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.
Of Mages and DR
Winterfang
Member, Alpha Two
I'm happy to have played the mage class over the last three weekends. To me, the mage is especially fun for hurling fat fireballs, using Big Bang attacks, and dealing with endless enemies. This weekend, I mostly played in groups and experienced something odd.
The mage has a talent called "Shatter," which does 300% extra damage against frozen enemies. This is a nice damage boost for the mage, but I didn’t fully realize how it falls behind until I played in groups. The problem is with the current DR (damage reduction) system, which makes enemies immune to all debuffs very quickly.
The immunities are set up as follows:
- Trip/Stun Immunity
- Chill/Snare Immunity
- Silence/Disarm Immunity
As you can see, Chilled and Snare share the same DR. This is a problem in group play because it becomes almost impossible to trigger "Shatter" as the Chill immunity not only protects from "Frozen", but also removes the existing application.
In general, I think DR effects like this should not be shared between different debuffs. It would be better to remove many of the debuffs currently applied across all classes. I understand that you want certain effects tied to abilities to make them more fun and impactful, but right now, even in the 15-25 level bracket, we’re applying more debuffs than a fully-fledged 40-man raid group in WoW Classic. Additionally, weapon procs shouldn’t interfere with these kinds of talents or immunities. Imagine guild or node wars where everyone is immune to everything because they are constantly hit with some debuff or other.
So, here are my proposed solutions:
- Remove many CC effects from abilities (especially weapon finishers).
- Chill and Snare should not cancel each other out. Same for Silence and Disarm...
The mage has a talent called "Shatter," which does 300% extra damage against frozen enemies. This is a nice damage boost for the mage, but I didn’t fully realize how it falls behind until I played in groups. The problem is with the current DR (damage reduction) system, which makes enemies immune to all debuffs very quickly.
The immunities are set up as follows:
- Trip/Stun Immunity
- Chill/Snare Immunity
- Silence/Disarm Immunity
As you can see, Chilled and Snare share the same DR. This is a problem in group play because it becomes almost impossible to trigger "Shatter" as the Chill immunity not only protects from "Frozen", but also removes the existing application.
In general, I think DR effects like this should not be shared between different debuffs. It would be better to remove many of the debuffs currently applied across all classes. I understand that you want certain effects tied to abilities to make them more fun and impactful, but right now, even in the 15-25 level bracket, we’re applying more debuffs than a fully-fledged 40-man raid group in WoW Classic. Additionally, weapon procs shouldn’t interfere with these kinds of talents or immunities. Imagine guild or node wars where everyone is immune to everything because they are constantly hit with some debuff or other.
So, here are my proposed solutions:
- Remove many CC effects from abilities (especially weapon finishers).
- Chill and Snare should not cancel each other out. Same for Silence and Disarm...
0