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.
Escape cancels Melodies
Taiisien
Member, Alpha Two
I don't know how many times I have thought I was playing a melody only to realize that I had opened my character window or inventory and closed them with the escape key and thus cancelled my melody. Can we please have a way to prevent this. Either outright just don't have escape cancel them, or put a check box somewhere in the options to prevent it, or something, please.
13
Comments
Blown past falling sands…
There were many times my AoE mana drip "Pensive" - would suddenly be gone, and not long after I cast it... I'll have to watch out for this.
-Shiv
Please do not do this. Being able to cancel shielding or nimble dance after the first tick goes out is huge for any frontline bard. We do not need to be locked into yet another channeled ability when aiming for a more active playstyle. This would be a huge step toward totally pigeon-holing bards into a passive mana battery/support role.
The bar that goes up I think is more for after you get the Counterpoint/Crescendo passives. There definitely needs to be some clarity added for this, but once you get Counterpoint for example, when the bar fills up you get max duration from that melody, so when you play another melody, the passive effect of the original stays active for ~20s, so it's more to build up duration for when you're playing multiple melodies while you have that passive. If you were to switch songs when the bar is only half full, then that song's passive effect will last for ~10s while you switch to the new melody, which is how it allows you to have multiple melodies active at once.
With Crescendo, the bar builds up and once it maxes out you get the full benefit. I.E. when you start playing the melody it is at 100% effectiveness, but once the bar is filled up you have the full 150% effectiveness from Crescendo.
They don't end on their own unless you use another melody or hit esc (unless you unbind esc from cancelling abilities in the hotkeys) or you get cancelled by an enemy.
Getting knocked down or interrupted will cancel your melody - so pay attention.
It's really important to note if you use counterpoint that the old melody will fade after 20 seconds (the bar 'cast time' of the new melody) and you must flip back to benefit from counterpoint. this is too busy for me, which is why I run crescendo.
Why is it I only see the developers respond on the official forums for 1 in 1000 posts, but I see them daily on Reddit? I thought this was the official place to submit feedback. There are at least 5 other threads discussing this going back at least a month and a half, and yet no dev reply to any of them and no changes in game.
We are customers already. You'll find new ones more easily on Reddit or Twitter.