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.
Tanking felt really bad this weekend and did not have fun. Here is why
Highborn
Member, Alpha Two
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.
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.
Glory to all Tanks
Glory to Arioch
Glory to Winsted
For my mana addicted brothers:
For the Glory of Quel'Thalas
Glory to Arioch
Glory to Winsted
For my mana addicted brothers:
For the Glory of Quel'Thalas
4
Comments
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.
Blown past falling sands…
haha you play ror too?? i think aoc tank hard to def and regen build
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.
Glory to Arioch
Glory to Winsted
For my mana addicted brothers:
For the Glory of Quel'Thalas
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)
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.
Glory to Arioch
Glory to Winsted
For my mana addicted brothers:
For the Glory of Quel'Thalas
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.
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.
Maybe grit needs numbers but the tank does not feel to be in a bad place rn
Glory to Arioch
Glory to Winsted
For my mana addicted brothers:
For the Glory of Quel'Thalas
1. Blocking (E) Skill is unresponsive. It has been fixed since the first weekend where it is actually viable to use, but ends up only activating after you have finished your auto attack combo, usually to late to block a skill, or your stuck holding it for far to long and not contributing any finishers to the fight.
2. Vengeance skill is basically useless. The small level plus .1% trade off for courage is not worth it. At level 25 with 5k health, your maxing out with an extra 105 health [(25+0.1%)+ (25+0.2%)+(25+0.3%)] if used consecutively is null compared to keeping 10% damage mitigation.
3. I added in a different post, but the brunt of death fallouts in group more often than not fall on the Tank. A good suggestion was a group payoff to the exp debt of the Tank.
4. Shake it Off feels useless even when timed right. At most I have seen it heal for about 600 damage, most of the right right around 340 damage. Using Indomitable Spirit as a heal often works better. (This may be a bug now that I am rereading that skill)
5. Grapple is by far the most useful non-tank ability. It needs to be fixed so it works. 75% of the time I have to recast it 3-4 times before it will drag a mob (non-miss) Luckily it currently doesn't give a cooldown a majority of the time (bug?)
6. Inciting Strikes really is the best agro builder with 400% threat, but man does the damage feel horrible.
7. Tomahawk is boring and useless when you can use grapple or taunt to pull. Might have some use in pvp, but in very limited scenarios.
8. Shield Slam vs Shield Assault - I generally prefer assault as I can stagger groups of enemies, as that is the majority of what you tank is groups in my experience. The ability to use it without a target as a projective movement skill is nice as well. It does suck horribly when you miss with it though.
9. The wall is generally useless at this junction IMO.
All in all, I have had a lot of fun with the Tank. They are definitely the commanders of the battlefield in group situations for the most part. They have been relativity fun to play with some of the mechanics of bears and such while leveling. Closer to 25 and with better gear, things can get more 'tank-and-spanky'. In PvP their CC ability and general tankyness is definitely noticeable and makes them an actual threat. Taunt being used on a high dps enemy is also a very, very useful tool.
Leader of the Knights of Shadowhawk
Also tied to weapon load outs so in off-tank mode you can play with the two handed weapons rather than strictly sword and board.
You can make a tank that can solo within the current design, but once respec is no longer free, tanks will suffer more than they already do.
Each tank subrole has its utility in the group and should present enough variety to make it interesting. Secondary archetypes should help with even more variety.
I think lack of variety may be what’s keeping players away from playing a Tank.
Not saying the other points brought up need to be addressed. Figure this archetype will have many facelifts and mechanical changes.