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

Caveat - I'm at 19, going on 20. I've been to most of the dangerous places, played some solo, and generally been trying out what I can and cannot do.
Reading through other peoples feedback I can only agree to pretty much everything said - but - strength in numbers.
- Grit makes me Grit my teeth in frustration. It takes me from a wet noodle, to a slightly more turgid noodle. If you want this skill to be in the game, it needs to go from a double-tap to a single-tap for the same effect. That being said, the effect is much too weak to do any kind of difference.
Best solution, in my mind, is to remove it and let Slam proc the effect. That way you could even keep it at a 2-stage version.
- Fortify should be a better "Oh no" button, or to control damage for the initial chaos of a large pull. The mechanics are fine but the current effect is much too weak.
- I feel like the Tank is missing a damage ability somewhere. While we don't know how things will look with double archetype, or at level 50, there is room for one (or even two) more interesting damage abilities. I don't particularly have anything in mind and trust the developers to have ideas covered for this.
Going off skill trees (and amount of skills) for other classes, it definitely looks like there are things missing.
- I'm kind of missing a leap of some sort. It would feel great to have a shorter range hop.
- Active Blocking is anti-synergistic and feels bad - you can't build Courage when you're blocking, and you loose the most valuable resource to not take damage (to dodge). I would rather spec into another charge of Reflect (which is pretty great) somehow.
Active Blocking is WIP but I quite honestly think you can scrap it. Shoe-horning active blocking into whatever else you're doing as a tank is just mental load that borders on unbearable, on top of it working directly against you.
- Protect is a good way to die. The idea may sound good in practice but without something else you just fall flat. On the floor. Dead. It would make more sense to have as a Cleric put Protect on a Tank, rather than a Tank putting it on Anything. That way you can control and help the flow of damage (as a healer), instead of just counting seconds until death.
- Aegis is an even better way to die. Possibly the best way to die. Never again.
- Intimidation Aura should ideally work off of physical power, or a fraction of HP. I appreciate that this could change when you get double archetypes and will accept that it might work decently damage-wise later on as it is currently designed.
- Grapple would greatly benefit from a tiny root or stun or even snare. Even in just PvE you can have mobs pull in and just... slip away immediately. I understand that a stun might be too powerful but anything to let it keep whatever you yanked in for just a little bit longer would be fantastic.
A follow-up talent for Grapple doing whatever would be nice too. I can imagine anything from increased damage to Shaken, Demoralized; any and everything is on the table.
- The General Feeling of Not Being Very Tanky, or "Hey, I'm A Kitten."
I'm not sure how to go about this, but being on par with other classes for HP at baseline isn't awesome, especially when the damage mitigation isn't incredible. Solve this any way you feel like.
Reading through other peoples feedback I can only agree to pretty much everything said - but - strength in numbers.
- Grit makes me Grit my teeth in frustration. It takes me from a wet noodle, to a slightly more turgid noodle. If you want this skill to be in the game, it needs to go from a double-tap to a single-tap for the same effect. That being said, the effect is much too weak to do any kind of difference.
Best solution, in my mind, is to remove it and let Slam proc the effect. That way you could even keep it at a 2-stage version.
- Fortify should be a better "Oh no" button, or to control damage for the initial chaos of a large pull. The mechanics are fine but the current effect is much too weak.
- I feel like the Tank is missing a damage ability somewhere. While we don't know how things will look with double archetype, or at level 50, there is room for one (or even two) more interesting damage abilities. I don't particularly have anything in mind and trust the developers to have ideas covered for this.
Going off skill trees (and amount of skills) for other classes, it definitely looks like there are things missing.
- I'm kind of missing a leap of some sort. It would feel great to have a shorter range hop.
- Active Blocking is anti-synergistic and feels bad - you can't build Courage when you're blocking, and you loose the most valuable resource to not take damage (to dodge). I would rather spec into another charge of Reflect (which is pretty great) somehow.
Active Blocking is WIP but I quite honestly think you can scrap it. Shoe-horning active blocking into whatever else you're doing as a tank is just mental load that borders on unbearable, on top of it working directly against you.
- Protect is a good way to die. The idea may sound good in practice but without something else you just fall flat. On the floor. Dead. It would make more sense to have as a Cleric put Protect on a Tank, rather than a Tank putting it on Anything. That way you can control and help the flow of damage (as a healer), instead of just counting seconds until death.
- Aegis is an even better way to die. Possibly the best way to die. Never again.
- Intimidation Aura should ideally work off of physical power, or a fraction of HP. I appreciate that this could change when you get double archetypes and will accept that it might work decently damage-wise later on as it is currently designed.
- Grapple would greatly benefit from a tiny root or stun or even snare. Even in just PvE you can have mobs pull in and just... slip away immediately. I understand that a stun might be too powerful but anything to let it keep whatever you yanked in for just a little bit longer would be fantastic.
A follow-up talent for Grapple doing whatever would be nice too. I can imagine anything from increased damage to Shaken, Demoralized; any and everything is on the table.
- The General Feeling of Not Being Very Tanky, or "Hey, I'm A Kitten."
I'm not sure how to go about this, but being on par with other classes for HP at baseline isn't awesome, especially when the damage mitigation isn't incredible. Solve this any way you feel like.
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