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Alice's Beta Feedback

Alice_Bluu

Active Member
Lets see what i can dig out of my adhd brain this week.

For Striker The hot is still too weak to feel valuable when you first obtain it. Getting a new ability should feel useful and exciting. Maybe swap it out with lay of the land and buff the heal to 10, i know i know 10 alice thats way too high! No, its not considering by the time we are able to get the ability we have around 100-150 health and most mobs are hitting for around 20. What good is a heal that heals for 3 per tick with what 4 or 5 ticks? and it can very easily get cancelled? AND it costs 20% stamina? even if it gets all the ticks off it is HIGHLY unlikely it will save my healer or tank long enough to avoid a wipe or even me running solo from a wolf that i cant outrun and hits me for 28 damage. It just doesnt feel valuable.

PLEASE make all buffs and debuffs appear on peoples nameplate and give them a red or green border. Its really hard to tell if some abilities are working or not and thus weather or not its the ability or if we need to adjust how we are using it.

Im not crazy about how few mobs there are in meadowlands. it did need scaled back but now it feels a tiny bit TOO empty.

Chat and combat log tabs would be amazing seriously.

Can i have an in game notebook that i can type notes in?

Random idea thinking about the future of specializations. Choosing ONE ability from another specialization tree.

thats it thats all i got right now.
 

Undone

Codemaster
Stormhaven Studios
For Striker The hot is still too weak to feel valuable when you first obtain it. Getting a new ability should feel useful and exciting. Maybe swap it out with lay of the land and buff the heal to 10, i know i know 10 alice thats way too high! No, its not considering by the time we are able to get the ability we have around 100-150 health and most mobs are hitting for around 20. What good is a heal that heals for 3 per tick with what 4 or 5 ticks? and it can very easily get cancelled? AND it costs 20% stamina? even if it gets all the ticks off it is HIGHLY unlikely it will save my healer or tank long enough to avoid a wipe or even me running solo from a wolf that i cant outrun and hits me for 28 damage. It just doesnt feel valuable.
I think you might be looking at your HOT through the wrong lens. You don't become a supporter by selecting warden; you get abilities that help augment the group in a supporter-like fashion. The HOT is "fragile" in the sense that if someone with it gets hit, it wears off. Which means that using it on someone currently getting pummeled is not going to do much. In my view, this ability serves two primary purposes: a) reduce a group's downtime b) takes some of the pressure off of your main supporter by healing folks in the group who do not currently have aggro.

And in regards to the 20% stamina - almost every ability starts off eating up 20% stamina. It will reduce with time and it will become more powerful just like every other ability.

PLEASE make all buffs and debuffs appear on peoples nameplate and give them a red or green border. Its really hard to tell if some abilities are working or not and thus weather or not its the ability or if we need to adjust how we are using it.
To indicate if the effect is a buff or debuff? If you would have told me this earlier I might have been able to get something like this in by now :p

Im not crazy about how few mobs there are in meadowlands. it did need scaled back but now it feels a tiny bit TOO empty.
Mob density hasn't changed in meadowlands...

Chat and combat log tabs would be amazing seriously.
It's on the todo list!

Can i have an in game notebook that i can type notes in?
It's unlikely we can get something like this in for launch. It's on the list, but very low on the priority stack.

Random idea thinking about the future of specializations. Choosing ONE ability from another specialization tree.
We have some ideas for more ways of specializing in the oven.
 

Rev

Well-Known Member
I would assume Aid would make a nice way for a dps to "battle awaken" someone which could in turn change the tide of the battle.
 

Alice_Bluu

Active Member
I think you might be looking at your HOT through the wrong lens. You don't become a supporter by selecting warden; you get abilities that help augment the group in a supporter-like fashion. The HOT is "fragile" in the sense that if someone with it gets hit, it wears off. Which means that using it on someone currently getting pummeled is not going to do much. In my view, this ability serves two primary purposes: a) reduce a group's downtime b) takes some of the pressure off of your main supporter by healing folks in the group who do not currently have aggro.

And in regards to the 20% stamina - almost every ability starts off eating up 20% stamina. It will reduce with time and it will become more powerful just like every other ability.
I understand that but 12 health over 4 seconds is pretty useless at a level where most people have well over 100 health. which is why i suggested buffing it and moving it to a higher level because it feels like you get it and then youre just like okay well now i have to wait 5 or more levels to feel like this thing is worth using or even thinking about. it BARELY reduces downtime. heck just buff it to 5 health per tick even that would be so much better. its just not something that in its current form i WANT to use its more of an afterthought.

