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.
Tanks and the Guard Mechanic
Bribzy
Member, Alpha Two, Early Alpha Two
Seeing a lot of posts here related to individual experiences with the tank class, suggestions for balance, etc. While I personally agree and disagree with various points on them, I didn't want to add yet another post to the pile.
Instead, I wanted to get more specific and start a discussion to ask how other people felt about the current Guard system and its potential for improvements, especially given the context of the tank class. This includes all the bells and whistles: Stamina Tree, Tank skills (Reflect), etc.
Personally, I feel as if the system has some budding elements that feel pretty nice, but leaves a lot to be desired. I really enjoy the s&b play-style, and the incentives to Guarding attacks for tanks. That said, even with the improvements over phase 1, Blocking still doesn't feel very snappy. The damage reduction against big attacks is great, but as it stands, it feels as if ignoring guarding and just relying on heals/mitigations is optimal until absolutely necessary to block (big hits, cc effects, survival, etc).
I personally wish that there was a bit more proactivity in guarding. Responding to animations, immediate animation cancels out of attacks, perfect guard windows, or something of that sort would do wonders for me.
As it is stands, Reflect does feel pretty okay in relation to my previous point. The fact that when grouping lots of monsters that reflect can get popped by random attacks does make it a bit harder to use sometimes, but the reward for a good reflect is very satisfying.
What do others think?
Instead, I wanted to get more specific and start a discussion to ask how other people felt about the current Guard system and its potential for improvements, especially given the context of the tank class. This includes all the bells and whistles: Stamina Tree, Tank skills (Reflect), etc.
Personally, I feel as if the system has some budding elements that feel pretty nice, but leaves a lot to be desired. I really enjoy the s&b play-style, and the incentives to Guarding attacks for tanks. That said, even with the improvements over phase 1, Blocking still doesn't feel very snappy. The damage reduction against big attacks is great, but as it stands, it feels as if ignoring guarding and just relying on heals/mitigations is optimal until absolutely necessary to block (big hits, cc effects, survival, etc).
I personally wish that there was a bit more proactivity in guarding. Responding to animations, immediate animation cancels out of attacks, perfect guard windows, or something of that sort would do wonders for me.
As it is stands, Reflect does feel pretty okay in relation to my previous point. The fact that when grouping lots of monsters that reflect can get popped by random attacks does make it a bit harder to use sometimes, but the reward for a good reflect is very satisfying.
What do others think?
0
Comments
IMO block would be much better if it was designed specifically for tanks to prevent some tank busters every now and then.
As in:
1. It should provide much more significant mitigation
2. It could have a very limited duration (to reward good timing) - 2-3 seconds would be enough
3. It could have a longer cooldown (balanced around the frequency of tank busters)
4. Enemies should properly choreograph tank busters (it should be more than just some cast bar under your target frame)
5. Non-tanks really shouldn't get access to this ability
This would be way more engaging than just mindlessly holding down the guard button for long durations, and barely getting anything out of it. Additionally, the existence of such tank busters would make tanks much more necessary for groups than they arguably are right now.
My suggestions are:
1) Perfect guard
A passive in which if we block at the exact moment of the enemy's attack, we would mitigate 100% damage and have a reduction in the stamina cost for blocking this specific attack
2) Battle exhaustion
In the first 3 seconds of blocking attacks, our stamina cost will be reduced. However, from that time on, our stamina cost becomes progressively higher until it becomes a continuous cost (like when we run) of stamina, forcing us to lower the shield again.
I believe that these two changes would bring more significance to active blocking and more action elements for combat, which is precisely AoC's proposal, to have a hybrid combat
This is something along the lines of what I'd love as well. A small window encouraging a reason to actually cancel existing skills. This sounds especially fun to use.
That said, as sun suggested, more tank buster skills would actually fit in pretty well into this sort of change. It would add more layers of skill expression and encouragement to actually want to shield in the first place, or rather, whether a tank can even afford not to weave shields into their rotations.
This is great if you are good at timing or surrounded by enemies when you block.