Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Tank needs some serious changes too.
Demostrathe
Member, Alpha Two
Tank currently suffers from numerous fundamental design issues that impact both its effectiveness and enjoyment. While it fulfills its basic role of threat generation and well not dying, the current implementation feels underwhelming and lacks the impact a frontline defender should have in combat.
The most immediate issue lies in the tanks damage. With primary abilities like vengeance only dealing 90% weapon damage and most other skills hovering between 100-175% tanks struggles to maintain meaningful contribution to damage. Obviously while Tanks shouldn't match pure DPS classes and its damage would probably be boosted more later on by choosing a secondary archetype like fighter or mage its current numbers feel like you're hitting your opponent with a stuffed toy.
Its Damage need significant increases across the board. While maintaining appropriate balance with DPS classes, Tanks should feel like their attacks have weight and impact. Skills like Vengeance should be brought up to at least 150-200% base damage to feel more impactful.
The class also lacks self sustain outside of a pocket healer and shake it off. Yes they shouldn't be able to like heal themselves back to full hp instantly but something like a skill for temporarily increased regen through sheer willpower would be nice to reduce the stress and strain on our already strained healer.
Ability redundancy also presents another issue. Multiple abilities like Shield Assault, Shield Slam etc look and perform similar functions with only slight variations in damage coefficients or CC effects. This leads to a rotation that feels more like cycling through slight variations of the same ability.
Now for its resource the Courage system, while interesting in concept, falls short in execution. The current rate of 0.10% damage reduction per point up to a maximum of 10% feels insignificant for what should be a core class mechanic. More concerning is the limited number of meaningful ways to spend Courage - Fortify stands as the primary spender, making the resource system feel more like a passive bonus than an engaging mechanic.
It needs a complete overhaul. Rather than providing a modest passive bonus, Courage should enable powerful active abilities and significant choices. The base damage reduction should be increased, and more abilities should interact with the resource. Tanks should face decisions about whether to spend Courage on defensive abilities, offensive moves, or utility effects. This would also help the tank having more interesting combinations beyond currently the basic Staggered → Tripped → Ground Pound combo that feels like the only actual ability interaction.
New mechanics could include:
Abilities that become enhanced based on current Courage levels
Defensive cooldowns that provide group utility beyond simple damage reduction
More interesting positional requirements to reward skilled positioning
Meaningful choices between personal survival and group protection
Lastly is its main role in pvp being controlling the battlefield, it somewhat succeeds with things like its wall, grapple or absorption field but it needs more options for controlling battlefield positioning and maintaining proximity to priority targets.
This could include more reliable crowd control options similar to rangers vine field , better tools for pulling enemies together, and more dynamic movement abilities to either move towards helping allies or catching opponents for the alley oop assist in your dps killing them.
The most immediate issue lies in the tanks damage. With primary abilities like vengeance only dealing 90% weapon damage and most other skills hovering between 100-175% tanks struggles to maintain meaningful contribution to damage. Obviously while Tanks shouldn't match pure DPS classes and its damage would probably be boosted more later on by choosing a secondary archetype like fighter or mage its current numbers feel like you're hitting your opponent with a stuffed toy.
Its Damage need significant increases across the board. While maintaining appropriate balance with DPS classes, Tanks should feel like their attacks have weight and impact. Skills like Vengeance should be brought up to at least 150-200% base damage to feel more impactful.
The class also lacks self sustain outside of a pocket healer and shake it off. Yes they shouldn't be able to like heal themselves back to full hp instantly but something like a skill for temporarily increased regen through sheer willpower would be nice to reduce the stress and strain on our already strained healer.
Ability redundancy also presents another issue. Multiple abilities like Shield Assault, Shield Slam etc look and perform similar functions with only slight variations in damage coefficients or CC effects. This leads to a rotation that feels more like cycling through slight variations of the same ability.
Now for its resource the Courage system, while interesting in concept, falls short in execution. The current rate of 0.10% damage reduction per point up to a maximum of 10% feels insignificant for what should be a core class mechanic. More concerning is the limited number of meaningful ways to spend Courage - Fortify stands as the primary spender, making the resource system feel more like a passive bonus than an engaging mechanic.
It needs a complete overhaul. Rather than providing a modest passive bonus, Courage should enable powerful active abilities and significant choices. The base damage reduction should be increased, and more abilities should interact with the resource. Tanks should face decisions about whether to spend Courage on defensive abilities, offensive moves, or utility effects. This would also help the tank having more interesting combinations beyond currently the basic Staggered → Tripped → Ground Pound combo that feels like the only actual ability interaction.
New mechanics could include:
Abilities that become enhanced based on current Courage levels
Defensive cooldowns that provide group utility beyond simple damage reduction
More interesting positional requirements to reward skilled positioning
Meaningful choices between personal survival and group protection
Lastly is its main role in pvp being controlling the battlefield, it somewhat succeeds with things like its wall, grapple or absorption field but it needs more options for controlling battlefield positioning and maintaining proximity to priority targets.
This could include more reliable crowd control options similar to rangers vine field , better tools for pulling enemies together, and more dynamic movement abilities to either move towards helping allies or catching opponents for the alley oop assist in your dps killing them.
Referral Code : 8GTVW547SYDTHE6Nashesofcreation.com/r/8GTVW547SYDTHE6N
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