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.
A single request for Mage archetype
Cwalk
Member, Alpha Two
I'm approaching level 20 as a Mage, and I've enjoyed it thus far. I enjoy how at this point in the leveling process, every level (in addition to gear) makes my character FEEL as if it is getting stronger and hitting harder with his rotations. Love that.
My only criticism that I'd love for Intrepid to explore is that as a mage I think it can be inferred that they are a 'master of the elements.' But what I do NOT feel like, is a master of the elements.
In close quarters (such as almost any primary leveling spot) I find it extremely frustrating to play as a mage. Ball lightning travels far and through walls. Weapon procs (lightning especially) jumps to undesired mob packs that you wouldn't think would jump to - and sometimes even through walls.
TLDR: Consider making a pass at how mage abilities interacts with the structures in the environment. While there are some great niche uses for allowing ball of lightning, chain lightning or weapon procs to go through walls or travel great distance, I find that - especially with the latest increase to NPC density in leveling spots (carph, citadel, etc) that more times than not the abilities and rotations result in unwanted NPCs joining into exp pulls.
My only criticism that I'd love for Intrepid to explore is that as a mage I think it can be inferred that they are a 'master of the elements.' But what I do NOT feel like, is a master of the elements.
In close quarters (such as almost any primary leveling spot) I find it extremely frustrating to play as a mage. Ball lightning travels far and through walls. Weapon procs (lightning especially) jumps to undesired mob packs that you wouldn't think would jump to - and sometimes even through walls.
TLDR: Consider making a pass at how mage abilities interacts with the structures in the environment. While there are some great niche uses for allowing ball of lightning, chain lightning or weapon procs to go through walls or travel great distance, I find that - especially with the latest increase to NPC density in leveling spots (carph, citadel, etc) that more times than not the abilities and rotations result in unwanted NPCs joining into exp pulls.
1
Comments
Allow some type of game setting that allows me to CLICK THROUGH PLAYERS when trying to place an AoE on the ground (Magma Field, Hoarfrost.)
I find myself trying to do rotations in tight quarters and CANNOT cast these spells easily because I have to click -on the ground- to cast them, but with 6 players on my screen, it can be challenging to find a vacant spot. This normally wouldn't be a huge deal but with shatter rotations, my ball of lightning is already out and moving towards the NPCs and I need Hoarfrost on the ground asap.
but i run into the same where the aoe parts of the kit can be an issue
I have the samme issue with the ranger AoE root ability. However, I do believe the intention is to press the key, aim it and then press it again. Aka, not clicking.