Pelirow
Well-Known Member
Bugs/Issues
1. Meadows far SW Spider area navmesh issue. The side path to the spider area (near the big ember pillar thing) has a navmesh derp that makes the spiders clip into the ground:

2. Crystal Veins has a hole in one of the structures you can fall through and die. If this is intentional, okay, but it's an incredibly dick move then, because: 1. every other possible place it looks like you can fall off has invisible borders so there's an intuitive expectation you can't fall to your death in the dungeon, and 2. It's a 10 foot fall that in no way should make a level 20 tank with full health splat to death. I couldn't do a /report at the area because I was swarmed with 3^ mobs but hopefully this pic helps:

3. Fall damage and death generally needs a major rework, it's incredibly unintuitive and overdone. It's starting to become by biggest gripe about the game.
4. I ended up "in combat" near another group that was actually in combat but I was not in the group at all, this prevented me from being able to staminate like normal. I had previously helped the group out a bit but never joined them. You can see my health bar has the in combat icon. I had to run far away to make the combat state go away:

Feedback
1. Exp felt too fast this weekend. I went from 17.5 to over 20 in 6-8 hours, whereas that was the usual amount of time it took me to get 1 level in previous testing sessions. We did have a stupid easy camp though; the foreman camp north of the castle in Dryfoot that spawns nothing but 2^ mobs. This was an easy and mindless tank and spank camp spot; I suggest it get a few walls or structures to make it harder to pull/LOS mobs.
2. Mob leashing still feels too short to me and easy to drop, I'd prefer it was at least doubled.
3. I was pleased to see the social aggro of the bears now after the tweak; I suggest the same get added to humans so they're less stupid. Right now humans are the easiest mobs to pull and fight.
4. In particular one reason humans are stupidest is they should in theory know to sheathe their weapon to quickly chase us and do better about actually calling for help. Given the incredibly borked social aggro and the slow run speed, it's too easy to deal with humans. I suggest giving humans a major combat movement buff while they are above 90% health to the point it's like they're running without weapons. This would make them more deadly at least.
5. When I hit Marshall level 18 and got Dodge, I tried to test it but quickly shelved it to remem Defender's Level 4 Resilience for 2 reasons: Resilience lasts longer and drops off CD faster. Maybe Dodge has better in-the-moment defensive benefit than Resilience, but mobs die so fast that the ability to more frequently-- and for a longer duration-- use Resilience vastly outweighed the presumably better defense provided by Dodge.
6. I messed around more with crafting and while I enjoy the effects materials provide, I definitely hope we don't lose that customization with the stat squish update and I hope that it can be further refined for more nuance from each material type providing clearly different gains, sometimes different materials strangely provide the same gains, or lower tier materials provide better gains than higher level materials. I'm trying not to comment too much about crafting stats yet since I know it's still ongoing, but I'm also not sure when it is ideal to start providing more detailed feedback on the system.
7. Dryfoot in some ways seems "easier and smaller" than other zones just because of how wide open the area is and how far the LOS is. I'm not sure what I'm trying to suggest with this comment other than wondering if other people felt the same way. It's a cool zone but something feels off. Meadows feels much larger and more diverse in comparison
8. Ant hills are awesome. They're by far the most chaotic and unpredictable that combat can get if groups are less than 6 people; we could use more chaos and unpredictability with fights.
9. The beta right now has weird swings between being challenging and too easy. It feels like the sweet spot for group sizes is actually 3-4 for persistently engaging content. I can't recall a 6-person group that struggled at all at any content we did other than occasional repop issues at NNH Exile Fort and Meadows Wolf Den. I saw balanced and coordinated 3-person groups regularly having little issue downing 3^ mobs other than going OOS. The game has its moments, but I don't think it's yet approached EQ or FFXI levels of challenge for full groups.
10. Now that we have double the amount of storage for a single toon, and 3x the amount of storage if people get 3 alts, I suggest removing coin storage from the shared bank, as this will make it too easy for people to feed their alts with money to increase their own personal bank spaces. An argument could be made that players could just game the system by having a friend help with trading coin, but I'd rather they go through that sort of social contracting than convenient "free" money for lower level alts.
11. Having messed around with both torches and lanterns, I feel like the held height of lanterns should be higher to have better illumination; feels like I'm shining a flashlight on my feet. Was standing next to someone with a torch multiple times and it felt like the higher torch height provided better visibility benefit.
1. Meadows far SW Spider area navmesh issue. The side path to the spider area (near the big ember pillar thing) has a navmesh derp that makes the spiders clip into the ground:

