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.
Tank phase 1 final feedback (lvl 25)
Malva
Member, Alpha Two
I have been playing tank since the beginning of alpha 2 and I was able to reach maximum level and experience various PVE and PVP content, both solo and in groups and I would like to bring my final feedback about the archetype in phase 1
The tank in AoC seems to be focused on CC and protecting allies, but there are some problems that prevent the proper execution of this function and I will describe them throughout this post.
1 ) Skills
A) Shield Assault
This skill has a very small area of effect, making it, despite not needing a target, much inferior to its other version "Shield Slam"
Suggestion: Increases the area of effect of skills, being able to apply staggered in area
B ) Inciting Strikes
Very limited use, even in PVE the skill is not necessary, as the tank in AoC has no problems keeping the mobs' attention
Suggestion: Have the skill apply some relevant debuff to the target, such as defense reduction or something similar
C ) Vengeance
Without a doubt the most problematic skill in the class, a skill that literally makes you weaker, because by consuming Courage to get an insignificant shield, you reduce your damage mitigation capacity, which was obviously not the intention of the skill
Suggestion: As it is a skill that is related to a key mechanic of the class, make it actually provide a relevant buff, something like 10% of maximum hp as a shield (with the passive Relenteless Vengeance)
D ) Tremoring Bellow
Currently there is no reason for us to choose this variant of the skill, as the other applies Tripped instantly
Suggestion: Have Tremoring Bellow also apply a "hard CC" directly, like silence (Just an example) or completely change its function and make it a damage variant or something like that, because if that doesn't happen, there will be no reason to choose this option
E ) Tomahawk
At first, it may seem like a very good skill, but its condition is so specific (Hit the target in the back) that it becomes unnecessary in practice, especially in a massive PVP.
Suggestion: Remove the hit from behind condition and make the skill deal more damage and apply humiliation to the target. Furthermore, if you take the skill's passive, the projectile would ricochet to 3 other nearby targets. Applying humiliated on the first target and demoralized on the 3 subsequent targets
F ) ntimidating Aura
This skill is very good, both in PVE and PVP. However, due to the risk you have in exposing yourself so much using the skill among enemies, it could be better
Suggestion: Make the skill also have a 10% chance of applying humiliated every 0.5 seconds
G ) Slam
Another skill with no function.
We have no threat generation problems and the knockback caused by the skill's passive is very bad, as the tank will have to move towards the target if he wants to continue hitting the target.
In fact, the entire problem is due to the lack of function that "knockback" currently has in the game.
Suggestion: Greatly increase the distance the target is thrown by knockback so that it is a strategic skill, useful both for isolating enemy targets and protecting allies. Or just switch to something similar to tripped.
H ) Charge: Knockback (Passive)
Same problem, konockback isn't very useful
Suggestion: Same as Slam
I ) Aegis
In small-scale pvp this skill is phenomenal, but when we go to large-scale pvp, it's basically a suicide button.
Suggestion: Make this skill ignore part of the damage received and this mitigation is greater, the more Courage the tank has.
This way, although it is still risky to use in massive PVP, it would be possible
J ) Absorption Field
Overall, it's an interesting skill, but it has a very long animation for the effect it has.
Suggestion: Make the animation faster. Additionally, make the tank and allies, while they are within the skill's area, receive an increase in their defense statistics
K ) Rush of Courage
Simple skill with relevant functionality, however it has a very high CD.
Currently we have no problems sending full courage, as our main courage consumption ability is irrelevant (Vengeance). However, if eventually more skills consume courage then we will have a problem.
Suggestion: Reduce the CD, 30s seems fair to me
L ) Indomitable Spirit
Wonderful skill, mandatory for every tank, without a doubt, the only problem being the balance between skill duration and CD.
Currently the skill lasts 15 seconds and has a CD of 60 seconds, that is, it only lasts a quarter of the time of the CD.
Suggestion: Make the skill last 20 seconds, so it lasts a third of the skill's CD
M ) Ground Pound
This skill is one of the few ways we have to apply Tripped in an area (Intimidating aura + ground pound)
However, the area of effect is very small compared to its CD time.
