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Introduction
The Juggernaut is Embers Adrift's iconic damage dealing tank that pushes through fights when anyone else in your place would have already collapsed. Juggernauts may not be capable as wearing as much armor as Knights or Marshals, but they can still hold their own when it matters...
100% this is the reason solo on tank feels slow. You can overcompensate with positional gear and a maul to approach solo fights with the same mentality as a striker (kill as fast as possible). Otherwise, you're stuck sitting around waiting for hp to top up while strikers or supporters are only...
You all have gone above and beyond to remove the barrier to entry to play the game with B2P and FTP. You're probably right that it's too late to slap an early access sticker on it. Especially if you agree that the game is closer to feature complete than it is to the "early access" state that it...
This has happened to me a few different times over the last year. I'll have a reliable healer for a few levels for the tight 3ish hours most evenings I can to commit to doing dungeons. Eventually I'll miss some nights playing due to IRL and I'll come back to not having consistent heals. They'll...
Great feedback, Crank. I hope you get to experience more Embers dungeons as main tank, it's quite exhilerating with a good cooperative team.
Soloing definitely is rough on tanks, especially when your gear is configured with grouping primarily in mind. If you lean more into positional and mauls...
I'll have to think on this one a bit. I understand you're looking to have a more linear comparison that can be stacked. That said, I do appreciate your very creative diagram to explain what you're looking for!
During the community show some people including Genrah suggested changin the mob con to accomplish the same goal without having to reinvent the wheel. At first I was skeptical but after some thought it might accomplish the same thing without alienating so many people. What if the window a mob in...
I dig the idea of titles based on time spent in the arena or unique player kills (to prevent excessive cheating with multiple accounts). I think the idea of getting passive EE generation in the arena would be fun and give a reason for ppl to spectate or compete. It would be difficult to...
Barring any corrections to my data it does appear at first to positively impact some of the levels with less options. Currently there are 13 levels from 1 to 50 where you have 3 or fewer overland, dungeon or EV zone options for getting xp. With the compressed model it looks like that's reduced...
This is the current zone level spread. Please forgive any inaccurate zone level ranges as it can prove difficult to verify without specific zone level pots. There are individual camps within the overland zones (green) that fit into smaller level ranges but aren't properly separated in wiki...
Please note that the ranges on the left aren't entirely accurate. The lowest level for a zone is calculated by measuring when some mobs in that zone become yellow con. The upper level is intended to be the last level before the mobs in the zone turn light blue in con at highest. Feel free to...
I feel as though 5 lvl range with GEL might be too much in this scenario. As it stands today GEL primarily improves your effective level offensively which allows supporters and strikers to more easily fit in groups that would otherwise be too high for them 5 levels higher than their current...
Is there any chance you could provide us with the level ranges of the zones after this change? Without level pots it would be hard to translate via QA.
I'm mostly curious how this will influence the range of what is considered to be "good" or at least desirable XP and loot. AKA blue, white...
Yeah I'd love for something a tad closer for the same reason. I think using hp debt to prevent ppl from rushing in over and over is smart though. If it were closer it wouldn't be so bad.
Had a blast messing around today otherwise though. I'd love to see what a 6 v 6 match of similar players...