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.
Tank Feedback
y0urmaw
Member, Alpha Two
Hi,
I played tank during the pre-alpha testing, and have some general feedback which may be useful for the dev team!
1 - The overall feel for tank is very good, you can tell very early on that you're a staple in the party by having the damage mitigation to fend off higher level mobs.
2 - You don't get what I would consider as 'necessary' tank abilities until level 5 or 6 (which could be 5 hours in). My recommendation would be to give taunt or grapple earlier on, potentially level 3 when you leave the starting area. This allows a tank to pull at range rather than running into an aggro mob pack, or having another class pull for you because you are incapable.
3 - Can the tank start with something other than a sword? Maybe a 1h maul or war hammer just to set it apart from the 1h & shield fighter look
Overall the early levels of a tank feel ok, if you're in a group. They are a bit weak if trying to solo, but tank's really shouldn't be looking to solo. I'll continue to update this thread as I continue on in the levels of tank 7 - 10.
I played tank during the pre-alpha testing, and have some general feedback which may be useful for the dev team!
1 - The overall feel for tank is very good, you can tell very early on that you're a staple in the party by having the damage mitigation to fend off higher level mobs.
2 - You don't get what I would consider as 'necessary' tank abilities until level 5 or 6 (which could be 5 hours in). My recommendation would be to give taunt or grapple earlier on, potentially level 3 when you leave the starting area. This allows a tank to pull at range rather than running into an aggro mob pack, or having another class pull for you because you are incapable.
3 - Can the tank start with something other than a sword? Maybe a 1h maul or war hammer just to set it apart from the 1h & shield fighter look
Overall the early levels of a tank feel ok, if you're in a group. They are a bit weak if trying to solo, but tank's really shouldn't be looking to solo. I'll continue to update this thread as I continue on in the levels of tank 7 - 10.
1
Comments
I appreciate you want players to farm mats and craft gear and consumables. You should refocus that to making it a better than purchased option, instead of a requirement. The group of us at level 5 cant afford to keep the tank stocked with cheap food to make recovery faster, let alone start crafting gear. We have had one gear drop, the rest of us are still wearing starter gear.
Doesnt say much for whats going to happen to these types of people (the aforementioned two types) if they cant figure out something as simple as block, and when to use it.
I'm solo so was going a little more survivability and damage than straight tank taunter but ya not too shabby overall so far.