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.
Gear rebalance and TTK gone slightly too far
It is currently far too easy to reach the (very aggressive) softcap on stats, and you can reach the same soft cap (which is almost the same base for all classes) with dozens of combinations of gear that all drop from easily killed mobs. BIS is now entirely relative (and very marginal).
The weighting for each gear piece needs to be adjusted so that there are actually benefits to picking different pieces, or DR on offensive stats needs to be toned down.
The ease of reaching the softcap combined with the very aggressive curve has made it essentially impossible to have a unique build.
With regards to TTK - For some bizarre reason, HP has been left without any form of DR or balancing, and because of this, TTK has gone too far in the opposite direction.
If a party or a group is wearing gear optimised for a good balance of HP and damage, and has a balanced composition, it is extremely unlikely that they will die to anything less than the complete focus of multiple parties' DPS hitting with perfect timing. It's a ridiculous amount of effort to get just one kill. Either HP added needs to receive diminishing returns, or we need to have some variety of %HP Damage added on to certain abilities.
The weighting for each gear piece needs to be adjusted so that there are actually benefits to picking different pieces, or DR on offensive stats needs to be toned down.
The ease of reaching the softcap combined with the very aggressive curve has made it essentially impossible to have a unique build.
With regards to TTK - For some bizarre reason, HP has been left without any form of DR or balancing, and because of this, TTK has gone too far in the opposite direction.
If a party or a group is wearing gear optimised for a good balance of HP and damage, and has a balanced composition, it is extremely unlikely that they will die to anything less than the complete focus of multiple parties' DPS hitting with perfect timing. It's a ridiculous amount of effort to get just one kill. Either HP added needs to receive diminishing returns, or we need to have some variety of %HP Damage added on to certain abilities.
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Comments
From what I have seen in 12 vs 12, 24 vs 24, 40 vs 40 pvp people are still dying extremely fast if people actually use their kit right instead of just pressing damage abilities and expecting automatic results. Welcome to the RPG part of the game.
I was cutting down some clips from 12 vs 12 / 10 vs 10 skirmishes few days ago and often combat barely lasted 2 minutes before one group was totally wiped out or broken / routed. 1vs1 about 20-30 seconds depending on classes.
I'm loving the "softcaps" and MORE accessible pvp content for all those players with jobs.
Blown past falling sands…
Drain a healer and now the party's HP pools are not bottomless. And that's not even counting all the CCs and assist targeting that's always available.
The trouble is that build variety is not really an option (except cosmetically) because you will reach the same end result with any combination of gear. The variety is only surface level.
I've been actively participating in what little PvP is left (and there is not a lot left withi more than 40 players at this stage of the wipe, you may be seeing older footage) and the amount of commitment required to get a few key picks when both sides are good at the game is absurd imo.
I also don't think this maps it more accessible for people who play 1-2 hours a day, as those people will likely be terribly under-skilled in any matchup they find themselves in and will lose all the same
Sadly it is way too easy to keep mana levels high for both healers and bards, and the HP restored/MP spent efficiency is incredibly generous when compared to any other class' Damage/MP
i like the new ttk and would maybe even increase it a little more. but i also agree that having endless mana could be an issue. with a rogue syphoning mana from the enemy cleric the issue is resolved in my experience. i would tune that rogue mana steal down, since its too strong for one specific archetype, but add more ways to characters in general to increase mana cost for your enemies. could be a gear stat or something.
for the softcap topic: i agree with the point that the dr is hitting really fast. i like the end result so i would probably lower the amount we get on the gear so its more investment to get to the higher dr thresholds.
i just dont know how it works with lvling if the softcap is tied to adventurerlvl or how they balanced this.
if anyone knows pls enlighten me
as for the cleric: i hope after the (hopefully good) tank rework (soon pls!), clerics gets one as well. that would be a great option to reevaluate the cost efficiency on top of the skills and build variability in general.