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Alpha 2.5 feedback as a tank

Hi all,
I would like to share my Phase 2.5 experience with you and give you my feedback.

First of all I would like to say that I started the game with the current phase and it reflects my first few months as a tank.

Progeression feedback:

It felt really difficult in the first few days, as the game gives you very little guidance on how the leveling progress is structured. But once you understand how the gameplay works and how the quests are structured, it feels pretty good.
Gear progression is also quite well solved. Even if I find the named mob camping a bit annoying and unnecessary, I can understand the concept behind it.

Tank feedback:

PvE Feels very good and he fits his role really well. You have a lot of sustain and support and aggro is not a problem in itself.
I personally think it's good, but I can also understand that it seems quite op that you can just solo most of the named mobs.

PvP Quite difficult to find the right place for the tank here. It is often used as a shootcaller, which I can understand. However, in my opinion he is not a pure brawler. Due to the many support skills, I find his role somewhere between brawler and backline support, which is perfectly ok. I think he lacks damage skills, but that doesn't mean he lacks damage. But the damage comes from a 2 skill combo. That doesn't feel good.
Besides, it just feels completely wrong to run around almost exclusively with the bow in PvP. In my opinion, this completely contradicts what a tank reflects.

Skill Trees:

Class Skill Tree I think it has a good structure, kept quite simple. I would welcome more damage skills.
I think it would be good if you could create presets here so that you don't have to “painstakingly” customize your different skills every time.

Weapon Skill Tree One of the biggest problems! Because the finishers are so extremely important, especially in PvP, it just feels totally wrong to waste your time with autoattacks waiting for the finishers. This makes the gameplay feel totally clunky, as mentioned above, because you have to wait and wait and wait. The decision to interrupt your autoattack chain to use other skills should not have to be made.
I could imagine a concept where the finisher effects are simply x% procs on normal autoattacks, not just on the finisher itself.

Stamina Skill Tree I can't explain why it exists at all. You get all the skills anyway and therefore have no choice to customize it. You could actually remove it completely and get the skills there passively when you lvl up.

UI feedback:

I would like to have more freedom in how and what I want to display. For example, it would be useful to be able to customize the group / raid display in a similar way to the skill bars. That I can set whether I want my display to be vertical or horizontal.
I would also like to be able to display and position skills individually, independently of the skill bars. (The UI settings of Black Desert Online would be a positive example of this, here you have maximum freedom but it is and remains visually the BDO UI)
I would also like to be able to customize the chat better. At the moment I can move the chat wherever I want but after every relog it's back at the bottom left. Also several separate chat windows would be great. That I can see different chats without switching tabs. It should also be possible to move the tabs themselves within the chat without deleting all tabs and recreating “his own” order.
I would also like a “focus target” function. This does not mean the “Dual Target Lock” function. Example: I target a player, whether friend or foe, and press the “xyz” key to have a “focus target”, including focus target target. This “focus target” remains regardless of whether I take the target myself and only disappears when the target is out of range or you press the button again. (Example: World of Warcraft has something similar)

Thanks all for reading and have a good one
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