Post by Azherae on 2023-01-27 22:31:58
How do you feel about the direction the Tank archetype is taking, based on what we shared during the January Development Update?
My disappointment is immeasurable and my day is ruined. This is only minor hyperbole.
This is exactly what I feared, direction-wise . I dislike this. I dislike this a LOT. But it is also not a surprising direction, and I believe that there are quite a lot of people who really enjoy this type of gameplay, and I am happy for those people, I can only hope that you also manage to fit the other aspects of their desires, but this has hit precisely none of mine.
What are your thoughts regarding the Tank abilities shown in the January livestream?
Dislike. Greatly. Too much CC, too long CC, RNG chance of resistance on CC... Aegis looks and feels mechanically stupid to me in a game where you don't have to commit to anything positionally, and I feel it's fair to give feedback on that now. I know I'm generally negative toward Split Body, but I can deal with it. What I can't deal with is 'abilities designed poorly relative to having it as part of the flow'. Definitely an almost entirely negative experience, and I doubt my group's Tank is going to be even remotely happy with any of the abilities shown this time around.
What are your thoughts regarding the Warhammer & shield, and 2H sword shown in the January livestream?
Is there anything in particular you’re excited or concerned about regarding what was shown with the Tank updates?
The Warhammer looked too large for what it was supposed to be, giving me that aesthetic feel of WoW. I know that since many of the team are fans of that, maybe that should be expected, I'm not a fan, but more importantly, with the fast animations, the 'weight' is there, the 'impact' is both desynced and somewhat 'unnecessary' sort of? The whole point, for me, is that I am either imagining the impact (when I know that the game can't perfectly simulate it) and therefore it should be minimal, or it has to be very very good , which this was not.
The 2H Sword got even bigger I feel. I don't necessarily hate this, but at the risk of being 'that person', I like TL's better. I still like the animations for it, though, they're quite good, so I am still enjoying that, it just feels too large for that in general.
The Active Blocking feels like it should absolutely not 'keep hate'. I would very much prefer that Active Blocking be a thing where you use it to prevent a big hit and then it ends up LOSING hate. This is basically the exact thing that people have been complaining about, that mobs are 'not going to be intelligent enough because threat is oversimplistic'. So I would give the feedback that Active Blocking should cause holding hate to be more difficult, rather than less.
Other
Difficulty and actual skill requirement seems quite low, synergy seems more like it would be impossible OR overpowered... All these things are subject to tuning, so I don't want to go too deep into feedback now, but if this is a 'general direction', like, if this is 'meant to show what the game will feel like' and not 'well we don't have time enough to make it feel different yet', then I'm quite disappointed, if I compare it to the Alpha-1 experience.
Also the complete lack of true feeling of ecology, and somehow, I've finally reached the point of 'I don't like the feeling/visual design'. That could be just 'negative bias toward this showcase in general', or 'comparison to something I like better that I have been consuming a lot of content for lately.
But I definitely hope that people who see this as good will highly enjoy it. Because mostly, what I see is not 'this game is bad, fix it', just 'this game is very much not for me, wow'. A disappointing thing, given the number of underlying systems I feel positive toward, but as noted many times by Steven himself, if you don't like the combat design, you're just not going to stick.
I wish Intrepid the best of fortune with this, and I don't consider this to be particularly useful feedback, since the direction is clearly moving away from what I'd like. If I'm wrong about that, and it's just that things are unfinished and unpolished, I'll definitely be around to give lots of feedback on it, but hopefully those who like this style of game will be clear and encouraging with their feedback and y'all at Intrepid will proceed to great success in a way that brings joy to those people.
My disappointment is immeasurable and my day is ruined. This is only minor hyperbole.
This is exactly what I feared, direction-wise . I dislike this. I dislike this a LOT. But it is also not a surprising direction, and I believe that there are quite a lot of people who really enjoy this type of gameplay, and I am happy for those people, I can only hope that you also manage to fit the other aspects of their desires, but this has hit precisely none of mine.
What are your thoughts regarding the Tank abilities shown in the January livestream?
Dislike. Greatly. Too much CC, too long CC, RNG chance of resistance on CC... Aegis looks and feels mechanically stupid to me in a game where you don't have to commit to anything positionally, and I feel it's fair to give feedback on that now. I know I'm generally negative toward Split Body, but I can deal with it. What I can't deal with is 'abilities designed poorly relative to having it as part of the flow'. Definitely an almost entirely negative experience, and I doubt my group's Tank is going to be even remotely happy with any of the abilities shown this time around.
What are your thoughts regarding the Warhammer & shield, and 2H sword shown in the January livestream?
Is there anything in particular you’re excited or concerned about regarding what was shown with the Tank updates?
The Warhammer looked too large for what it was supposed to be, giving me that aesthetic feel of WoW. I know that since many of the team are fans of that, maybe that should be expected, I'm not a fan, but more importantly, with the fast animations, the 'weight' is there, the 'impact' is both desynced and somewhat 'unnecessary' sort of? The whole point, for me, is that I am either imagining the impact (when I know that the game can't perfectly simulate it) and therefore it should be minimal, or it has to be very very good , which this was not.
The 2H Sword got even bigger I feel. I don't necessarily hate this, but at the risk of being 'that person', I like TL's better. I still like the animations for it, though, they're quite good, so I am still enjoying that, it just feels too large for that in general.
The Active Blocking feels like it should absolutely not 'keep hate'. I would very much prefer that Active Blocking be a thing where you use it to prevent a big hit and then it ends up LOSING hate. This is basically the exact thing that people have been complaining about, that mobs are 'not going to be intelligent enough because threat is oversimplistic'. So I would give the feedback that Active Blocking should cause holding hate to be more difficult, rather than less.
Other
Difficulty and actual skill requirement seems quite low, synergy seems more like it would be impossible OR overpowered... All these things are subject to tuning, so I don't want to go too deep into feedback now, but if this is a 'general direction', like, if this is 'meant to show what the game will feel like' and not 'well we don't have time enough to make it feel different yet', then I'm quite disappointed, if I compare it to the Alpha-1 experience.
Also the complete lack of true feeling of ecology, and somehow, I've finally reached the point of 'I don't like the feeling/visual design'. That could be just 'negative bias toward this showcase in general', or 'comparison to something I like better that I have been consuming a lot of content for lately.
But I definitely hope that people who see this as good will highly enjoy it. Because mostly, what I see is not 'this game is bad, fix it', just 'this game is very much not for me, wow'. A disappointing thing, given the number of underlying systems I feel positive toward, but as noted many times by Steven himself, if you don't like the combat design, you're just not going to stick.
I wish Intrepid the best of fortune with this, and I don't consider this to be particularly useful feedback, since the direction is clearly moving away from what I'd like. If I'm wrong about that, and it's just that things are unfinished and unpolished, I'll definitely be around to give lots of feedback on it, but hopefully those who like this style of game will be clear and encouraging with their feedback and y'all at Intrepid will proceed to great success in a way that brings joy to those people.