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.
Options
Set Bonus

The level of set bonus is out of wack here. For instance on one set, at common level you get 20 sta but at legandary you get 100 sta. That's an 80% increase. Set bonus needs a genital curve. I don't play PvP games where gear gives more then 30% power curve. You no long have a skill based game.
Lowest end gear at top level to top end gear should be scaled that a low end geared character has a fighting chance. If this game keeps things where killing players is a one hit your dead, you will drive away the real PvPers and you will foster the PKers that are in games just to get on people's nerves.
If this continues we will lose more people. If it stays this way, there is only one option to keep people playing in mass. Gear needs to be common and easy to get but that would kill the crafting community.
Either way, this is a very bad move.
Lowest end gear at top level to top end gear should be scaled that a low end geared character has a fighting chance. If this game keeps things where killing players is a one hit your dead, you will drive away the real PvPers and you will foster the PKers that are in games just to get on people's nerves.
If this continues we will lose more people. If it stays this way, there is only one option to keep people playing in mass. Gear needs to be common and easy to get but that would kill the crafting community.
Either way, this is a very bad move.
2
Comments
Also gear can be common and easy to get, without killing the crafting community and actually fuel the need for resources and crafting. Gear has to be destructible, and totally break down after a certain number of repairs. You suddenly have a permanent gold and resource sink, which adjusts the inflation issues, and gives players reasons to revisit locations to fight over rare resources. The vast majority of MMORPG game "designers" fail to implement such approach.
Gear should give stats sure, and some advantage, but not a massive gap people cannot jump over because they are not 14 hour a day gamers. Gear should first and foremost enable a playstyle, and not just limited "I'm a tank, dps or I'm a healer".
I would love to see more options across ALL classes. Some examples:
* I'm a tanky bard with gear which enables my sustain and CC.
* I'm a melee magic user, who isn't afraid of fighters up close
* I'm a glass cannon ranger, but my armour gives me bonusses to mobility; movement speed, stamina costs for running/dodging and camouflage.
* I'm a tank, but I carry a big sword, and rely on evasion instead of block
* I'm a mage, and rely on my gear to life-steal on damage.
That's depth. You suddenly have reasons to collect all those different gear combos, so you can try out new builds on ONE class. Also a solid reason to be an active member of the economy and replay content.
Blown past falling sands…