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.
Weapons and How to Improve Them
BRAD_AoC
Member, Alpha Two
Current State of Weapons
Weapons at the start of Alpha 2 feel extremely bland. This is mostly due to their skill trees offering very few options that alter your gameplay in a meaningful way. The vast majority of the tree is filled with unimpactful +1% xyz" stats, which don't feel satisfying to spec into and are hardly noticeable in combat. This leads to weapons massively lacking identity and depth, and overall like a pretty lame part of the otherwise well designed combat system.
What I'd like to see in the Future
Weapons at the start of Alpha 2 feel extremely bland. This is mostly due to their skill trees offering very few options that alter your gameplay in a meaningful way. The vast majority of the tree is filled with unimpactful +1% xyz" stats, which don't feel satisfying to spec into and are hardly noticeable in combat. This leads to weapons massively lacking identity and depth, and overall like a pretty lame part of the otherwise well designed combat system.
What I'd like to see in the Future
- less but more impactful nodes to spec into
- gameplay altering passives that differ per weapon type
- 1-3 active abilities to truly add some identity to weapons and create more build variety
- "+1% xyz" stats largely moving into the sidebar that levels up passively
- incentivizing the player to make meaningful choices with up & downsides
At the end of the day, it's night.
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