Discussion & Outline Summary
Community & Reminders
- They are spotlighting 1 YouTube comment per development update.
- This question led Steven to explain that anytime you are in the middle of a process, such as (fast) crafting or harvesting the completion of the interaction, when the item is completed or gathered, if you are interacted with in PvP your gatherable or crafting will not be destroyed, but you may choose to stop the process in order to engage in PvP and then return to crafting (or gathering).
- The Dev Discussion for the Roleplaying is still up.
- There are still regular office hours that you can provide input on discord with the team.
- Cosmetics swapping over on August 9th, 2023, at 11AM PST.
Cleric Update
- The update took place in the Highwaymen Hills, a place notorious for bandit activity.
- There was a story arc that was triggered that drove the bandits away and replaced them with minotaurs.
- Abilities:
- Mend: 3s Cooldown, 20 Mana, 35m Range
- Instantly launches a healing projectile towards target ally. Each charge of this ability consumed after the first has no mana cost, and restore and increasing amount of mana to the caster based on the number of missing charges. Consecutive uses of the ability will gain bonus healing.
- Deliverance: 40 mana, 35 Range
- Held Ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged and more % missing health of the target.
- Soothing Glow: 25 Mana, 35m Range
- Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its based duration value.
- Mend: 3s Cooldown, 20 Mana, 35m Range
- Flash Cure: 30 Mana, 35m Range
- Instantly heal target ally. This may be used during other ability activations.
- Resplendent Beam: 50 Mana, 35m Range
- Held ability: Fire a beam of healing energy towards a target ally. Charging this spell allows the beam to bounce to up to 5 additional friendly targets closest to the original target, based on how long it was charged. The amount of healing is reduced for each subsequent target.
- Bless Weapon: 10 Mana, 35m Range
- Imbues your target’s weapon with radiant light causing each of their weapon combo attacks to deal additional radiant damage and applies a mana regeneration buff to the caster. Each hit extends the duration of the mana regeneration buff, up to a maximum of 15 seconds.
Has a 10% chance to proc bonus radiant damage and apply a stack of Burning to the target.
- Imbues your target’s weapon with radiant light causing each of their weapon combo attacks to deal additional radiant damage and applies a mana regeneration buff to the caster. Each hit extends the duration of the mana regeneration buff, up to a maximum of 15 seconds.
- Judgment: 65 Mana, 35m Range
- Cast a heal on target ally for a large amount of health. If this is cast on an enemy, it instead deals radiant damage to the target and applies 2 stacks of Burning.
- Communal Restoration: 100 Mana
- Restore health to all party members in range instantly, plus additional healing over time. Allies under the HoT also receive +10% maximum health for its duration.
- Consecrated Wave: 75 Mana
- Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearing allies.
- Divine Flare: 30 Mana
- Place a target area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.
- Barrier: 35m Range
- Sacrifice 253% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.
- Chains of Restraint: 60 Mana
- Call forth spectral chains in a target area that stagger enemies within or stun enemies already under the staggered effect, then leave behind an area that deal radiant damage each second over 8 seconds.
- Defiant Light: 75 Mana, 35m Range
- Heal target ally for 50% of their maximum health over 10 seconds. If that target would receive fatal damage while under this effect this effect, this effect is consumed and prevents that target’s death, healing them for 25% of their maximum heal instead.
- Healing Touch: 20 Mana, 6m Range
- Heal target ally in melee range for a large amount of health.
- Wings of Salvation: 30 Mana, 28m Range
- Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary heal to that target on arrival.
- Condemn: 30 Mana, 35m Range
- Stun target enemy for 3 seconds.
- Smite: 25 Mana, 40m Range
- Smite your target, dealing instantly damage and applying a stack of Burning to target enemy. Has no cat time and deals increased damage inf activated within melee range of the target. This attack always critically hits on targets under the effect of Condemn.
- Divine Infusion
- Consume Diving power to instantly complete the remaining cast time of any healing spell currently being cast. Thew amount of Divine Power consumed ins proportional to the amount of cast time remaining upon activation.
Cleric Update Questions
- Will AoE heals heal raid member?
- Depending on the type, if its template, yes- any non-combatant
- How can clerics target?
- There will be an expansive targeting method that is still being worked on. The idea is that the schema is expansive enough to allow players to choose their preference. They are playing with smart toggling offensive/defensive skills (target of target).
- Will there be a revive spell?
- There are resurrection abilities, those are still being worked on, such as mass resurrection.
- Can you move while casting?
- A lot of abilities you have the capabilities while moving while casting, it may decrease your movement speed. They reserve the cost for the character to remain stationary on some spells.
- How are skills acquired during leveling?
- Intrepid will likely follow a predicated skill point allocation method through leveling.
- Can you change the theme of your cleric?
- The secondary class option will have a number of augments to apply, which will change the look and feel of abilities.
- Is there a cleric resources cost on offensive spells?
- Yes, any cast.
- How much of the cleric kit will be damage focus?
- There will be a significant offensive side to the cleric, currently the team is focusing on core role within the trinity system, thus the focus on healing in this showcase.
Art Update
- Tarnished Skyraider’s Chain (May 2022 – June 2022)
- Ambitious Academic Armor Set
Studio Update
- They finished there another internal milestone at the beginning of the month with a lot of internal playing.
Question & Answer
- Will some kind of technology be used to delay datamining?
- Yes, within the architecture there is plans to mitigate as much as possible the data mining. It is not possible to block everything, but there are plans in place to mitigate it as best they can.
- Can you influence NPC or Mobs when interacting with them by utilizing your knowledge about them?
- There is currently no branched diabology personality, and that is not planed. There is faction-based reputation that could influence different behavior trees.
- Will there be any weapon that heal or buff allies instead of dealing damage?
- One of the clerics weapons that was just developed has an alternative heal mechanic.
- What can you share about the organization and role that surrounds and support the cleric archetype?
- The cleric does not receive their powers from a divine source, not in the “standard” sense. It is something that is tied to “essence”.
- How often will armor be part of an entire armet set, vs unique armor pieces that do not match?
- There is a balance of both set and non-set piece, usually you will see at higher grades within a tier are going to be set driven, the lower power level gear will be bespoke pieces.
- How are you trying to balance the cleric for group vs solo play?
- We don’t want to create an archetype that can not solo. So, the kit will need to be able to functional as a solo, but also fulfill their roles in a group setting. How you allocate your skill points will drive what gameplay style you will focus on.
- Following a successful siege of a node, which players listed will be able to attack/not attack the freeholds of that node?
- There has been discussion around this, one of the ideas, for an event like that, you will have a ladder of participation stats, in those stats, the top X players would have access to the open world battle grounds in order to loot the area, if the objective of the system (player participation) are not being done in a manner that is intended. Alternatively, could just be participation based instead of stats based, this will be tested.
- What would happen if a freehold owner does not log in for a while, but has the money for taxes in their accounts, will there freehold be destroyed?
- In A2 they will be playing with it, the desire of the system is not that players will not default on taxes if they are gone for a while. There will be a system in which they can pre=pay or pay from an account when required?
- Are you open to removing the family system if A2 gameplay suggest it?
- There are elements of the game design that are core to the game itself, those core design will never change, aspects of the game that are not part of the core system can change. The family system is not a core design.
- When it comes to buying a freehold, it is said that a player will need to be level 50, is that adventure level or artisan level?
It is the adventurer level. There is discussion on if there should be a change to the level requirement on a the freehold system but feedback will be collected and this will be tested in A2
Outline Contributor: Skylarck The Botanist