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Tank Feedback

y0urmawy0urmaw Member, Alpha Two
edited November 7 in Tank Archetype
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.

Comments

  • HalaeHalae Member, Alpha Two
    edited October 26
    I'm actually finding that Tanks are probably the best choice for solo play, barring what could happen with the currently unreleased archetypes. You can explode your mana bar against a single dude if you're not careful, but I'm consistently capable of fighting enemies significantly higher level than I am in a way that I can't as, for example, a mage or a fighter, just because I can survive the fight long enough to actually kill, and rest afterwards.
  • juniorwizzardjuniorwizzard Member, Alpha Two
    I played a tank yesterday to level 5. It wasnt until level 3 that i figured out I could put points into weapons, but once I found the reduced blocking cost, it made more sense. From that point forward, in my group play, it was a matter of hold threat, and holding E. At level 5 I picked up shield bash, that made it a little more fun being able to charge forward a little bit. My group hasnt figured out any synergies yet, just smashing buttons. The ranger goes oom first, then the cleric, from that point we are trying to keep the fighter from charging into the next group so we can rest. Right now I want an ability that will give me more stamina during a fight, so I can keep blocking longer.

    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.
  • DaidracoDaidraco Member, Alpha Two
    Just from a standpoint of playing the tank for a bit, and playing dps - There needs to be a short tutorial on encouraging tanks to block at appropriate times, and why. Just... something. Tanks are either 100% perma blocking, like.. dude, use an auto attack at least .. some? Or the other mentality, and they dont block ANYTHING.

    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.
  • MinionX1MinionX1 Member, Alpha Two
    Ive been trying out tank so far and I've been struggling with the block timings so I'm taking far more damage than I should be. Still have decent survivability though even with only a successful block maybe 1/3 the time. I like some of the early abilities.

    I'm solo so was going a little more survivability and damage than straight tank taunter but ya not too shabby overall so far.
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