To indicate if the effect is a buff or debuff? If you would have told me this earlier I might have been able to get something like this in by now :p
yes to indicate weather it is a buff or debuff. especially since a lot of things have identical placeholder icons. More on this subject incoming in a new post.

Mob density hasn't changed in meadowlands...
really? Cause after it accidentally didnt have mobs that one time and then had to be restarted or whatever it feels far less populated... (insert thinking emoji here)
 

Alice_Bluu

Active Member
First of all WOLVES ARE OP AF haha they dont feel too op though they encourage the player to be careful and pay attention. We had a great time getting our butts kicked at the wolf den with a group of 5 lvl12-13ish. The only thing that irritates the crap out of me is when im quite far away from them harvesting a node and get aggro anyways -_- can harvesting also count as sneaking?

With most systems being in a pretty good spot and after spending like idk 2 months dedicated to messing around with crafting ive started dipping my toes into theory building. YAY finally! Which has lead me to really wanting abilities tooltips to make more sense, stats to make sense period, and the main thing i have the issue with lately is buffs and debuffs. Now i havent tested every ability on every class extensively but ive gathered some thoughts of others and the general consensus is that its really hard to tell weather or not some abilities are actually working/being applied. So i propose giving us 1) combat tabs. 2) make buffs and debuffs APPLICATION appear in the combat log. "nameofbuff/debuff successfully applied to nameofpartymember/mob" or something to that effect, this would also greatly aid testers in actual testing of abilities. (like the screen ability bug where it was getting removed after the player preformed 2 hits instead of getting hit who knows how long this was going on for because we couldnt tell if it was being applied or not and the tooltip didnt make sense) also like i said before putting a red or green border around the icon under the nameplates to indicate weather it is a buff or a debuff. I really like some things have an animation like screen btw. all the animations recently added are really nice to have and make combat better.

please make loot destoyable from the loot window if the loot belongs to you. or make things harvestable if they still contain loot. its really annoying when your bag is full of crafting materials and you need to skin that doe that just beat you up but you cant cause it dropped a hoof and you cant loot it or destroy it.

i would love to see more options for my ui. things like separating the ability bar scale, turning on nameplates when the ui is turned off, being able to scale the overhead nameplates, group window scaling separately and toggling it on/off, top right menu toggle on/off. i play on a small screen and i know im not the only one small things like this would make the experience so so much better overall. there are also a few keybinds i would love to see like a bind for loot/loot all (after the window has been opened), trade, harvest and craft.

oh i almost forgot. THREAT indication would also be very helpful. something along the lines of a soft glow around the nameplate that fades or changes color based on how much aggro you have. This would aid in teaching people when to use or not to use certain abilities or taunts and would make combat feel more fluid and clean. Less tanks spamming the hell out of their taunts all willy nilly like and such.

thats all i got right now. brain empty.
 

PapaDreadHead

Active Member
LoLOL!!!! So good and i agree with everything you say here.... believe you me if i could disagree with it because i see differently i 100% would

1. Wolfs.... F yah they are to OP.... i play a Warlord i have a speed song/aura... guess what cant out run them RIP....

2. if you hold CTRL you got a crouch orrrr sneak idk what it is tbh.... either way it sure as crap dont let you sneak by/behind mobs do any thing other than make me squat but if its just to make me squat then yup it works.

3. ok ok Wolfs comming from out of render distance or over 500m out is just garbo LoLOL. getting killed by them is 1 thing, but when there is no wolfs around OR i see it but just barely in render view and it comes at me RIP yahhh that is just frustrating as hell.

4. Buffs/Debuffs/ Stats.... i grew up playing D&D pen n paper and yah im not sure how some of them work here tbh.... numbers are not adding up some where for a lot of thing. e.g. 2d4 /2-7dmg on my 1hnd Axe does 2-4 more DMG than my 2hnd staff that is like 2d7+1/ 3-11DMG... if i whack a exile with the staff it does like 2-4DMG, if i use the Axe it does like 3-8 NOW I DONT KNOW if say Exile armor takes in to account what type of weapon it is Blune vs Slashing and or Resistence of said mob. that same Satff actually does more dmg on bugs ( 6-9dmg per hit) than it does Exiles. so idk LoL trust ive whacked a lot of Bugs and Exiles with the same weapon testing this.

