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Enemy Tagging

HowlbaneHowlbane Member, Alpha One, Alpha Two, Early Alpha Two
The whole tagging system is terrible and should go back to how it was, fighting an enemy as a Cleric and having very slow DPS just for a Mage or other DPS to cast 1-2 spells to take my kill and all its XP is getting really annoying at this point...

Comments

  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    Howlbane wrote: »
    The whole tagging system is terrible and should go back to how it was, fighting an enemy as a Cleric and having very slow DPS just for a Mage or other DPS to cast 1-2 spells to take my kill and all its XP is getting really annoying at this point...

    Same as a bard and everyone is kill stealing because there is not enough camps to the volume of players.

    I know all the empty space will be filled with things as the nod progresses and unlocks stuff. By at a early point nodes should be filled with low level content. Just my two cents.
  • NiadanNiadan Member, Alpha Two
    Only two solutions have been applied in game development:
    1. The first tagger gets all the XP (if they do any damage)
    2. Split XP among participants based on damage

    The first one allows someone to quickly tag multiple targets (or one really big one) and then let everyone else do the work while reaping the benefits. The second only rewards DPS. Neither rewards a player for playing the characters class properly.

    All the other classes appear to be built on the standard model of do damage or crowd control (which is a form of and usually does damage). Clerics (at least in the early levels) are built to deliver heals not damage. This makes leveling in a group great but glacial solo.

    To ass an additional two cents, I would suggest healers get XP from healing not hurting. I have seen developers' toy with the idea of role-based XP. A tank gets more XP from absorbing damage and holding aggro than inflicting damage. A dps gets more from hurting the target than tanking. A cleric gets more from healing that beating. It would be a complicated formula to say the least. But imagine a 60-40 or 70-30 spread for actually playing the class as designed.
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