Suggestion: Keep the CD at 60 seconds, but increase the area of effect (something like an area of 3-5 meters around the character). Another option would be to keep the area of effect as it currently is, but decreasing the CD, 30 seconds for such a small area of effect, seems fair.
2 ) Weapons
A ) Sword
Basically I don't see the point in using a sword instead of a mace.
The debuffs, the passives, the attributes, everything about the mace is better.
I think that a way to balance both the sword and the mace would be if instead of the mace it gave an offensive buff to its "unstopoable" passive.
It gives a defensive buff. And the sword, in turn, gave an offensive buff
This way we would clearly have two viable weapons with different objectives.
If I want to provide more defense for myself and my team, I choose the mace, if I want to provide more damage for myself and my team, I choose the sword
3 ) Active blocking
I believe it needs to be more efficient or at least reward the player for blocking at the correct time
4 ) General
The archetype itself seems incomplete. It can play a tank role, but very generic, and with little ability to survive alone.
I believe that if the AoC Tank is to be a tank aimed at applying CC and defending allies, it urgently needs to gain more tools to mitigate damage and more ways to apply "hard CC", be it tripped, silence, stunned, disarmed, rooted, etc.
5 ) Conclusion
I really like AoC, I believe in the development team's balancing ability and I'm excited to continue playing tank in phase 2 and provide future feedback, thank you.
The tank in AoC seems to be focused on CC and protecting allies, but there are some problems that prevent the proper execution of this function and I will describe them throughout this post.
1 ) Skills
A) Shield Assault
This skill has a very small area of effect, making it, despite not needing a target, much inferior to its other version "Shield Slam"
Suggestion: Increases the area of effect of skills, being able to apply staggered in area
B ) Inciting Strikes
Very limited use, even in PVE the skill is not necessary, as the tank in AoC has no problems keeping the mobs' attention
Suggestion: Have the skill apply some relevant debuff to the target, such as defense reduction or something similar
C ) Vengeance
Without a doubt the most problematic skill in the class, a skill that literally makes you weaker, because by consuming Courage to get an insignificant shield, you reduce your damage mitigation capacity, which was obviously not the intention of the skill
Suggestion: As it is a skill that is related to a key mechanic of the class, make it actually provide a relevant buff, something like 10% of maximum hp as a shield (with the passive Relenteless Vengeance)
D ) Tremoring Bellow
Currently there is no reason for us to choose this variant of the skill, as the other applies Tripped instantly
Suggestion: Have Tremoring Bellow also apply a "hard CC" directly, like silence (Just an example) or completely change its function and make it a damage variant or something like that, because if that doesn't happen, there will be no reason to choose this option
E ) Tomahawk
At first, it may seem like a very good skill, but its condition is so specific (Hit the target in the back) that it becomes unnecessary in practice, especially in a massive PVP.
Suggestion: Remove the hit from behind condition and make the skill deal more damage and apply humiliation to the target. Furthermore, if you take the skill's passive, the projectile would ricochet to 3 other nearby targets. Applying humiliated on the first target and demoralized on the 3 subsequent targets
F ) ntimidating Aura
This skill is very good, both in PVE and PVP. However, due to the risk you have in exposing yourself so much using the skill among enemies, it could be better
Suggestion: Make the skill also have a 10% chance of applying humiliated every 0.5 seconds
G ) Slam
Another skill with no function.
We have no threat generation problems and the knockback caused by the skill's passive is very bad, as the tank will have to move towards the target if he wants to continue hitting the target.
In fact, the entire problem is due to the lack of function that "knockback" currently has in the game.
Suggestion: Greatly increase the distance the target is thrown by knockback so that it is a strategic skill, useful both for isolating enemy targets and protecting allies. Or just switch to something similar to tripped.
H ) Charge: Knockback (Passive)
Same problem, konockback isn't very useful
Suggestion: Same as Slam
I ) Aegis
In small-scale pvp this skill is phenomenal, but when we go to large-scale pvp, it's basically a suicide button.
