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Class Identity

DruleyDruley Member, Alpha Two, Early Alpha Two
edited November 25 in General Discussion
Class Identity for dps classes doesn't feel good. Classic WoW did this very well, New World did not. The dps classes currently feel more in line with New World and that game had 6 buttons.

I know we don't have the secondary classes at the moment but the base classes for dps don't feel any different for the first 25 levels of the game. There's nothing that separates them in terms of class identity or utility. A dps right now is just a "role" to fill for the group. It doesn't matter which class you bring.

From leveling your class to being invited to a group all the dps classes are practically the same. Picking a dps class to play to fulfill a class fantasy which I think is in a good spot, but in terms of picking a dps class for any other reason it's very lack luster and non meaningful.

Comments

  • dirichdirich Member, Alpha Two
    To be fair, there's literally no build right now, as you can get most talents if you level to 25, and 25 is where the game is supposed to start (second archetype and augmentation choices).

    I would think (hope) that the talent trees are provisional and will be expanded later on. Right now they probably just want to give the look and feel of the class and provide one basic gameplay with minimal variation (to avoid having to waste time balancing classes and builds while they try to have us test other things).
  • DruleyDruley Member, Alpha Two, Early Alpha Two
    For how long it takes to get to 25 I don't think it feels good for players to spend that much time in hopes that the game "starts" at 25. None of us really know how much of a difference the augments will really change the feel of our classes. I think the base classes need rework when we're talking class identity and not to get this confused with class fantasy, and I feel like it should be apparent from the very early levels the difference in utility usefulness strengths and weaknesses each dps class offers.
  • ThevoicestHeVoIcEsThevoicestHeVoIcEs Member, Alpha Two
    edited November 26
    I'm under impression most archetypes are rather flat and lack build variety. Some of the existing options like single vs AoE target versions of the same skill, feel more like a headache than anything else, especially with the open world PvX nature of the game and changing party composition.

    Intrepid so far has been really light on the extended classes details. Also the language used when describing those classes was along the lines of "flavour", "augments / modifiers for existing initial archetype skills" and "no new extra active skills, just skill modifiers". So you can consider me "concerned" about the build variety and depth of gameplay. There is not much skill expression in the game, especially in certain small 1v1 pvp match ups, partly due to bugged skills, but in some match-ups this just feels like a dps race.
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