affected by Toon Constumes, Caravan Constumes and Special Skill FX. I realise none of this can actually be changed but in the grand scheme, the desire to provide for the players out of love has actually caused conflictions with the game parameters. Its one thing to have to learn 64 class combinations with multiple sources of augments but you then also have to hope you can identify 64 classes with Special Skill FX in a rare and unusual fashion. Difficult, difficult, difficult in a PvP sense. Oh well. We live and we learn.
Enigmatic Sage wrote: » Neurath wrote: » I think the cash shop items are a barrel of laughs. Each concept skews the actual substance of the game. Its not conducive to good management of the PvX style. Of course, a pet skin or mount skin doesn't really affect the game but the PvX systems are affected by Toon Constumes, Caravan Constumes and Special Skill FX. I realise none of this can actually be changed but in the grand scheme, the desire to provide for the players out of love has actually caused conflictions with the game parameters. Its one thing to have to learn 64 class combinations with multiple sources of augments but you then also have to hope you can identify 64 classes with Special Skill FX in a rare and unusual fashion. Difficult, difficult, difficult in a PvP sense. Oh well. We live and we learn. I'm not really a fan of it either for similar reasons. Restricting the skins to those types of mounts would have been better in my opinion. This way a reptile cant dress up as a cat and still use reptile abilities in the genepool. Things may have changed and I hope they have. But you're right, it's their fault for marketing it that way because they got themselves into the contradictive mess. With the way animal husbandry is designed it would've made more sense with costume allowances. IE: snail + horse = use snail family tree and horse family tree skins I'm personally not a fan of the mounts. Their textures and animations are interesting and good quality. It just comes off as toy-boxish with all the costumes and mog imo
Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » I think the cash shop items are a barrel of laughs. Each concept skews the actual substance of the game. Its not conducive to good management of the PvX style. Of course, a pet skin or mount skin doesn't really affect the game but the PvX systems are affected by Toon Constumes, Caravan Constumes and Special Skill FX. I realise none of this can actually be changed but in the grand scheme, the desire to provide for the players out of love has actually caused conflictions with the game parameters. Its one thing to have to learn 64 class combinations with multiple sources of augments but you then also have to hope you can identify 64 classes with Special Skill FX in a rare and unusual fashion. Difficult, difficult, difficult in a PvP sense. Oh well. We live and we learn. I'm not really a fan of it either for similar reasons. Restricting the skins to those types of mounts would have been better in my opinion. This way a reptile cant dress up as a cat and still use reptile abilities in the genepool. Things may have changed and I hope they have. But you're right, it's their fault for marketing it that way because they got themselves into the contradictive mess. With the way animal husbandry is designed it would've made more sense with costume allowances. IE: snail + horse = use snail family tree and horse family tree skins I'm personally not a fan of the mounts. Their textures and animations are interesting and good quality. It just comes off as toy-boxish with all the costumes and mog imo Just imagine how the racial augments for the Angel Racial Skin or the Demon Racial Skin will also affect the 64 class combinations. There are so many augments I couldn't even tell you how to identify a Hard Counter at a glance. That's why I believe Hard Counters should be removed and balance be put into place instead. You don't need to learn about the intricate builds in balanced situations, only how to counter the intricate effects. Of course, tracking the class changes will also be difficult because the balance patch notes for 64 classes with some 3200 augmental changes or more will be a nightmare.
Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » I think the cash shop items are a barrel of laughs. Each concept skews the actual substance of the game. Its not conducive to good management of the PvX style. Of course, a pet skin or mount skin doesn't really affect the game but the PvX systems are affected by Toon Constumes, Caravan Constumes and Special Skill FX. I realise none of this can actually be changed but in the grand scheme, the desire to provide for the players out of love has actually caused conflictions with the game parameters. Its one thing to have to learn 64 class combinations with multiple sources of augments but you then also have to hope you can identify 64 classes with Special Skill FX in a rare and unusual fashion. Difficult, difficult, difficult in a PvP sense. Oh well. We live and we learn. I'm not really a fan of it either for similar reasons. Restricting the skins to those types of mounts would have been better in my opinion. This way a reptile cant dress up as a cat and still use reptile abilities in the genepool. Things may have changed and I hope they have. But you're right, it's their fault for marketing it that way because they got themselves into the contradictive mess. With the way animal husbandry is designed it would've made more sense with costume allowances. IE: snail + horse = use snail family tree and horse family tree skins I'm personally not a fan of the mounts. Their textures and animations are interesting and good quality. It just comes off as toy-boxish with all the costumes and mog imo Just imagine how the racial augments for the Angel Racial Skin or the Demon Racial Skin will also affect the 64 class combinations. There are so many augments I couldn't even tell you how to identify a Hard Counter at a glance. That's why I believe Hard Counters should be removed and balance be put into place instead. You don't need to learn about the intricate builds in balanced situations, only how to counter the intricate effects. Of course, tracking the class changes will also be difficult because the balance patch notes for 64 classes with some 3200 augmental changes or more will be a nightmare. Going off that i can definitely see it what you're getting at. I'm not a fan of dress up and illusion with pvp games to that degree. I believe in a more thematically practical approach especially for immersion. I would not have done the FOMO marketing (especially in hindsight). I would just sold access and a build your own package. IE: pay for testing access get x amount of game time pick x amount of cosmetics pick x amount of freehold skin pick x amount of caravan/boat skin pick x amount of mount skins Then just keep everything else available for purchase as an extra during development. Give the consumer options to decide what they may want as release time comes they may not want to go down the path they did 4 years before launch. oh well
Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » I think the cash shop items are a barrel of laughs. Each concept skews the actual substance of the game. Its not conducive to good management of the PvX style. Of course, a pet skin or mount skin doesn't really affect the game but the PvX systems are affected by Toon Constumes, Caravan Constumes and Special Skill FX. I realise none of this can actually be changed but in the grand scheme, the desire to provide for the players out of love has actually caused conflictions with the game parameters. Its one thing to have to learn 64 class combinations with multiple sources of augments but you then also have to hope you can identify 64 classes with Special Skill FX in a rare and unusual fashion. Difficult, difficult, difficult in a PvP sense. Oh well. We live and we learn. I'm not really a fan of it either for similar reasons. Restricting the skins to those types of mounts would have been better in my opinion. This way a reptile cant dress up as a cat and still use reptile abilities in the genepool. Things may have changed and I hope they have. But you're right, it's their fault for marketing it that way because they got themselves into the contradictive mess. With the way animal husbandry is designed it would've made more sense with costume allowances. IE: snail + horse = use snail family tree and horse family tree skins I'm personally not a fan of the mounts. Their textures and animations are interesting and good quality. It just comes off as toy-boxish with all the costumes and mog imo Just imagine how the racial augments for the Angel Racial Skin or the Demon Racial Skin will also affect the 64 class combinations. There are so many augments I couldn't even tell you how to identify a Hard Counter at a glance. That's why I believe Hard Counters should be removed and balance be put into place instead. You don't need to learn about the intricate builds in balanced situations, only how to counter the intricate effects. Of course, tracking the class changes will also be difficult because the balance patch notes for 64 classes with some 3200 augmental changes or more will be a nightmare. Going off that i can definitely see it what you're getting at. I'm not a fan of dress up and illusion with pvp games to that degree. I believe in a more thematically practical approach especially for immersion. I would not have done the FOMO marketing (especially in hindsight). I would just sold access and a build your own package. IE: pay for testing access get x amount of game time pick x amount of cosmetics pick x amount of freehold skin pick x amount of caravan/boat skin pick x amount of mount skins Then just keep everything else available for purchase as an extra during development. Give the consumer options to decide what they may want as release time comes they may not want to go down the path they did 4 years before launch. oh well Its not so much the 'dress up' or the fact we can use any weapon. Its the sheer amount of augments on the base skills. Augments can change a skill completely...according to the recent Q+A (Check Vaknar's answer on the Q+A thread if you want). So, how unidentifiable can you make a build after the initial decision of how to build?
Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » I think the cash shop items are a barrel of laughs. Each concept skews the actual substance of the game. Its not conducive to good management of the PvX style. Of course, a pet skin or mount skin doesn't really affect the game but the PvX systems are affected by Toon Constumes, Caravan Constumes and Special Skill FX. I realise none of this can actually be changed but in the grand scheme, the desire to provide for the players out of love has actually caused conflictions with the game parameters. Its one thing to have to learn 64 class combinations with multiple sources of augments but you then also have to hope you can identify 64 classes with Special Skill FX in a rare and unusual fashion. Difficult, difficult, difficult in a PvP sense. Oh well. We live and we learn. I'm not really a fan of it either for similar reasons. Restricting the skins to those types of mounts would have been better in my opinion. This way a reptile cant dress up as a cat and still use reptile abilities in the genepool. Things may have changed and I hope they have. But you're right, it's their fault for marketing it that way because they got themselves into the contradictive mess. With the way animal husbandry is designed it would've made more sense with costume allowances. IE: snail + horse = use snail family tree and horse family tree skins I'm personally not a fan of the mounts. Their textures and animations are interesting and good quality. It just comes off as toy-boxish with all the costumes and mog imo Just imagine how the racial augments for the Angel Racial Skin or the Demon Racial Skin will also affect the 64 class combinations. There are so many augments I couldn't even tell you how to identify a Hard Counter at a glance. That's why I believe Hard Counters should be removed and balance be put into place instead. You don't need to learn about the intricate builds in balanced situations, only how to counter the intricate effects. Of course, tracking the class changes will also be difficult because the balance patch notes for 64 classes with some 3200 augmental changes or more will be a nightmare. Going off that i can definitely see it what you're getting at. I'm not a fan of dress up and illusion with pvp games to that degree. I believe in a more thematically practical approach especially for immersion. I would not have done the FOMO marketing (especially in hindsight). I would just sold access and a build your own package. IE: pay for testing access get x amount of game time pick x amount of cosmetics pick x amount of freehold skin pick x amount of caravan/boat skin pick x amount of mount skins Then just keep everything else available for purchase as an extra during development. Give the consumer options to decide what they may want as release time comes they may not want to go down the path they did 4 years before launch. oh well Its not so much the 'dress up' or the fact we can use any weapon. Its the sheer amount of augments on the base skills. Augments can change a skill completely...according to the recent Q+A (Check Vaknar's answer on the Q+A thread if you want). So, how unidentifiable can you make a build after the initial decision of how to build? I was just throwing it out there as it's relevant. I know what you're saying lol. Illusive mystery as you cant evaluate anything by appearance until you actually see its actions. Should not be that hard to track in small group play but if you're expecting large scale battles to be balanced in a linear degree it wont be. There's a turning point for player numbers in pvp where it's just chaotic and essentially uncontrollable with outcomes. You could get steam rolled out of no where by factors like players focus firing, siege weapons etc. I've put many hours into games where you can see hundreds of people in the same area attacking each other organised and not lol.
Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » I think the cash shop items are a barrel of laughs. Each concept skews the actual substance of the game. Its not conducive to good management of the PvX style. Of course, a pet skin or mount skin doesn't really affect the game but the PvX systems are affected by Toon Constumes, Caravan Constumes and Special Skill FX. I realise none of this can actually be changed but in the grand scheme, the desire to provide for the players out of love has actually caused conflictions with the game parameters. Its one thing to have to learn 64 class combinations with multiple sources of augments but you then also have to hope you can identify 64 classes with Special Skill FX in a rare and unusual fashion. Difficult, difficult, difficult in a PvP sense. Oh well. We live and we learn. I'm not really a fan of it either for similar reasons. Restricting the skins to those types of mounts would have been better in my opinion. This way a reptile cant dress up as a cat and still use reptile abilities in the genepool. Things may have changed and I hope they have. But you're right, it's their fault for marketing it that way because they got themselves into the contradictive mess. With the way animal husbandry is designed it would've made more sense with costume allowances. IE: snail + horse = use snail family tree and horse family tree skins I'm personally not a fan of the mounts. Their textures and animations are interesting and good quality. It just comes off as toy-boxish