Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place five 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 five 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 Feedback
I've mained tank for the past two phases and would like to provide my feedback. Currently, tank feels like it has a lot of the building blocks to be fun/engaging but just needs a little TLC to get it over the hump. Below ill provide feedback for both PVE and PVP.
PVE
Class feels monotonous to play. There are decent cds to survive bad pulls and aggro is easy (perhaps to easy) to maintain. A few of the control abilities have very long animations relative to the cast times of mob abilities, but its playable. Give mitigation more of choice. I see what you want to do with the grit changes but make it less spammy and also have some variety. Let me choose specific types of mitigation or damage in the moment gameplay of a pull. Do I want necrotic grit, or lifesteal grit, or phyiscal grit, etc. Id make the passive mitigations around a 40-60sec window vs the current 20.
I would like to see an ability that roots mobs-and only mobs-in place so the annoying range mobs dont continuously back up. Maybe as an upgrade for taunt? This would keep it to single target and not allow you to aoe pull a ton of the range mobs. I would also like to see a role for side tanks. Protect is strong but adding some additional interactions would be enjoyable. As it stands now its kind fire and forget.
PVP
Tanks (and melee in general) feel very bad to play. They are too squishy and have the downsides of having to be in melee range to do anything. This is very apparent in anything above 16 players. Id like options for more survivability for tanks in pvp whether it be through gear choices or talent choices. Things like Aoe taunt to reduce the zerg damage, an anti projectile zone around the tank to reduce damage, even an aoe cc immunity would all make the tank fulfill the mitigation roll. Give tanks the ability to prevent damage.
Protect is a very fun mechanic, but the two talent points it essentially requires are not. Bake the extra range into the ability itself and add additional upgrades. Change grapple to have a micro stun or root on it. Currently the ability will pull someone and the instantly dodge before you can follow up stun them. Give wall some upgrades, the ability is very fun.
Damage tank is VERY strong in small scale pvp once geared. 100% crit chance abilities generally are bad design overall and act as crutch to make something work. If you must have this, give some level of interaction with thh ability outside of making it crit within a stun window. This combo lacks compelling gameplay for both the tank and the person being blown up.
Overall tank is there but just not fun. A few changes to personal mitigations and group protections will make the class feel like an actual tank in pvp. I like the option of being a bruiser, and that option should be available. But tanks need to fulfill the role of mitigation.
Also the name tank is really bad. I hate guardian, or protector, or some of the other names other games use, but fecal matter would be a better name in all honesty.
PVE
Class feels monotonous to play. There are decent cds to survive bad pulls and aggro is easy (perhaps to easy) to maintain. A few of the control abilities have very long animations relative to the cast times of mob abilities, but its playable. Give mitigation more of choice. I see what you want to do with the grit changes but make it less spammy and also have some variety. Let me choose specific types of mitigation or damage in the moment gameplay of a pull. Do I want necrotic grit, or lifesteal grit, or phyiscal grit, etc. Id make the passive mitigations around a 40-60sec window vs the current 20.
I would like to see an ability that roots mobs-and only mobs-in place so the annoying range mobs dont continuously back up. Maybe as an upgrade for taunt? This would keep it to single target and not allow you to aoe pull a ton of the range mobs. I would also like to see a role for side tanks. Protect is strong but adding some additional interactions would be enjoyable. As it stands now its kind fire and forget.
PVP
Tanks (and melee in general) feel very bad to play. They are too squishy and have the downsides of having to be in melee range to do anything. This is very apparent in anything above 16 players. Id like options for more survivability for tanks in pvp whether it be through gear choices or talent choices. Things like Aoe taunt to reduce the zerg damage, an anti projectile zone around the tank to reduce damage, even an aoe cc immunity would all make the tank fulfill the mitigation roll. Give tanks the ability to prevent damage.
Protect is a very fun mechanic, but the two talent points it essentially requires are not. Bake the extra range into the ability itself and add additional upgrades. Change grapple to have a micro stun or root on it. Currently the ability will pull someone and the instantly dodge before you can follow up stun them. Give wall some upgrades, the ability is very fun.
Damage tank is VERY strong in small scale pvp once geared. 100% crit chance abilities generally are bad design overall and act as crutch to make something work. If you must have this, give some level of interaction with thh ability outside of making it crit within a stun window. This combo lacks compelling gameplay for both the tank and the person being blown up.
Overall tank is there but just not fun. A few changes to personal mitigations and group protections will make the class feel like an actual tank in pvp. I like the option of being a bruiser, and that option should be available. But tanks need to fulfill the role of mitigation.
Also the name tank is really bad. I hate guardian, or protector, or some of the other names other games use, but fecal matter would be a better name in all honesty.
2
Comments