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.

Tanks, exp debt and gear damage.

nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
edited December 8 in Tank Archetype
Tanks are the ones sticking there necks out. Not only do they lose more money on repaire. They are often are a few levels behind the people they team with, because they almost always are working off exp dept.

They also solo slower so when it comes to safely working off dept, so they get less exp.

I don't know what the solution is but this is not fair or fun. Maybe when teamed they can take 1/2 debt and gear takes 50% less damage? Any ideas? Do you this that's a fair suggestion?

Comments

  • sunaurussunaurus Member, Alpha Two
    edited December 9
    It's a recurring topic here, but IMO we do need to keep bringing it up until Intrepid tells us they are aware and thinking of solutions.

    I now have several non-tanks in my guild who hit 25 before their tanks, despite only ever really playing together with that tank, just because tanks have lost several levels to exp debt, while non-tanks were able to run away and drop aggro whenever the tank died.

    In groups, tanks are completely dependent on healers to survive, and our HP is often moving up and down so much that we don't really have any way to tell if our healer is in the middle of a big heal cast and we're about to be topped off, or if our healer is getting IRL aggro, has stopped concentrating, and we are about to die.

    Options to solve/improve this:
    1. Treat EXP debt the same way as EXP gain - any EXP debt should also be shared between all group members in EXP range. This can't really be used for griefing, because players can leave/kick to get rid of any griefers.
    2. Just reduce tank EXP debt compared to other classes when in groups. It's a pragmatic solution - in reality, tanks die the most in any groups, so it might be possible to just balance the game around this reality.
    3. Give tanks clear indicators when they are being healed. For example, you could render an "in-progress heal" portion on our health bars with a translucent color and the expected size of the heal. If a tank sees that they are not about to receive any heals, and their health bar is dropping low, then you have actually given them enough information to at least TRY to prevent a death.
  • pyrianawolfteaserpyrianawolfteaser Member, Alpha Two
    a clear solution to this that I've seen in other games with exp debt specifically, make the cleric res give you some (or all) of that exp back. Or add a 2nd res that does that that has a cooldown just annoying enough that they're not gonna do it for entire groups.

    You could even add to that that it partially repairs the armor by taking silver from the rest of the group, like a box pops up "The tank is being revived and armor repaired, you will be charged 50 copper" or whatever
  • vellion07vellion07 Member, Alpha Two
    I like the cleric res removing exp debt.

    I also like just giving tanks a last stand ability that you press before death to remove the debt penalty. If you miss the timing you died, and get the debt. Land it and you don't.

    Thematically I don't know maybe make it a banner you throw down that has a 1.5 second cast time or something that lasts 5 seconds with a few minute cooldown. Even the option of shaving off one or two instances of debt a day goes a long way towards end game.
  • BigBadAardwolfBigBadAardwolf Member, Warrior of Old, Kickstarter, Alpha Two, Early Alpha Two
    sunaurus wrote: »
    3. Give tanks clear indicators when they are being healed. For example, you could render an "in-progress heal" portion on our health bars with a translucent color and the expected size of the heal. If a tank sees that they are not about to receive any heals, and their health bar is dropping low, then you have actually given them enough information to at least TRY to prevent a death.

    I love this idea.

    I'm not going to be sad if they don't change the system - I'm perfectly fine with xp debt as it stands, though I would definitely welcome a debt reduction. My concerns with this is how it might affect meta in the future - If tank xp death is shared amongst the whole party, then there will be people that won't invite tank mains.

    Now, if it was ALL party deaths that shared the debt, then that incentivizes everyone to keep everyone else alive. I think that could be implemented well, where the party size dictates a percentage reduction (or something, I don't know) equally. IE, a party of two gets half debt, while a party of five would get 20% debt. I don't care what the numbers or how it works out, just giving a rough example.

    Personally? I think that lagging in levels is on me, and just means that I need to work harder than other people to get where I want to be, and that strokes my ego enough that I can overlook having to do that extra work. Makes hitting cap that much more sweet for me.

Sign In or Register to comment.