5. agree combat log should SHOW EVERYTHING!!!!!

6. agree Red and Green (goooooood baaaaad) borders or heck a Buff bar and Debuff bar.

7. Loot Destroyable from window AGREE as well..... atm i keep 1 slot open in my bag when im heavy farming so if said needed i have a spot to loot the item and then toss it away. should be able to Destroy the item directly from said Dead mob, loot chest, Harvested item.

8. i would love to see more options for my ui. things like separating the ability bar scale, turning on nameplates when the ui is turned off, being able to scale the overhead nameplates, group window scaling separately and toggling it on/off, top right menu toggle on/off. i play on a small screen and i know im not the only one small things like this would make the experience so so much better overall. there are also a few keybinds i would love to see like a bind for loot/loot all (after the window has been opened), trade, harvest and craft....... yah i stole what you wrote because its all spot on imo LoLOL... i play on a 28inch monitor and i had to blow my UI up to big to see the EXP bar, i was tired of having to shove my face in my monitor to see what % i was at or getting per mob.

9. agree some type of Threat bar would be awesome, either around the base of the mob orrrr maybe above its nameplate/head.... hell make it look like a Fuel gauge E = no aggro, F= Full aggro. I do like that idea as well of a soft glow or hue where it gets increasingly brighter and brighter to said Person who is attacking the NPC... e.g. Tank pulls, tank has aggo, DPS jump in ---- everyone has there own glow/hue---- the tanks aggro glow is yellow but now get getting more blue, the DPS is noticing his is becomming more yellow ( brighter) HENCE the Tank knows his aggro is slipping and the DPS knows they pulling to much.... the Glow/Gue needs to be based perperson each with there own aggro glow/meter only they can see.

I do think a lot of what you mentioned Alice i added on to is just QoL stuff which is a good thing, its not like any of them are ground breaking fundamental mechanics. good view points/ ideas and F wolves !!!... btw go watch Raised by Wolves on HBOMax... its crazy awesome LoLOL
 

Pelirow

Active Member
Good stuff, only thing I'd say is I disagree with having a threat meter for the game at launch. I'd say okay for beta strictly for testing purposes, but aggro in general should be something to feel out not a number or bar telling you where it's at.

Destroyable loot is a good suggestion, and I'm sure the QoL with stuff like UI elements is on the list just way in the back for now. Buffs/debuffs having different rows and clearer color contrasting borders would be great. I suggested similar for incoming/outgoing visual damage indicators not both being red since they float right next to each other; this feels like a simple tweak in the same vein.

I need to get to the Meadowlands and dance with them wolves!
 

Rev

Well-Known Member
Not trying to be a debbie downer but....

Last time I checked, I can't outrun a wolf in real life either. If we can outrun anything above ground, what is the fun in that? That removes what little danger that is left.

If you add meters, glowing nameplates and other "add-ons", please make them able to be toggled on and off. I don't want any of that. The more of that WoW junk that gets added, the less immersion I get. I play with heart, experience and intuition. I don't need something to tell me when to press my buttons or if I have pi**ed off the mob. At most, I would be ok with adding chat macros so if not in discord there is a way to hit a button that will tell the party, Casting X skill on Y player. That would help with communication when discord is not in use. Back in EQ, this is how we told group members we were doing something by making a two-line macro like,

Mezzing a %t
/cast 3

This was actually a fun thing sometimes since people would come up with some pretty funny stuff in their chat macros.



As for the delete things from the loot window, I can't think of a MMO that has that. Typically you have to loot it before you delete it. Perhaps there is a way to code it so if you open the loot window and then close it, the mob can be skinned? Then you can leave the loot on it and skin it still. That would also help when your party kills an animal and someone doesn't click to roll on the vendor loot. Instead of having to wait, once the loot window is shut you would be able to skin it and not have to decide if you are going to stay behind to skin or keep up with your party.
 

Undone

Codemaster
Stormhaven Studios
First of all WOLVES ARE OP AF haha they dont feel too op though they encourage the player to be careful and pay attention. We had a great time getting our butts kicked at the wolf den with a group of 5 lvl12-13ish. The only thing that irritates the crap out of me is when im quite far away from them harvesting a node and get aggro anyways -_- can harvesting also count as sneaking?
Ha! You wish harvesting counted as sneaking. Think of all that noise you are making.