Suggestion: Make this skill ignore part of the damage received and this mitigation is greater, the more Courage the tank has.
This way, although it is still risky to use in massive PVP, it would be possible
J ) Absorption Field
Overall, it's an interesting skill, but it has a very long animation for the effect it has.
Suggestion: Make the animation faster. Additionally, make the tank and allies, while they are within the skill's area, receive an increase in their defense statistics
K ) Rush of Courage
Simple skill with relevant functionality, however it has a very high CD.
Currently we have no problems sending full courage, as our main courage consumption ability is irrelevant (Vengeance). However, if eventually more skills consume courage then we will have a problem.
Suggestion: Reduce the CD, 30s seems fair to me
L ) Indomitable Spirit
Wonderful skill, mandatory for every tank, without a doubt, the only problem being the balance between skill duration and CD.
Currently the skill lasts 15 seconds and has a CD of 60 seconds, that is, it only lasts a quarter of the time of the CD.
Suggestion: Make the skill last 20 seconds, so it lasts a third of the skill's CD
M ) Ground Pound
This skill is one of the few ways we have to apply Tripped in an area (Intimidating aura + ground pound)
However, the area of effect is very small compared to its CD time.
Suggestion: Keep the CD at 60 seconds, but increase the area of effect (something like an area of 3-5 meters around the character). Another option would be to keep the area of effect as it currently is, but decreasing the CD, 30 seconds for such a small area of effect, seems fair.
2 ) Weapons
A ) Sword
Basically I don't see the point in using a sword instead of a mace.
The debuffs, the passives, the attributes, everything about the mace is better.
I think that a way to balance both the sword and the mace would be if instead of the mace it gave an offensive buff to its "unstopoable" passive.
It gives a defensive buff. And the sword, in turn, gave an offensive buff
This way we would clearly have two viable weapons with different objectives.
If I want to provide more defense for myself and my team, I choose the mace, if I want to provide more damage for myself and my team, I choose the sword
3 ) Active blocking
I believe it needs to be more efficient or at least reward the player for blocking at the correct time
4 ) General
The archetype itself seems incomplete. It can play a tank role, but very generic, and with little ability to survive alone.
I believe that if the AoC Tank is to be a tank aimed at applying CC and defending allies, it urgently needs to gain more tools to mitigate damage and more ways to apply "hard CC", be it tripped, silence, stunned, disarmed, rooted, etc.
5 ) Conclusion
I really like AoC, I believe in the development team's balancing ability and I'm excited to continue playing tank in phase 2 and provide future feedback, thank you.
3
Comments
Thank you, I hope that in phase 2, with the archetype balancing they announced, some of these problems will be resolved.
Indeed, it may be that these additional effects actually appear in secondary archetypes. Mainly because, in principle, these secondary aspects will be released from lvl 25 onwards.
However, until then, we will continue to have to deal with these problems lol.
Agree.
A tank focused on CC and debuff is much more interesting and useful for the team in both pve and pvp.
I can reliably hit 3-5 mobs grouped around me with shield assault and I use it for AOE aggro grabbing in my rotation. It's a must have for me.
As far as knockback goes it's less useful in PvE but still useful on mobs that consistently move away from you like the casters in carphin to reposition them. In PvP there's a wealth of ways that it becomes useful and you should think about it a lot more. I'll give you one I like which is to charge into a group and then slam/knockback some of their backline into my party.
I thought about using this skill this way, but the distance to which the target is pushed is very small.
In other words, it is pushed very far to the point that you have to move it to continue hitting the target, but not far enough to be able to make a lee sin style move from LOL
I thought about using this skill this way, but the distance to which the target is pushed is very small.
In other words, it is pushed very far to the point that you have to move it to continue hitting the target, but not far enough to be able to make a lee sin style move from LOL
some good change ideas in there that i would expect could be a lot of what the secondary archetype does for us. difficult to say how the classes feel / what they need when we havent been focused on class balance yet or have access to the second half of our kits