2. Crystal Veins has a hole in one of the structures you can fall through and die. If this is intentional, okay, but it's an incredibly dick move then, because: 1. every other possible place it looks like you can fall off has invisible borders so there's an intuitive expectation you can't fall to your death in the dungeon, and 2. It's a 10 foot fall that in no way should make a level 20 tank with full health splat to death. I couldn't do a /report at the area because I was swarmed with 3^ mobs but hopefully this pic helps:

3. Fall damage and death generally needs a major rework, it's incredibly unintuitive and overdone. It's starting to become by biggest gripe about the game.
4. I ended up "in combat" near another group that was actually in combat but I was not in the group at all, this prevented me from being able to staminate like normal. I had previously helped the group out a bit but never joined them. You can see my health bar has the in combat icon. I had to run far away to make the combat state go away:

Feedback
1. Exp felt too fast this weekend. I went from 17.5 to over 20 in 6-8 hours, whereas that was the usual amount of time it took me to get 1 level in previous testing sessions. We did have a stupid easy camp though; the foreman camp north of the castle in Dryfoot that spawns nothing but 2^ mobs. This was an easy and mindless tank and spank camp spot; I suggest it get a few walls or structures to make it harder to pull/LOS mobs.
2. Mob leashing still feels too short to me and easy to drop, I'd prefer it was at least doubled.
3. I was pleased to see the social aggro of the bears now after the tweak; I suggest the same get added to humans so they're less stupid. Right now humans are the easiest mobs to pull and fight.
4. In particular one reason humans are stupidest is they should in theory know to sheathe their weapon to quickly chase us and do better about actually calling for help. Given the incredibly borked social aggro and the slow run speed, it's too easy to deal with humans. I suggest giving humans a major combat movement buff while they are above 90% health to the point it's like they're running without weapons. This would make them more deadly at least.
5. When I hit Marshall level 18 and got Dodge, I tried to test it but quickly shelved it to remem Defender's Level 4 Resilience for 2 reasons: Resilience lasts longer and drops off CD faster. Maybe Dodge has better in-the-moment defensive benefit than Resilience, but mobs die so fast that the ability to more frequently-- and for a longer duration-- use Resilience vastly outweighed the presumably better defense provided by Dodge.
6. I messed around more with crafting and while I enjoy the effects materials provide, I definitely hope we don't lose that customization with the stat squish update and I hope that it can be further refined for more nuance from each material type providing clearly different gains, sometimes different materials strangely provide the same gains, or lower tier materials provide better gains than higher level materials. I'm trying not to comment too much about crafting stats yet since I know it's still ongoing, but I'm also not sure when it is ideal to start providing more detailed feedback on the system.
7. Dryfoot in some ways seems "easier and smaller" than other zones just because of how wide open the area is and how far the LOS is. I'm not sure what I'm trying to suggest with this comment other than wondering if other people felt the same way. It's a cool zone but something feels off. Meadows feels much larger and more diverse in comparison
8. Ant hills are awesome. They're by far the most chaotic and unpredictable that combat can get if groups are less than 6 people; we could use more chaos and unpredictability with fights.
9. The beta right now has weird swings between being challenging and too easy. It feels like the sweet spot for group sizes is actually 3-4 for persistently engaging content. I can't recall a 6-person group that struggled at all at any content we did other than occasional repop issues at NNH Exile Fort and Meadows Wolf Den. I saw balanced and coordinated 3-person groups regularly having little issue downing 3^ mobs other than going OOS. The game has its moments, but I don't think it's yet approached EQ or FFXI levels of challenge for full groups.
10. Now that we have double the amount of storage for a single toon, and 3x the amount of storage if people get 3 alts, I suggest removing coin storage from the shared bank, as this will make it too easy for people to feed their alts with money to increase their own personal bank spaces. An argument could be made that players could just game the system by having a friend help with trading coin, but I'd rather they go through that sort of social contracting than convenient "free" money for lower level alts.
11. Having messed around with both torches and lanterns, I feel like the held height of lanterns should be higher to have better illumination; feels like I'm shining a flashlight on my feet. Was standing next to someone with a torch multiple times and it felt like the higher torch height provided better visibility benefit.