with all the costumes and mog imo Just imagine how the racial augments for the Angel Racial Skin or the Demon Racial Skin will also affect the 64 class combinations. There are so many augments I couldn't even tell you how to identify a Hard Counter at a glance. That's why I believe Hard Counters should be removed and balance be put into place instead. You don't need to learn about the intricate builds in balanced situations, only how to counter the intricate effects. Of course, tracking the class changes will also be difficult because the balance patch notes for 64 classes with some 3200 augmental changes or more will be a nightmare. Going off that i can definitely see it what you're getting at. I'm not a fan of dress up and illusion with pvp games to that degree. I believe in a more thematically practical approach especially for immersion. I would not have done the FOMO marketing (especially in hindsight). I would just sold access and a build your own package. IE: pay for testing access get x amount of game time pick x amount of cosmetics pick x amount of freehold skin pick x amount of caravan/boat skin pick x amount of mount skins Then just keep everything else available for purchase as an extra during development. Give the consumer options to decide what they may want as release time comes they may not want to go down the path they did 4 years before launch. oh well Its not so much the 'dress up' or the fact we can use any weapon. Its the sheer amount of augments on the base skills. Augments can change a skill completely...according to the recent Q+A (Check Vaknar's answer on the Q+A thread if you want). So, how unidentifiable can you make a build after the initial decision of how to build? I was just throwing it out there as it's relevant. I know what you're saying lol. Illusive mystery as you cant evaluate anything by appearance until you actually see its actions. Should not be that hard to track in small group play but if you're expecting large scale battles to be balanced in a linear degree it wont be. There's a turning point for player numbers in pvp where it's just chaotic and essentially uncontrollable with outcomes. You could get steam rolled out of no where by factors like players focus firing, siege weapons etc. I've put many hours into games where you can see hundreds of people in the same area attacking each other organised and not lol. Yeah. Stealth builds will exist. I will make a stealth build. No meta build for myself lol. Metas will be difficult to form I believe anyway. It all comes down to theory crafting, testing and practice with the skills to find the perfect build for one's play style. It will be rather epic and terrifying to face at the same time lol.
Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » I think the cash shop items are a barrel of laughs. Each concept skews the actual substance of the game. Its not conducive to good management of the PvX style. Of course, a pet skin or mount skin doesn't really affect the game but the PvX systems are affected by Toon Constumes, Caravan Constumes and Special Skill FX. I realise none of this can actually be changed but in the grand scheme, the desire to provide for the players out of love has actually caused conflictions with the game parameters. Its one thing to have to learn 64 class combinations with multiple sources of augments but you then also have to hope you can identify 64 classes with Special Skill FX in a rare and unusual fashion. Difficult, difficult, difficult in a PvP sense. Oh well. We live and we learn. I'm not really a fan of it either for similar reasons. Restricting the skins to those types of mounts would have been better in my opinion. This way a reptile cant dress up as a cat and still use reptile abilities in the genepool. Things may have changed and I hope they have. But you're right, it's their fault for marketing it that way because they got themselves into the contradictive mess. With the way animal husbandry is designed it would've made more sense with costume allowances. IE: snail + horse = use snail family tree and horse family tree skins I'm personally not a fan of the mounts. Their textures and animations are interesting and good quality. It just comes off as toy-boxish with all the costumes and mog imo Just imagine how the racial augments for the Angel Racial Skin or the Demon Racial Skin will also affect the 64 class combinations. There are so many augments I couldn't even tell you how to identify a Hard Counter at a glance. That's why I believe Hard Counters should be removed and balance be put into place instead. You don't need to learn about the intricate builds in balanced situations, only how to counter the intricate effects. Of course, tracking the class changes will also be difficult because the balance patch notes for 64 classes with some 3200 augmental changes or more will be a nightmare. Going off that i can definitely see it what you're getting at. I'm not a fan of dress up and illusion with pvp games to that degree. I believe in a more thematically practical approach especially for immersion. I would not have done the FOMO marketing (especially in hindsight). I would just sold access and a build your own package. IE: pay for testing access get x amount of game time pick x amount of cosmetics pick x amount of freehold skin pick x amount of caravan/boat skin pick x amount of mount skins Then just keep everything else available for