Glorious Alpha Two Testers!

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.

Tanking felt really bad this weekend and did not have fun. Here is why

HighbornHighborn Member, Alpha Two
edited November 18 in Tank Archetype
There were made some changes to the Tank but unless I missed something there was one HUGE undocumented change.(Unless I can't read)

Before, when I pressed E my shield came up, unless I was in a very specific animation, like Pulverize ( jump up), or the AOE thing that staggers. Maybe there were more but these stand out. Basically I could animation cancel auto attacks.

Now, I could not. Take example the heavy slash of meele mobs in citadel. They can hit HARD. While their heavy slash is bugged ( goes off before progress bar finishes), they CAN be reacted to. Now, with having to come to a complete standstill, it nearly was impossible. If I was in the middle of a skill, might as well not bother.

Then the spin attach. Before the "miss" combat text change, I could block in the middle of the spin channel and actually block. Now, raising my shield is futile as I wasn't reducing damage. No sound feedback, no visual feedback, no combat text feedback, stamina wasn't draining. Yes I could dodge roll out, but with that I could pull something I don't want to.

Combine this with the general squishieness against random bs that can happen and I was dead so fast.

I felt like I couldn't do my job, blocking as the game prevented me even when I was pressing the button in time.

Pet peeves:
Furthermore tanking is just expensive. As a tank my gear gets broken a lot. I can die in combat on a flip of a coin. Ninja pulls, overlulls, 3 random crits one after another etc. My gear repair costs are always higher than my friends as I'm just broke. Not sure how to fix it, and I'm not comfortable asking randoms to chip in for my repair costs.

Bugs:
Also the wall skill is still bugged and worthless fyi, mobs will cast or run through it.

Also reflect animation cancelling upon doing anything, EVEN THE BACK SWING of auto attack is just scuffed.

Edit: another undocumented change was that iron aura now giving 2% instead if 10. That's was an 80% nerf. Brutal

There was a line about being able to cancel block, but it's different from block not being able to cancel other things. Mainly AA

Edit2 talking to other tanks, it's mostly a nerf for my play style. I like to play very active block heavy, and they don't.

Comments

  • GetaeGetae Member, Alpha Two
    Iron Aura tooltip sais 2% but when you activate it it shows 10% so maybe is just a bug
  • ThevoicestHeVoIcEsThevoicestHeVoIcEs Member, Alpha Two
    edited November 18
    I heard that early levels tank experience is pretty bad, and yes getting my tank to level 8 was a chore. I'm a bit spoilt by how well tank classes are done in Warhammer Return of Reckoning for sure. RoR has a lot of tanking playstyles, including 2 handed weapons tanking specs, separate stats for block and parry. Also RoR tanks offer some great self sustain and feel really good in solo EXP grinding. Not so much here. I like some skills, but Ashes tank for me personally just feels painful and rather shallow.

    Now, lets assume the extended class offer that variety of class gameplay some of us crave, however up to level 25 you are stuck with the basic kit and levelling is far slower than in something like RoR.
    My lungs taste the air of Time,
    Blown past falling sands…
  • LanbaLanba Member, Alpha Two
    I heard that early levels tank experience is pretty bad, and yes getting my tank to level 8 was a chore. I'm a bit spoilt by how well tank classes are done in Warhammer Return of Reckoning for sure. RoR has a lot of tanking playstyles, including 2 handed weapons tanking specs, separate stats for block and parry. Also RoR tanks offer some great self sustain and feel really good in solo EXP grinding. Not so much here. I like some skills, but Ashes tank for me personally just feels painful and rather shallow.

    Now, lets assume the extended class offer that variety of class gameplay some of us crave, however up to level 25 you are stuck with the basic kit and levelling is far slower than in something like RoR.

    haha you play ror too?? i think aoc tank hard to def and regen build
  • RfaliasRfalias Member, Alpha Two
    I did find regular 'E' block to be less responsive. I ended up using reflect against any skill I actually cared about blocking. Constantly active blocking is hurting you though, that is for sure. Losing finishers and combo buffs is not too good.
  • HighbornHighborn Member, Alpha Two
    Constantly active blocking is hurting you though, that is for sure. Losing finishers and combo buffs is not too good.

