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Embers Adrift

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May 4, 6-8 Feedback Report

Pelirow

Active Member
  • How is performance and stability compared to previous builds?
    • Felt comparable to me, main lag I would get would be when entering the world for the first time near an ember ring that had multiple people. Once my gear popped on, no issues. I did notice the funky lighting issues at times but I'm not as picky as most about the aesthetics of the world.
  • Are you receiving weapon drops appropriate for the content you are doing?
    • Weapon drop pace feels acceptable. I got all 3 copper DEF items in CV and then all 3 polished tin DEF weapons at Exile fort as I progressed, as well as bucklers. Did not see kite or heater shield drops other than 1 named kite shield.
  • Do the new weapons help smooth the power transitions?
    • I did not use any basic crafted weapons yet, went from starter weapon to basic dropped copper to basic dropped tin, so I did not feel any "smoothing out." This likely will be more obvious as I prog from 10-20.
  • Do the weapon upgrades still feel impactful?
    • Hard to say because I haven't been able to use crafted or crafted imbued. I saw a single flux drop in all my time this weekend, but most of it was fighting humans so no surprising
  • Is it clear that "basic" crafted gear is inferior to dropped gear?
    • Very clear. Too clear. I request crafted basic tin gear once I dinged ten only to find it was equal or worse than the dropped copper gear I had. It was strange to see basic tin crafted get outclassed by dropped copper, then significantly outclassed by polished tim.
  • Does the "imbued" gear feel worthwhile to pursue?
    • TBD. Unable to acquire any imbued gear, as ember flux dropped only once from animals for me (a spider in CV) and a groupmate won the loot roll.
Overall, was another solid weekend of testing, just not as much time as I would have liked. Finally managed to crawl from one end of CV to the other end and that was a lot of fun. I am repeatedly hearing praise for CV and if CV really is smaller than the dungeons expected in NNH and elsewhere, that bodes well for Embers.

I did struggle a bit finding regular groups at times since I'm behind all the folks who got 2 extra weekends before I started, but still did manage to get 2 full groups and a bit of duoing here and there. This is mainly a beta playerbase size issue and I'm confident with more people there will be groups to be found and plenty of areas for said groups to go.

Now that I'm playing Knight instead of Marshal, I am seeing some of the issues folks have raised about dealing with mobs you cannot outrun. I thought it was only wolves and spiders that you couldn't outrun, but I had a 2^ young bear chase and kill me before I could make it to the nearest guard. I would have been more careful if I had known, as this was the first time a bear kept pace with me. I still feel dealing with aggro as a non-cc class should be based on players being careful and knowing when to flee, but I do think it's worth experimenting with the option to gain a short run speed boost with a significant hit to stamina and see if that is "enough but not too much" for all the folks complaining about getting run down by mobs.

I mentioned issues above with itemization progression, but I am mostly holding back judgment until after the stat squish is complete and Adric says he's done another pass.

As for bugs/gameplay issues, there appears to be an inconsistency with how Enraging Strike works when there are multiple knights in a group. From what I was originally told and what other players have observed, the last enraging strike is supposed to overwrite the previous one. However, I have seen instances where the second enraging strike applied does not create the snap aggro. Other players commented that it looks like the "snap aggro" is actually tied to the mob's weapon speed, not the use of the ability, and that mobs will eventually swing over to the player who last applied Enraging Strike once said mob is actually ready to auto-attack. Is this accurate? If so, it seems strange and misleading, and Enraging Strike should be set up to immediately grab attention and turn the mob to the last applied Enraging Strike rather than waiting for the mob's auto-attack to trigger.
 

MrDDT

Active Member
I also think that it's not just an Enranging Strike issue (which I saw this also where it failed to turn quickly due to their attack speeds) but also what are 2 knights in a group supposed to do?
It's like the limit for a group is 1 knight. Whereas Jug and Marshal can still be in a group with another tank (or unlimited tanks really) Knights have the issue they are limited in self only effects, or force pulling threat so 1 person can't be the tank.

I feel like Knights are great as a single tank, however if there is another tank in the group knight has to be the main tank, and if there are 2 knights, it really messes up group play or the other knight can't do much at all.

I feel the CC thing you talking about with mob aggro, this is effecting 5 of the 9 classes because 3 have cc and 1 has run speed.
 

Pelirow

Active Member
I feel like Knights are great as a single tank, however if there is another tank in the group knight has to be the main tank, and if there are 2 knights, it really messes up group play or the other knight can't do much at all.
I agree with this but also very curious what tools Knight will get 20-50. It's very possible they get more of that "protect other" toolkit like Cover and perhaps will get some unique reagent modifications where they can make negative threat or threat transfer rather than just threat for themselves. It'd be a nice change on the "aggro king" theme for them to be able to manipulate threat, not just gain it the best of all 3 tanks. That would help them when they need to function in OT role a bit.

FWIW, I was at least spamming Cover on the other Knight whenever it was off CD, it was kinda cool as co-tank to be able to do that and would like to see more stuff like that in Knight's kit.
 

MrDDT

Active Member
I agree with this but also very curious what tools Knight will get 20-50. It's very possible they get more of that "protect other" toolkit like Cover and perhaps will get some unique reagent modifications where they can make negative threat or threat transfer rather than just threat for themselves. It'd be a nice change on the "aggro king" theme for them to be able to manipulate threat, not just gain it the best of all 3 tanks. That would help them when they need to function in OT role a bit.

FWIW, I was at least spamming Cover on the other Knight whenever it was off CD, it was kinda cool as co-tank to be able to do that and would like to see more stuff like that in Knight's kit.
Only can comment on what we see and currently having to knights in the group suck. It sucks for the healing, it sucks for the DPS of the group, it sucks for the knights, it adds like nothing for the group. Maybe "off tanking" if we had a bad pull. But this is not a knight thing, its just an any tank thing.