purchase as an extra during development. Give the consumer options to decide what they may want as release time comes they may not want to go down the path they did 4 years before launch. oh well Its not so much the 'dress up' or the fact we can use any weapon. Its the sheer amount of augments on the base skills. Augments can change a skill completely...according to the recent Q+A (Check Vaknar's answer on the Q+A thread if you want). So, how unidentifiable can you make a build after the initial decision of how to build? I was just throwing it out there as it's relevant. I know what you're saying lol. Illusive mystery as you cant evaluate anything by appearance until you actually see its actions. Should not be that hard to track in small group play but if you're expecting large scale battles to be balanced in a linear degree it wont be. There's a turning point for player numbers in pvp where it's just chaotic and essentially uncontrollable with outcomes. You could get steam rolled out of no where by factors like players focus firing, siege weapons etc. I've put many hours into games where you can see hundreds of people in the same area attacking each other organised and not lol. Yeah. Stealth builds will exist. I will make a stealth build. No meta build for myself lol. Metas will be difficult to form I believe anyway. It all comes down to theory crafting, testing and practice with the skills to find the perfect build for one's play style. It will be rather epic and terrifying to face at the same time lol. sure, stealth can play a role in it. lay out of environment/scenario, micro/macro management etc
Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » I think the cash shop items are a barrel of laughs. Each concept skews the actual substance of the game. Its not conducive to good management of the PvX style. Of course, a pet skin or mount skin doesn't really affect the game but the PvX systems are affected by Toon Constumes, Caravan Constumes and Special Skill FX. I realise none of this can actually be changed but in the grand scheme, the desire to provide for the players out of love has actually caused conflictions with the game parameters. Its one thing to have to learn 64 class combinations with multiple sources of augments but you then also have to hope you can identify 64 classes with Special Skill FX in a rare and unusual fashion. Difficult, difficult, difficult in a PvP sense. Oh well. We live and we learn. I'm not really a fan of it either for similar reasons. Restricting the skins to those types of mounts would have been better in my opinion. This way a reptile cant dress up as a cat and still use reptile abilities in the genepool. Things may have changed and I hope they have. But you're right, it's their fault for marketing it that way because they got themselves into the contradictive mess. With the way animal husbandry is designed it would've made more sense with costume allowances. IE: snail + horse = use snail family tree and horse family tree skins I'm personally not a fan of the mounts. Their textures and animations are interesting and good quality. It just comes off as toy-boxish with all the costumes and mog imo Just imagine how the racial augments for the Angel Racial Skin or the Demon Racial Skin will also affect the 64 class combinations. There are so many augments I couldn't even tell you how to identify a Hard Counter at a glance. That's why I believe Hard Counters should be removed and balance be put into place instead. You don't need to learn about the intricate builds in balanced situations, only how to counter the intricate effects. Of course, tracking the class changes will also be difficult because the balance patch notes for 64 classes with some 3200 augmental changes or more will be a nightmare. Going off that i can definitely see it what you're getting at. I'm not a fan of dress up and illusion with pvp games to that degree. I believe in a more thematically practical approach especially for immersion. I would not have done the FOMO marketing (especially in hindsight). I would just sold access and a build your own package. IE: pay for testing access get x amount of game time pick x amount of cosmetics pick x amount of freehold skin pick x amount of caravan/boat skin pick x amount of mount skins Then just keep everything else available for purchase as an extra during development. Give the consumer options to decide what they may want as release time comes they may not want to go down the path they did 4 years before launch. oh well Its not so much the 'dress up' or the fact we can use any weapon. Its the sheer amount of augments on the base skills. Augments can change a skill completely...according to the recent Q+A (Check Vaknar's answer on the Q+A thread if you want). So, how unidentifiable can you make a build after the initial decision of how to build? I was just throwing it out there as it's relevant. I know what you're saying lol. Illusive mystery as you cant evaluate anything by appearance until you actually see its actions. Should not be that hard to track in small group play but if you're expecting large scale battles to be balanced in a linear degree it wont be. There's a turning point for player numbers in pvp where it's just chaotic and essentially uncontrollable with outcomes. You could get steam rolled out of no where by factors like players focus firing, siege weapons etc. I've put many hours into games where you can see hundreds of people in the same area attacking each other organised and not lol. Yeah. Stealth builds will exist. I will make a stealth build. No meta build for myself lol. Metas will be difficult to form I believe anyway. It all comes down to theory crafting, testing and practice with the skills to find the perfect build for one's play style. It will be rather epic and terrifying to face at the same time lol. sure, stealth can play a role in it. lay out of environment/scenario, micro/macro management etc Yeah, my time will be spent learning about all the augment sources in A2. I imagine each Racial System will have a Metro in A2 to test the Metro - at that time i'll test Vaelune Racials
Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » I think the cash shop items are a barrel of laughs. Each concept skews the actual substance of the game. Its not conducive to good management of the PvX style. Of course, a pet skin or mount skin doesn't really affect the game but the PvX systems are affected by Toon Constumes, Caravan Constumes and Special Skill FX. I realise none of this can actually be changed but in the grand scheme, the desire to provide for the players out of love has actually caused conflictions with the game parameters. Its one thing to have to learn 64 class combinations with multiple sources of augments but you then also have to hope you can identify 64 classes with Special Skill FX in a rare and unusual fashion. Difficult, difficult, difficult in a PvP sense. Oh well. We live and we learn. I'm not really a fan of it either for similar reasons. Restricting the skins to those types of mounts would have been better in my opinion. This way a reptile cant dress up as a cat and still use reptile abilities in the genepool. Things may have changed and I hope they have. But you're right, it's their fault for marketing it that way because they got themselves into the contradictive mess. With the way animal husbandry is designed it would've made more sense with costume allowances. IE: snail + horse = use snail family tree and horse family tree skins I'm personally not a fan of the mounts. Their textures and animations are interesting and good quality. It just comes off as toy-boxish with all the costumes and mog imo Just imagine how the racial augments for the Angel Racial Skin or the Demon Racial Skin will also affect the 64 class combinations. There are so many augments I couldn't even tell you how to identify a Hard Counter at a glance. That's why I believe Hard Counters should be removed and balance be put into place instead. You don't need to learn about the intricate builds in balanced situations, only how to counter the intricate effects. Of course, tracking the class changes will also be difficult because the balance patch notes for 64 classes with some 3200 augmental changes or more will be a nightmare. Going off that i can definitely see it what you're getting at. I'm not a fan of dress up and illusion with pvp games to that degree. I believe in a more thematically practical approach especially for immersion. I would not have done the FOMO marketing (especially in hindsight). I would just sold access and a build your own package. IE: pay for testing access get x amount of game time pick x amount of cosmetics pick x amount of freehold skin pick x amount of caravan/boat skin pick x amount of mount skins Then just keep everything else available for purchase as an extra during development. Give the consumer options to decide what they may want as release time comes they may not want to go down the path they did 4 years before launch. oh well Its not so much the 'dress up' or the fact we can use any weapon. Its the sheer amount of augments on the base skills. Augments can change a skill completely...according to the recent Q+A (Check Vaknar's answer on the Q+A thread if you want). So, how unidentifiable can you make a build after the initial decision of how to build? I was just throwing it out there as it's relevant. I know what you're saying lol. Illusive mystery as you cant evaluate anything by appearance until you actually see its actions. Should not be that hard to track in small group play but if you're expecting large scale battles to be balanced in a linear degree it wont be. There's a turning point for player numbers in pvp where it's just chaotic and essentially uncontrollable with outcomes. You could get steam rolled out of no where by factors like players focus firing, siege weapons etc. I've put many hours into games where you can see hundreds of people in the same area attacking each other organised and not lol. Yeah. Stealth builds will exist. I will make a stealth build. No meta build for myself lol. Metas will be difficult to form I believe anyway. It all comes down to theory crafting, testing and practice with the skills to find the perfect build for one's play style. It will be rather epic and terrifying to face at the same time lol. sure, stealth can play a role in it. lay out of environment/scenario, micro/macro management etc Yeah, my time will be spent learning about all the augment sources in A2. I imagine each Racial System will have a Metro in A2 to test the Metro - at that time i'll test Vaelune Racials It's quite possible. I imagine for testing purposes if they didn't they would just have the augments available for each as they're implemented. anyways have fun on the vaelune deep dive when it happens haha