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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
The problem I see with tanks, class fantasy, and world events.
Fippy
Member, Alpha Two
The class fantasy of being a tank to my mind is to protect people, and this works great in a group, or with your guild, but it completely falls apart in world events. Is there a healer present? Will they heal me? I'm standing around looking at people thinking "If I start tanking will they do their part?" in the meantime, the big boss is running around killing people.
Every single time I've joined a world event with a boss, I get steamrolled because no one heals. I type in /say "HEAL" repeatedly, but do they heal? ... no. So now I am defaulting to standing around waiting for other people to kill it because I'm tired of going in to tank and just getting wrecked, not getting the event reward, suffering an exp penalty, and having to run back to my body. I want to participate, but the current system makes the risk/reward calculation always fall in favor of me not going anywhere near the boss.
If I'm a DPS I can do some damage and just go slow to not gain agro.
If I'm a healer I can heal, and shouldn't be getting agro
If I'm support, I can support, and adjust what I'm doing to be safer.
If I'm a tank I can tank, and that is by its very definition unsafe. I WILL have agro, I WILL be taking the damage, and I WILL die if heals aren't there.
I'm not saying remove exp debt from deaths at events.
I'm not saying remove glint loss at deaths during events.
But there's got to be SOMETHING.
Cleric rez reducing EXP debt?
Recovering your body reducing EXP debt?
Event completion/reward still granted when you're a pile of ashes?
Is there some way to add a system that automatically puts you into a raid when you're in an active event area so at least I have a 5% greater chance of someone seeing my health bar and healing me?
I WANT to engage with these systems, but even with all my self sustain and mitigation and blocking and dodging and temp health abilities and all that, I have yet to survive an event with randos, and it makes me not want to engage with the events at all.
Every single time I've joined a world event with a boss, I get steamrolled because no one heals. I type in /say "HEAL" repeatedly, but do they heal? ... no. So now I am defaulting to standing around waiting for other people to kill it because I'm tired of going in to tank and just getting wrecked, not getting the event reward, suffering an exp penalty, and having to run back to my body. I want to participate, but the current system makes the risk/reward calculation always fall in favor of me not going anywhere near the boss.
If I'm a DPS I can do some damage and just go slow to not gain agro.
If I'm a healer I can heal, and shouldn't be getting agro
If I'm support, I can support, and adjust what I'm doing to be safer.
If I'm a tank I can tank, and that is by its very definition unsafe. I WILL have agro, I WILL be taking the damage, and I WILL die if heals aren't there.
I'm not saying remove exp debt from deaths at events.
I'm not saying remove glint loss at deaths during events.
But there's got to be SOMETHING.
Cleric rez reducing EXP debt?
Recovering your body reducing EXP debt?
Event completion/reward still granted when you're a pile of ashes?
Is there some way to add a system that automatically puts you into a raid when you're in an active event area so at least I have a 5% greater chance of someone seeing my health bar and healing me?
I WANT to engage with these systems, but even with all my self sustain and mitigation and blocking and dodging and temp health abilities and all that, I have yet to survive an event with randos, and it makes me not want to engage with the events at all.
1
Comments
Tanks get punished most. They typically die the most, so end up falling behind in EXP gain compared to the rest of their group. Which will discourage players from playing tanks and lead to a population imbalance.
Something in the Tanks kit needs to mitigate XP Debt for them and preferably the rest of the group. Something like courage/defense stance %50 reduction in personal XPdebt and %25 group reduction XPdebt under tanks 'protection'
I also agree that a cleric res should restore XPdebt by an additional %25
in PVE a player own body recovery should also restore some XP debt and I feel that there should be a death grace period (2min) for example for the player to take the time to return to their dropped loot without concern of loss or time waste making the return trip from an Ember spring.
If another player chooses to look at the ash pile during that 2 min it will flag PVP if another player then decides to steal the items it will cause corruption.
I also believe guilds should take a % of all members XPdebt, This will curb mega guilds from forming while also incentivize Guild leaders to pick and choose the members with more scrutiny.
Those of some of the ideas I have in regards to making XP debt actually promote healthy interactions rather than punish players to the point of losing interest.
I think ashes being lootable from the get go is a good approach though, it creates player friction and incentivizes grouping. A lone player or a group of few friends will think twice before looting in a 7v3 scenario.
Returned "stolen glint" should be untagged as stolen, stolen glint is worth less than regular glint.
If pvp flagged and death drops occur the XP debt systems i suggested do not trigger/implement. other than the guild XP debt incursion which I believe should be global
I'm only making the suggestion for PVE unflagged content.