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Preliminary Alpha 2 Tank Feedback

I know that Alpha 2 hasn't even begun yet, but after looking at the abilities of the Tank, I have some initial feedback I'd like to provide and get opinions on, specifically related to the Tank's current abilities. Please keep in mind this is only my opinion and based off of my experience in MMO's.

Absorption Field - Clarify what this means, the current description is uninformative.

Fortify - Consuming all Courage seems dangerous, depending on how much the Tank class depends on Courage for mitigation. While the increased mitigation gives you a safety net to build Courage back up, the percentage of mitigation increase may not compensate for a complete lack of Tank resource.

Grit - Clarify if there is a cap to the DR given by this ability. Without one, the Tank would be unkillable while under the effect of Grit, which seems overpowered.

Indomitable Spirit - Clarify how long this ability lasts, and do you lose a certain amount of health once the effect wears off? If your health goes below the health lost from the effect, do you die or go to 1 HP?

Reflect - As opposed to only reflecting one ability, make it a timed ability, to where over a certain amount of time, maybe 3-5 seconds, all damage is reflected. Cap the potential reflect damage if that seems overpowered, but one ability is not sufficient for a reflect ability.

Rush of Courage - Add some kind of minor stat increase. A boost of class specific resource is nice and all, and the stat increase shouldn't match a true DCD, but maybe a slight health increase, or a DR increase would match well with this.

Shake it Off - Feels like this could be a drag on performance, as you'd likely use this ability in the thick of battle when CPU is high, and for the computer to calculate damage done 4 seconds in the past feels potentially harmful to performance.

Aegis - Establish a clear cut area that allies are able to enter in order to gain this effect, don't make the AoE hard to see.

Protect - There needs to be some kind of decreased threat generation for the person the ability is currently applied to. Part of the classic Guard ability is to ward off the potential of the highest DPS pulling aggro, so the decreased threat is just as important as the decreased damage taken for the person Protected.

Taunt - Consider adding an effect to this ability that forces the target to only attack the Tank who applies the Taunt for a specific amount of time, possibly 4-6 seconds. This will afford Tanks better threat management during the opening phase of a fight, or after threat drops from mechanics, a period of time where DPS/healers are likely to pull aggro.

Ancestral Bolas - The amount of threat generated on targets needs to be sufficient for the Tank to establish aggro on the targets effected. Also consider a name change, it's a weird name.

Charge - Make this a dedicated leap ability, a 30m gap closer. And add an effect, maybe a skill tree choice, that resets this ability when an engaged target is killed. The Tank needs a resettable, 30m gap closer.

Grapple - Add an effect to this ability that generates a large amount of threat.

Inciting Strikes - Confirm that this ability generates sufficient threat.

Shield Assault - Add a potential effect, maybe a skill tree choice, that makes this an AoE.

Slam - No Potential Feedback
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Comments

  • sunaurussunaurus Member, Alpha Two
    The Tank needs a resettable, 30m gap closer.

    Highly agree! As a long time tank main, there is no worse feeling than playing a tank class who simply can't keep up with faster party members in pure movement.

    And even more importantly, having enough mobility to be able to jump in and save the day when a party member accidentally wanders into a pack of mobs feels amazing!
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