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A cleric's suggestion on tanks

LeukaelLeukael Member, Alpha One, Alpha Two, Early Alpha Two
edited November 7 in Cleric Archetype
Because grinding over long periods of times inevitably leads to human error and thus (at times) death, tanks uniquely face the consequences of these moments of human error in terms of repair cost and xp debt.

To level the playing field a bit, I would like to suggest that tanks have a passive that when resurrected they receive reduced durability damage and xp debt. Just a thought to make the archetype more appealing and even in the play loops. I don't want to mitigate the risk and reward entirely (that's why I suggest on resurrection and not any death condition.)

Tanks, clerics, or other archetypes, have a different idea or opinion? Would love to hear it and discuss it here. Sound off!
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Comments

  • FearriorFearrior Member, Alpha Two
    I wonder if that should be true of any death that is resurrected instead of respawned?
  • TenguruTenguru Member, Alpha One, Alpha Two, Early Alpha Two
    Am Tank, can confirm... the repair prices are rough <3

    On top of just the price itself, I also take home less Glint than my party members too, giving Tanks a higher cost with less income than a DPS class...
    ytqg7pibvfdd.png
    I'll tend to the flame, you can worship the ashes.
  • willsummonwillsummon Member, Alpha Two
    My experience with decades of MMOs (I feel old) that one of the leading causes of a raid guild collapsing is repair costs on plate armor.

    The raid guild has a bad night (several wipes), the repair costs bankrupt the guild, the guild disbands.
  • idiom444idiom444 Member, Alpha Two, Early Alpha Two
    edited November 5
    Yeah it is insane. I was just the secondary tank for my group but the main tank was like 70% of a level into exp debt at one point. We probably could have farmed easier mobs but we got it figured out and the main tank maintained the highest level of the group even through all this so it wasn't SUPER bad but very much a setback in this already long grind.

    If you are inviting random people to your group someone is usually intentionally or accidentally looting your materials if you get killed by the elites you are farming. With the inability to trade glint (to my knowledge) this means you have no money to repair even if they didn't do it intentionally (my experience). I get that this is player behaviour and not like the system itself but it is frustrating to me at the moment.

    Haven't been able to repair without others trading me silver since level 7. I am lucky to have a sweet guild that I found that is willing to help out its tanks i guess.

    Have been loving the animations and the threat system works pretty well when it isn't lagging just wanted to share my biggest pain points at the moment.
  • grm125grm125 Member, Alpha Two
    make players with smithing skill x get a y discount on repairs OR ability to self repair in town (raw resource cost?)
    been saying it for years in other MMOs

    xp debt however, yeah thats a tricky one to balance, a flat reduction for tanks might be the only way
  • FippyFippy Member, Alpha Two
    Yeah, I found myself yelling "loot my body, loot me, loot me!" In discord to my friend who was in my group of 5 because I at least wanted all my glint to go to my friend...

    As it stood, I was pretty even with my group on the exp debt side of things, but the glint and the repair cost. Oh my God. I'm so broke all the time. Grind for hours, 5s repair bill, make 2s in glint... this is at level 9 but the ratio for incoming cash flow vs my repair bills is... off. My friend and I wrote down our silver pre and post grind session. He's a mage and made 14s. I lost 3s... so...

    I fully agree that clerics res should at some point restore exp. Much like in everquest, as clerics reached higher levels, their rez restored higher percentage of exp lost. I would love if aoc had a similar mechanic.

    As to the glint situation, it would be interesting if *when killed by a monster* your group has first dibs on your body or something... that way at the end of the grind session, at least you could split the glint up evenly or something. Idk. Everquest had a strength attribute that affected carry capacity, so groups had a "master looter" who dozed out all the money at the end. Maybe a player based solution will appear. Like maybe not looting your fallen group mates isn't actually the ethical thing to do. Maybe you try to loot their bosses ASAP so some rando doesnt get it first...

  • Miller5862Miller5862 Member, Alpha Two
    clerics are better tanks than tanks just solo...
  • goldenhawkgggoldenhawkgg Member, Alpha Two
    "We probably could have farmed easier mobs, but we figured it out."Does the level of mobs affect the number of deaths or the armor costs? Do lower-level mobs? I understand efficiency. I would love to see Max Exp for an excellent place to farm, though when the game goes live, I'd imagine tanks will dictate where they farm if changes aren't made.
    "The cake is a lie, but the grind is real."
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  • ShivaFangShivaFang Member, Alpha Two
    idiom444 wrote: »
    If you are inviting random people to your group someone is usually intentionally or accidentally looting your materials if you get killed by the elites you are farming. With the inability to trade glint (to my knowledge) this means you have no money to repair even if they didn't do it intentionally (my experience). I get that this is player behaviour and not like the system itself but it is frustrating to me at the moment.

    Can't trade glint, but repair costs are currently in money, and you can trade money.
    The repair system looks like it's going to get an overhaul in phase 2 though - my understanding from the wiki is that it's supposed to cost resources. Get ready to burn through more copper and zinc!
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