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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
Some input after playing a Tank for a couple of weekends from me.
In General:
1. Courage, the passive skill Courageous and Vengeance are probably my main concern.
The way it works right now, you literally get punished by using Courage ressource for Vengeance and such lowering/removing 10% physical mitigation you get from the passive and adding a tiny amount of health which is not even noticeable. You rather just auto attack.
I think, it should be the other way around.
You should use Courage ressource and get some mitigation for x seconds.
And most important part, I wish Courage would instead of being the only ressource for Vengeance rather add something to some or most of your active skills.
Add some damage, add some CC effect, add more healing, increase duration etc. (like in case of fortify for example) and remove Vengeance alltogether.
The Vengeance skill - I can just assume its gonna be changed in some way, rarely anyone likes this skill. It does almost nothing. I almost never used it at all. It feels misplaced.
Also, adding some health shield on a skill called "Vengeance" doesn't feel vengeance-y at all. That one should be completely reworked in my opinion.
2. Another point would be the skill Protect or rather what it could also do in addition to just soaking some damage.
It could give you extra courage, if you are protecting a group member and it takes damage - especially in PvP.
You could now use that extra Courage on some skills (see above) and the buffing effects could be partly applied to the protected target as well.
One could argue, that actively blocking could apply to protected target as well in some way.
Obviously all of this is a balancing issue as well.
Below some takes on single skills I didn't like as much or would like to see some changes:
- Grit: Same as above - you shouldn't sit on 100 Courage so that the -25% damage penalty can be reduced a bit.
- Shake it Off: The math behind more healing should be removed. It could heal 15% straight. The passive could add another 10-15% healing over x seconds in addition to CC removal effect.
- Relentness Vengeance: see above
- Inciting Strikes: I never used it. Auto attack with 400 threat generation is just... boring? Adding some effect could change things.
- Tomahawk: I never used it. Putting 2 points so you could, maybe, get a trip on someone in PvP? Not really worthwhile. Useless in PvE. I would like Grapple to be moved down here and move Tomahawk further on top. Increase the cooldown to 15s, remove the tripped passive, remove the 50% more dmg while hit from behind and adding either snare or maybe tripped while hit from behind effect. Then the passive could be more damage to target based on missing health. Like 100% extra physical damage for every 20% health missing. Just an idea.
- Slam and Charge: Those are fine by me. But the passive for each is literally the same. Would be nice to link both skills to 1 passive knockback. Also adding snare after knockback would be chefs kiss if it was christmas. Also knockback didn't work for me many times I was testing it and the animation duration and/or distance traveled could be increased (esp. for PvP purposes).
- Aegis: I had those type of spells in other games. Those were never taken for a good reason. Not for mass PvP at least. Could have PvE uses.
- Reflect: I wish it was more of a "reactionry" skill you could activate instantly for 1,5s duration for better feeling / combat flow. But I guess there is some balance to think of, so enemy has also a chance to react to you activating it (in PvP).
- Intercept: If it was christmas, I would take 15s CD instead of 20 (mobility PvP purposes).
- Ground Pound: For a 60s cooldown ability there could be a cool addition of pulling effect up to x enemies in a 10m radius in front of you and then do all the thingy it does now.
- Wall: For a 60s cooldown ability there could be a cool addition of snare / trip or even shaken status effect to enemies where the wall spawns.