Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III 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 testing is currently taking place five days each week. More information about Phase II and Phase III 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.
Comments
Bard was least favorite then archer, Both just not my playstyle, I got both to level 15 and stoped as I wasnt having fun playing them.
Fighter was my favorite and then Rouge, although Fighter needs alot of work, but I still had fun.
Make the fighter like the Darkrunner in Archage. Very high mobility, CC breaks, target CC and Burst damage. Also please remove the animation locks from leap and the momentum when switching stances.
Rogue, Bard, Tank
Rogue
Extremely diverse class with multiple build options. Lots of interactive gameplay and diverging choice during combat. Lots of mobility options and conditional skill usage make for a very fun class.
Bard
Similarly diverse class, with reasons to swap skills depending on party and comp. Feels like skills have more intent and increasingly matter depending on whom the bard is partied with. Mobility options are similarly very fun to play with.
Tank
Despite my problems with the class (more below), Tank is really fun in a PvE context. At least when building for power with your gear. Crit power builds are very entertaining, and feeling like a juggernaut simultaneously a bit more tanky than most, while dishing out decent damage, is a rewarding feeling.
Which archetype do you find the least fun to play? Why?
Tank.
Specifically, PvE tank. Blocking is borked, and feels worthless. Grit luckily got put back into a place that is no longer strenuous to play, but isn't ideal. Tanks not only have a terrible time with general gameplay (losing more glint than others, higher gear repairs, more xp debt than others), but also are oftentimes put into situations that are more dangerous. Not to mention the fact that tanks share CC internal cooldowns with other classes, making tank CC skills oftentimes fairly untrustworthy.
Tanks also struggle to find a role as a secondary tank within a party. Shielding skills are far and few between, and only realistically are effective after the player gets access to the level 12 tier of skills. Even when a player has the ally-focused skills, they often are ineffective, and feel like the player isn't helping as much as other members might. This lackluster role also means that finding a party can be difficult as tanks are needed half as often than any other role.
Major points of difficulty:
Are there any combat systems or mechanics you feel need more development or refinement? Please explain.
Blocking, Weapon Skills
Blocking
Unsure if shield benefits are currently working or not. Regardless, blocking has always felt lackluster. It formerly caused weapon combos to get cancelled and prevented finishers. This has been rectified, but it still causes stamina loss. It generally feels like the worse choice in a situation, and that movement or dodging is just ultimately more effective when necessary. Additionally, entering/exiting a block feels too slow to realistically thread attacks or skills, and successfully blocking an attack seems to do more harm than help in the long term, especially when elite creatures tend to burst a tank down even with blocking. Ends up feeling like a chore that, while fun as a mini-game, isn't currently beneficial to participate in. Would love to see something to rectify this, whether its class-specific skills for counterattacks, perfect blocks, or something else, or just generally accessible options in the stamina tree.
Weapon Skills
Just feels like a bunch of passive effects. Gaining a weapon level rarely feels like an exciting moment. As is, every skill point option feel cryptic, and don't feel like a valuable choice after selected. As a whole, every weapon tree feels the same, and generally feel very same-y between players and archetypes. At most, individual weapons feel as if they are picked as stat sticks, with the most amount of purpose being their attack speed and primary/secondary gear stat.
During group combat or grinding sessions, do you feel any core features or gameplay elements are missing or underdeveloped? If yes, please describe.
Internal CC cooldowns feel like an underdeveloped system. There is very little indication when a CC fails to apply, and overlapping often leads to frustration or confusion.
Besides this, most systems feel fine.
Love the class name for your tanking class btw.
We need to make this class great, unlike other games we only have 1 tank class.
Now, I love the classic feel but we need to cut the girly shit and man up...
The charge ability, feels like I'm a fairy floating around, I need to be stomping the ground on my way to the unlucky foe.
When I get to this said foe, I need to pound fuck him with a shield slam... Hard.
- My idea here
Once I reach the enemy, change the charge button to a potential follow up attack, ie leg sweep, jumping 360 shield slam, war stomp.. you get the idea.
Don't add another keybind we have enough, maybe to many. Just augment the charge to a 2 or even 3 attack combo.
Also the dwarf heavy armor makes me look fat, fix that or I'm not playing your glorious dwarf.
That's it for now, I'm on the throne and my time is up. Love the game, keep it up, you guys kick ass.
Which archetype do you find the least fun to play? Why?
Are there any combat systems or mechanics you feel need more development or refinement? Please explain.
During group combat or grinding sessions, do you feel any core features or gameplay elements are missing or underdeveloped? if yes, please describe.
Cheers,
KormVA