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I'm completely devoured by Project Gorgon, clocking in over 800h since last Christmas. Such a unique game. Old-school, but with fresh and fun features and tons and tons of content.
You are focusing too hard on miniscule Auto-Attack DPS differences and completely ignore Ability-Damage.
A 6s delay 2h Weapon will deal roughly DOUBLE the damage of a 3s delay 1h Weapon, which not only means that while spamming Abilities your Ability-DPS doubles, but you also have double the...
Then you got fooled, because EA has instances. They just haven't seen use in a while because of the low pop. IIRC a zone caps at 100 players, you can check with /instance which instance you are in and use /switchinstance to change to another.
I would honestly just scrap the entire system. Why are we even discussing the validity for clutch situations? Because all lesser use-cases are already out the window because of the resource cost. Every skill has to directly compete in value with a teleport. Do I rather save 10 min of walking or...
The problem is, if it's a real clutch situation you want that ability to go out NOW. If you can afford a 3s cast (or rather 3.5-4s as you need some time to press modifier and recognize it's active), the situation probably wasn't that clutch after all.
Tradeoffs are fine and dandy, but a skill...
Not yet, as I won't bother with it on a GTX 670. But I will in the next few days, as my new parts just arrived today :)
So it managed to shave off 13+ hours from Embers No. 1 Fan but you won't recognize it as competitor? Funny.
And to the social aspect: Well, it's like most modern MMORPGs, the...
Maybe, but that's not a given. I'd say it's less of a problem to go too early into Early Access then to actually release too early. One example would be Last Epoch, which was in Early Access for an eternity (2019-2024), but had a HUGE launch.
Yeah, I didn't remember it being this detailed and couldn't check it.
My "solution" may still be worth looking into, as it would work for all sub-classes at once (and not just the 3 of your current base class) and also give detailed skill tooltips including alchemy. But certainly not a high...
Here's a quick mockup:
Have a Dropdown-Button next to Base + Subclass. In this example, if I click on Knight I can choose between all Defender Subclasses, and if I click on Defender, I can choose between all Base classes (and then pick between the different subclasses of that other Base class)...
I may not remember correctly (and I'm forced to an old PC where I can't check) but I think you can't see (all) of the skills a class will get before you choose them.
So maybe some tweaks to the UI so you can preview every class's skills would already go a long way.