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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
General thoughts
Alaw77
Member, Alpha Two, Early Alpha Two
Hi! I am Bnuuy, I put 250$ up for this game 4 years ago. Below will likely come off as a rant but i just wanted to lay out my thoughts on the game where it is currently. Sadly, due to inflation my two cents are worth zero cents.
So I have primarily played the tank archetype and that is where I would like to start. Tanks combat wise feel smooth to play offensively. I like the way the cc plays and the creativity of the various abilities. As far as downsides go, blocking seems very weak and underpowered. I think it would be good to go back over blocking as blocking a third of incoming damage at the cost of a flat amount of stamina does not work well with the amount of incoming damage. Past this I feel tanks need a potential slight tweaking to their stats as they are overly gear based. Without good gear tanks find themselves useless as they grow and good gear simply makes them slightly better then other classes without. I'd be interested in seeing some more baseline passives such as a regen ability or increased mitigation ability that is a passive.
As far as other archetypes, I like the look of em but they don't seem as fluid as tank or fighter. I don't have much experience with these so I can't comment. Though I do ope that summoner can be played as a mage tank as I think it would be cool to play a character that uses a summon as a tank, say a bear, or a pack of wolves as a dps or an owl as a support summon.
As far as game systems go. I grew up playing archeage. I think the range on the caravan event notification should be made extremely small as it's large radius leaves me feeling that finding a secret niche route is useless. As far as overall pvp goes, pvp suppression needs to be added for areas such as node towns or starter areas. I prefer the idea that archeage had of some areas being safe and some areas being open world pvp.
Mob agro needs love. Being able to drag a mob to someone to kill and loot them is Terrible.
I am excited to see where trades go but resource spawns need love. Trees are perfect and I feel that gems and ores should be tiered similarly as far as spawns go.
As far as this post goes I expect it won't be seen but if you get this far, thanks for reading. I have left out various things that either aren't fully implemented or are not currently fully accessible.
So I have primarily played the tank archetype and that is where I would like to start. Tanks combat wise feel smooth to play offensively. I like the way the cc plays and the creativity of the various abilities. As far as downsides go, blocking seems very weak and underpowered. I think it would be good to go back over blocking as blocking a third of incoming damage at the cost of a flat amount of stamina does not work well with the amount of incoming damage. Past this I feel tanks need a potential slight tweaking to their stats as they are overly gear based. Without good gear tanks find themselves useless as they grow and good gear simply makes them slightly better then other classes without. I'd be interested in seeing some more baseline passives such as a regen ability or increased mitigation ability that is a passive.
As far as other archetypes, I like the look of em but they don't seem as fluid as tank or fighter. I don't have much experience with these so I can't comment. Though I do ope that summoner can be played as a mage tank as I think it would be cool to play a character that uses a summon as a tank, say a bear, or a pack of wolves as a dps or an owl as a support summon.
As far as game systems go. I grew up playing archeage. I think the range on the caravan event notification should be made extremely small as it's large radius leaves me feeling that finding a secret niche route is useless. As far as overall pvp goes, pvp suppression needs to be added for areas such as node towns or starter areas. I prefer the idea that archeage had of some areas being safe and some areas being open world pvp.
Mob agro needs love. Being able to drag a mob to someone to kill and loot them is Terrible.
I am excited to see where trades go but resource spawns need love. Trees are perfect and I feel that gems and ores should be tiered similarly as far as spawns go.
As far as this post goes I expect it won't be seen but if you get this far, thanks for reading. I have left out various things that either aren't fully implemented or are not currently fully accessible.
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