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.
Feedback: Divine Flare
Rexxy
Member, Alpha Two
I think Divine Flare could use a little improvement to be honest.
AoC’s Divine Flare is a large, single tick heal that has a long range & is easy to place - but it’s somewhat hard to see & players just can’t identify and react to it if there’s a lot going on. Therefore, it puts a lot of pressure on the cleric to place it perfectly & hope that players don’t move before the large heal goes off.
There’s a very similar spell in Throne & Liberty called ‘Fountain of Life’ that’s a lot more satisfying to heal with IMHO. It’s just as easy to place, but is much easier to see (pulsing blue) & most importantly lasts long enough for your group to positively react to it. This spell is a HOT that pulses healing every half second for 6 seconds & you can also further improve the spell to restore mana per second also.
It’s been very satisfying to place this healing circle down in a strategic spot, watch your group react to it & see everyone’s health & mana bars fill up. You feel like your doing a better job as support
TLDR - Please consider changing Divine Flare to a HOT, changing the spell color & giving us the option to add mana regeneration instead of magic mitigation
AoC’s Divine Flare is a large, single tick heal that has a long range & is easy to place - but it’s somewhat hard to see & players just can’t identify and react to it if there’s a lot going on. Therefore, it puts a lot of pressure on the cleric to place it perfectly & hope that players don’t move before the large heal goes off.
There’s a very similar spell in Throne & Liberty called ‘Fountain of Life’ that’s a lot more satisfying to heal with IMHO. It’s just as easy to place, but is much easier to see (pulsing blue) & most importantly lasts long enough for your group to positively react to it. This spell is a HOT that pulses healing every half second for 6 seconds & you can also further improve the spell to restore mana per second also.
It’s been very satisfying to place this healing circle down in a strategic spot, watch your group react to it & see everyone’s health & mana bars fill up. You feel like your doing a better job as support
TLDR - Please consider changing Divine Flare to a HOT, changing the spell color & giving us the option to add mana regeneration instead of magic mitigation
1
Comments
That's exactly the same as a skill the Priest in TERA had back in 2012. I think Divine Flare is better as it is now, though. There's more skill for both the Cleric and the party in placing it correctly (and getting there or already being there). The burst heal vs heal over time feels a lot more satisfying and makes more sense for the damage output in this game and timing it properly keeps it interesting as well. I also think magic defense makes more sense for a Cleric than mana regen does - mana is a Bard's thing. If anything I'd say the magic defense effect could last a few seconds longer. I really like the silence effect though by itself as well as the ability to combo it. I can't say I have a problem seeing the bright golden bursting circle of light, either.
In-depth game analysis person / love to guide & help