With most systems being in a pretty good spot and after spending like idk 2 months dedicated to messing around with crafting ive started dipping my toes into theory building. YAY finally! Which has lead me to really wanting abilities tooltips to make more sense, stats to make sense period, and the main thing i have the issue with lately is buffs and debuffs. Now i havent tested every ability on every class extensively but ive gathered some thoughts of others and the general consensus is that its really hard to tell weather or not some abilities are actually working/being applied. So i propose giving us 1) combat tabs. 2) make buffs and debuffs APPLICATION appear in the combat log. "nameofbuff/debuff successfully applied to nameofpartymember/mob" or something to that effect, this would also greatly aid testers in actual testing of abilities. (like the screen ability bug where it was getting removed after the player preformed 2 hits instead of getting hit who knows how long this was going on for because we couldnt tell if it was being applied or not and the tooltip didnt make sense) also like i said before putting a red or green border around the icon under the nameplates to indicate weather it is a buff or a debuff. I really like some things have an animation like screen btw. all the animations recently added are really nice to have and make combat better.
Border is coming. A lot of the buffs will be rerouted to work for many more hits, but likely aimed at buffing auto-attacks only which will greatly increase visibility. And yes, tooltips need lots of love but that has to wait for the stat consolidation that is still a WIP.

please make loot destoyable from the loot window if the loot belongs to you. or make things harvestable if they still contain loot. its really annoying when your bag is full of crafting materials and you need to skin that doe that just beat you up but you cant cause it dropped a hoof and you cant loot it or destroy it.
This is a bit tricky. Since the loot is not owned by you I would not be comfortable allowing player destruction as that would cause some security concerns in other areas.

i would love to see more options for my ui. things like separating the ability bar scale, turning on nameplates when the ui is turned off, being able to scale the overhead nameplates, group window scaling separately and toggling it on/off, top right menu toggle on/off. i play on a small screen and i know im not the only one small things like this would make the experience so so much better overall. there are also a few keybinds i would love to see like a bind for loot/loot all (after the window has been opened), trade, harvest and craft.
All of these are QoL elements that we certainly want, but as you can imagine are unlikely to come until closer to launch.

oh i almost forgot. THREAT indication would also be very helpful. something along the lines of a soft glow around the nameplate that fades or changes color based on how much aggro you have. This would aid in teaching people when to use or not to use certain abilities or taunts and would make combat feel more fluid and clean. Less tanks spamming the hell out of their taunts all willy nilly like and such.
The server does not share threat information with clients other than what is derived from the combat results. In other words: we don't tell you how much threat you have and have no plans to add that information. As Rev mentioned that's something you have to get a feel for and plays heavily into the group dynamics.
 

PapaDreadHead

Active Member
Not trying to be a debbie downer but....

Last time I checked, I can't outrun a wolf in real life either. If we can outrun anything above ground, what is the fun in that? That removes what little danger that is left.
LoLOL dont even dareeeeeeeeeeeeeee go on the whole use RL Logic in this game.... by that logic I should be able to cut you 10k times and you wont bleed out as long as you have enough RL STAM and Band-Aids on hand 8). i was playing a Warlord we have a Speed skill... Wolves would still catch up to me with it on.... TBH i tested the speed song had a buddy OOG (out of group), i turned my speed song on, and we both started running from the N-Newhaven zone in to the 1st Ember fire Guard Tower... guess what we made it there in exactly same time. my toon was MYABE 10-15 steps ahead of him. Speed Aura/Song is Garbo BUT BUT Devs are saying that the skills/abilities get better as you Lv up, so Maybe around lv40 it wont be useless any more hehe jpjp. IMHO i feel like 90% of the Skill/Abelites need a lil bit of a hike in effectiveness..... the 2nd best ability we have as a Support is called Screen, i think its like +50point DMG Resist/absorb, that has saved many a DPS and Tanks, yet i feel the CD is just a little to high its like 1min 30-50sec. n e ways my Point is ------ Skills/abilities need and should feel impactful when you click them ----, and i'm not talking button mashy LoL
 

Ravenwolf Silvermoon

Well-Known Member
Hello. The Striker Warder HoT (Heal over Time) does get better as you level. At the rate of hit points we get when we level, Warden's HoT will be a big help to the group Supporter. Try the Warden at 18, then at 24, etc. A Sentinel and Warden is a nice addition to the group, while having a Duelist as the main healer. Give the game some time, when we are able to test at higher levels, we will see how much of a difference each class has to offer. See what needs to be adjusted, balanced, fixed and tweak by then. At lower levels, starting out, lots of things are different, seems weaker, less enjoyable, more work, etc.

