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Foossa's Fighter Feedback

FousaFousa Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
edited November 9 in Fighter Archetype
First, what I love. I'm a BIG fan of the Fighter class fantasy created in alpha 2. The movement feel's fantastic, maybe too free or too op. However, I like that movement doesn't feel like a HURDLE to learn when fighting PVP or a skill ceiling that is out of reach for the majority of players right from the start in pvp. Also, the skill tree has a good balance of single target/cleave spells and already add some fun utility in tree choices.

Now the Bad

Confused Class Mechanic- Combat Momentum. Is this meant to be a spender, like WOW's rage? Wallop and Berserk would say yes! But our forms (stances) scream NOOOOOO! Now they become weaker when we use our most powerful spells. Why choose them at all then? I think combat momentum should be a spender or an %influencer for forms. Either remove the Forms efficiency based on combat momentum or don't create additional spenders on top of mana for Berserk and Wallop- maybe change them to only usable at full momentum?

Spell Effect/Cohesion feels terrible. Rupture for example- to get the maximum efficiency, you wait for your combo to pop bleeding AND for enough wound stacks to get the maximum. You can't rupture too early outside of this parameter. If you do, you don't maximize the spells potential. Two other spells, maim and wallop, are better choices in this tier. They both require much less skill tree set up and zero hesitation to use. This spell feels bad because there is WAY too much baked into the spell causing players to delay the button press for max dps. Bleed for hemorrhage, wound for rupture execute, Hemorrhage for Lethal Blow Crit, etc. The wound Talent, the Bleed Finisher and % proc increase for finishers isn't feeding this rotation enough to be effective.

Class Tree Feels Boring. Weapon trees are even worse. We see limited pairings of spells like Rupture/Wound or Crippling Blow/Maim. Due to limited player progression in the skill tree from player choice on paths- players will simply pick the most OP spells for the occasion. Skill trees without meaningful path choices feel like a hassle for efficiency rather than a fun progression tool. An example: Overpower could have a choice for the AOE brutal cleave, ST Bleed, or ST slow. These choices in turn branch out further for more complex effects or spells that create meaningful playstyle changes. YES, there will always be FOTM or min/max picks paths. But guided choices also help create balancing corrections much easier while also providing more meaningful player choice in skill trees. These branches could be small (think d4) or much grander like POE. Both show examples of fun player choice within classes. Weapon trees in the current form shouldn't exist. It's an incredibly boring path that give players no unique decision for character progression= zero fun.



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