    Dunno man, so far worked out great. Floating stamina seems suboptimal to me.
    As for loosing finnishers if you pick the 15% extend through both weapon skilltrees, you'll do just fine. I do. They don't really fall off + you can optimize skill useg around keeping them up, if you really want to.

    With that aside, not being able to interrupt AAs with E just feels wrong. I can interrupt them with a skill, so what the hell? I don't want to burn a CD for things that can be perfectly solved with a bit of active blocking.

    But this new changed made active blocking not so active.
  • ELWOWELWOW Member, Alpha Two
    I often feel like I can't do anything about my health issues. We got decent mitigation, nice HP increase cooldown, but we miss good self heal and some HoT. I recommend adding to bonus perk of Shake it Off (Unyielding that we need to spend additional 1 skill point) to also add HoT equivalent to the health restored from basic skill. If we heal for like 15% after Shake it off, we get additional HoT for 10 second for another 15% (or dmg that we heal between 10-30%).

    On top of that Vengeance skill is completely useless with it's 0,1/0,2/0,3% temporary health (or shield). It should give ATLEAST 1.0/2.0/3.0%, it feels like a typo from Intrepid. Gaining 1% max health + level will give level 20 (with around 4k health) 60/100/140 temporary heal for 33 courage.

    Both of these will easily help us in reacting to death scenario and in the same time reduce our death amounts without breaking completely our survivability in terms of PvP/PvE.
    It will also make use of our Courage (other than Ground Pound and Fortify) plus let us spend Shake it Off additional point (it's not often worth to take besides some pvp actions)
  • HighbornHighborn Member, Alpha Two
    I did find regular 'E' block to be less responsive.

    Comming back to this as i was thinking about it, the first few weeks tanking felt great. Trying to actively block felt rewarding. Now i feel punished. It interrupts general gameplay loop that i developed for myself. It's (with quite a bit of exaggeration) take hands off keyboard. wait for everything to finnish, press E, hold until things happen, resume.
    Before it was just OH SH... Press E, you blocked, skillcheck passed, resume. Less suffered dmg, more fun.
  • BotaxalimBotaxalim Member, Alpha Two
    edited November 20
    buff the tank !!!, reason:
    • tank got exp debt first, because they are first to die, lose glint, slow level cause more death than other classes
    • tank literally cant solo anything, cause other class do more efficiently (time wise/apm) can kite/range with their damage skill.
    • tank took gear durability than any classes (repair is making tank poor)
    • if already one tank on grinding spot party, another tank will be excluded, cause one tank is enough, better add more dps/bard/healer to the party
  • mooniemmooniem Member, Alpha Two
    I definitely agree that auto attacks delaying the shield coming up is an issue. Blocking didn't feel responsive enough and it felt like the best thing for me to do to mitigate damage was to stand still and not attack, or I risk getting chunked by one of the big slashes because my auto attack animation is still happening. This was especially bad when using a mace, which attacks a lot slower. It makes it a straight downgrade from a sword for a tank to use, once I switched to sword the difference was very noticeable in the speed my block could come up. Fair enough if I use a long animation ability and get punished for using it at the wrong time, but I feel like auto attacks should be interruptable by blocking so that the best thing for me to do isn't stand there doing nothing so I can block in time.

    Vengeance temporary health is also negligible, the percentages do make it seem like a typo was made. Most of the time I can't even see the shield on my health bar like you can with other big shields from bards etc.
  • ELWOWELWOW Member, Alpha Two
    Botaxalim wrote: »
    buff the tank !!!, reason:
    • if already one tank on grinding spot party, another tank will be excluded, cause one tank is enough, better add more dps/bard/healer to the party

    I agree that we struggle to find a party, in other games you had 5 men party or even less and tank was precious to have around, but with 8 men party it is no longer a pro to be a tank, it's often a con because you get excluded from parties and our solo grinding is terrible. I think it can be fixed with better quest design and/or comissions so we can do some exp with that while waiting to be picked to some aoe grind.
  • HighbornHighborn Member, Alpha Two
    I disagree with the tank needing a buff. QOL changes sure.
    Maybe grit needs numbers but the tank does not feel to be in a bad place rn
Sign In or Register to comment.