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Gear adjustements are MUCH BETTER now! (but still not enough)

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Comments

  • VeeshanVeeshan Member, Alpha Two
    tbh the recipes are the true prize of PVE mobs especialy when it comes to name mobs much rather getting the recipe/crafting item required to make it than one piece of gear :P i kill names for the recipe more than anything :P

    i find monster undertuned atm alot of the time especial when u have people soloing 3 star mobs :p 3 styar mobs atm just feel like they should be 2 star mobs and then there need 2 be much stronger 3 star mobs.

    I dunno why there more 3 star mobs and like a couple of 2 star mobs in the entire game
  • LordManmodeLordManmode Member, Intrepid Pack, Alpha Two
    Veeshan wrote: »
    tbh the recipes are the true prize of PVE mobs especialy when it comes to name mobs much rather getting the recipe/crafting item required to make it than one piece of gear :P i kill names for the recipe more than anything :P

    i find monster undertuned atm alot of the time especial when u have people soloing 3 star mobs :p 3 styar mobs atm just feel like they should be 2 star mobs and then there need 2 be much stronger 3 star mobs.

    I dunno why there more 3 star mobs and like a couple of 2 star mobs in the entire game

    Fair. I also see that 3 star mobs should be borderline impossible to solo. 2 stars should require just about everything (some of them do, like the evil eye).

    They could easily introduce mechanics to avoid this being the case though. Like anti heal mechanics, one shot mechanisms (dmg that scales if less people fight them etc) to avoid this becoming an issue.
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  • NatharielNathariel Member, Alpha One, Alpha Two, Early Alpha Two
    the only way is recude the damage in the pvp, the damage in pvp must be decrese in %, 40, 50, 60.... but not nerf too much the pve. In many game the damage in pvp is reduce of a % of the normal damage.
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  • kadimirkadimir Member, Alpha Two
    edited December 10
    I like how nobody can actually discuss
    novercalis wrote: »
    kadimir wrote: »
    I'd prefer to see TTK around the 10-15sec mark.

    No you don't

    People who want "higher TTK" really don't want that, what people want is higher TTK when 2 DPS fight, which is not solved by lowering relative damage output. It should not take a DPS less than 10 seconds to kill an equally geared player, otherwise with any heals NOBODY is dying as soon as a healer is involved. If it takes 10 seconds and a healer can heal atleast 30-40% of their HP bar with 1 heal, thats another 300%+ HP you'd have to mow through in that 10 seconds to secure a kill. they'd be healing enough so that 4 DPS would have to beat on them for 10 seconds to kill them. If it was 10 second TTK for dps on dps, then a single healer and DPS could fight probably 4-5 non-healers comfortably and win.

    If you really want to change the TTK for DPS on DPS, you solve this by having meaningful defensive CDs. having a 30-40% damage reduction CD adds more depth to CD trading, and gives people a moment to survive and come up with a gameplan.

    The other reason trying to increase TTK is bad is that it actually allows for SIGNIFICANTLY more mistakes. Mistakes are recoverable because it doesn't kill you, and if it's survivable it comes down to a healer mana problem before it even mattered. Games with this low TTK end up being dpsing on each other's meatbags and CD trading to try to OOM the healer quicker. It's not interesting, it's not fun, it's not exciting.

    And last but not least, it makes it far to easy to simply run. Plenty of carebears would love to be able to safely run away from anything outside of 2 dps all the way back to town, with virtually no fear of dying - but imagine for a moment, you aren't the aggressor... some punk tries to gank you when you're aoe farming, and you actually fend them off, only for them to just run away from you all the way back to town.

    Suddenly, very little risk involved in PvP, as if it's not going you're way you simply walk away from the encounter and there's next to no chance they can actually kill you before you walk away.

    That said, I'm currently a cleric, so by all means, make me the most overpowered class in the game by increasing TTK and I'll tank 4 of you at a time while I emote my way back to town and then remind you at the gates standing behind the guards to look back at this thread, because I told you say.


    and no, 50% healing debuff is going to be annoying at best. 2v2 might be hard, but 1.) it can be taken off and 2.) they just have to survive long enough to kill 1 player and then it's back to easy street. And sure you COULD try to make pvp like a 75% healing debuff, but then this applies in pve/pvx - so now all you have to do is tag a tank in an outdoor dungeon and the mobs will kill them because it's like the pull was quadrupled. Doesn't sound like a good game play either.


    Long story short, a shorter TTK with respectable personal defensives makes for engaging gameplay where someone can be fended off from a gank and beaten, as well as timing/CC/positioning allowing people to still die in PvP with healers involved. Still makes it so mistakes are punished. Some of you haven't pvp'd in enough games in enough time periods and it shows.

    The game isnt balanced around 1v1

    TTK should be higher because this is a game that heavily relies on social aspect, including social / group / team pvp. When they can balance things properly once ALL THE CLASSES HAS BEEN RELEASED for a 8v8, you'll begin to see the nerf adjustments for healing and all that jazz.

    granted, I am also in the camp of - pretty much every ability cleric has, has some type of healing into it.
    I think overall the class abilities designs is very FLAW and extremely bloated.

    ??? It would be worse for 8v8 balancing. If the cleric can't effectively stop someone from getting global'd by ~6 dps classes, then you were better off having another dps on your team instead. If the cleric can actually prolong the life of a player getting attacked by 6 players it's way more powerful than the examples I gave.

    Examples mind you, that 0 people have actually refuted - just a bunch of cry babies wanting to live longer with no context or goal in mind. I get the argument for reducing gap between gear levels a little, but be realistic - if someone works 20x harder for their gear, they should atleast be doing 2x the damage to you. It's an RPG not a fighting game. People asking for TTK's to be increased in general have no idea what they are doing, have no experience, and have no business giving input on game design because they can't see the ripple effect 10 ft in front of them.
    PvP focused: TERA / Wildstar / Aion
    PvE focused: WoW / FFXIV / Lineage II
    Sandbox: Ultima Online / Darkfall / Mortal Online
    Big Influence: SNES Fighting games / Starcraft / Diablo II / Smite
  • KyetheguyKyetheguy Member, Alpha Two
    Yes TTK in a game like this should be very high imo. Like at least 15 sec or more
  • kadimirkadimir Member, Alpha Two
    Kyetheguy wrote: »
    Yes TTK in a game like this should be very high imo. Like at least 15 sec or more

    Okay I'm happy to be unbelievably busted
    PvP focused: TERA / Wildstar / Aion
    PvE focused: WoW / FFXIV / Lineage II
    Sandbox: Ultima Online / Darkfall / Mortal Online
    Big Influence: SNES Fighting games / Starcraft / Diablo II / Smite
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