The wolves near the Wolf's Lair are strong. Not sure if they are OP, for a group of 6, it should be challenging. We had a group of 5 on Sunday, had one healer (Sentinel), three Strikers (Brigand, Berserker, Warden) and a Defender (Marshal). Between the two CC, we started off pretty good, making our way into the lair. We even start out well inside the lair, but the respawn rate/time over took us imo. Maybe if we had a full group, a group of 6 adventurers, things may have been different. I like how strong the wolves are there. The other wolves throughout Meadowlands are not OP imo. However, I have yet to see anyone out run the wolves in Meadowlands.

The population of Meadowlands mobs, animals (NPC & Wildlife) has not changed since Meadowland was open, available. Some may be far and about, some near and too close. But the population is the same as it was when we first traveled there, when it became available. At least for me, it has not changed. The name three chevron mobs are a lot tougher now, harder, you need to be in a group. Unless you are using some kind of exploit to defeat a name three chevron mob, its impossible to solo one head on, melee to melee or ranged (even if they are grey con). Maybe at level 30 one can solo a name 3 chevron mob in the Meadowlands.
 

Rev

Well-Known Member
I was just kidding about outrunning a wolf in RL... With that said, so far I have only had 2 mobs that could outrun me. Wolves and Spiders. I will agree that wolves have a larger aggro radius (I feel like spiders do as well), but I learned and accept that and give them their space. Not every mob should be the same.
 

Undone

Codemaster
Stormhaven Studios
wolves have excellent eyesight. and spiders...well....can have 8 eyes! but in reality they're just really good at picking up on vibrations in their environment as their eyesight is actually not great.
 

PapaDreadHead

Active Member
I was just kidding about outrunning a wolf in RL... With that said, so far I have only had 2 mobs that could outrun me. Wolves and Spiders. I will agree that wolves have a larger aggro radius (I feel like spiders do as well), but I learned and accept that and give them their space. Not every mob should be the same.
LoLOLOL phewwwww <3, does it suck gettin chased down by wolves/spiders and eaten yes 100% but its fine imo..... what does piss me off, is that i have a Speed Song/Aura that does squat against trying to out run them LoL that is upsetting.... i stand firm on that AND the fact Wolves aggro me from over 500m away that urks me so bad LoLOL
 

Suntali

Well-Known Member
My gatherer moves like a cat in a dog pound or a buck in Fall. I farm Meadowlands at a level lower than "recommended". Some might say crazy. Lots of stopping, listening, looking. It's exciting to me. About the only time I get caught is when I'm careless or distracted, and occasionally by being over confident. Mobs can be approached very closely from behind and to a lesser extent from the side or flank. I'll try to sneak in behind a red 2^^ wolf or stag to harvest if I think I can get away with it. Many times passing on a node because the risk is not worth the reward.

That's why, last week, I brought up the point of tool level requirements being tied to player level rather than skill level. In alpha it was the other way. If I'm risking my pack, a repair bill, and a timeout at the ember ring, I want to have some advantage with faster tools.
 

Rev

Well-Known Member
My gatherer moves like a cat in a dog pound or a buck in Fall. I farm Meadowlands at a level lower than "recommended". Some might say crazy. Lots of stopping, listening, looking. It's exciting to me. About the only time I get caught is when I'm careless or distracted, and occasionally by being over confident. Mobs can be approached very closely from behind and to a lesser extent from the side or flank. I'll try to sneak in behind a red 2^^ wolf or stag to harvest if I think I can get away with it. Many times passing on a node because the risk is not worth the reward.

That's why, last week, I brought up the point of tool level requirements being tied to player level rather than skill level. In alpha it was the other way. If I'm risking my pack, a repair bill, and a timeout at the ember ring, I want to have some advantage with faster tools.
Agree 100%. Part of the fun is trying to maneuver around the nasty stuff while getting where you want to go or what you want. Sometimes you get busted out by a wolf/bear/spider/exile and get whacked. This isn't the type of game where you can watch Netflix and just glance over every now and then. Pretty sure the tool being tied to adv. level was a bug and is going to get fixed.