Players who reach tier 4 with the galleon will be able to shut down ship technology and increase the vulnerability of other ships in the area, a valuable tool for any confrontation. Players can also kit out these ships in more defensive or offensive roles while retaining the overall versatility of the class, allowing you to shut down or dampen enemy damage and firing while healing your own ship. If you’d prefer to be behind a diverse arsenal, you could do worse than working the skies in a heavy reinforced galleon.
The letter also revealed that PvP will be changed to have specific job layouts for PvP, with a small selection of traits and abilities replacing the existing system of PvP ranks and improvements. Players will also have access to jumping potions starting on June 16th, with one potion allowing you to level a specific job to 60 instantly and another allowing you to flag all of the MSQ as cleared up through Heavensward. Both will cost $25, so you can use them to speed your way to being ready for all of the new tricks shown below in Stormblood.
It is reasonable to assume that anyone who has spent a bit of time playing MMOs is familiar with the basic concept of passive powers. They’re powers you don’t click to operate, they just… work. But Crowfall is taking the concept a bit further with its passive powers, as players will start with a variety of passives from race, class, and any disciplines chosen. At this time, three can be slotted, but these powers are not limited to selections like beating things up with more power.
For example, are you just starting to gather? You can equip gathering passives which will allow you to gather more resources when you’re just starting out. Have an otherwise great weapon with an awful power cost modifier? Equip a passive to drop your power costs again and balance it out. Invested a lot of points in leadership? Equip the Group Leadership skill and unlock powerful buffs as long as you’re in the lead of the party. It’s a multi-faceted system, in other words, and there should be no shortage of interesting combinations to build for dedicated players.
The first installment is all about tanks, while the second installment is all about melee DPS. As always, the usual disclaimer applies that this is all speculation, not absolute fact; I don’t have a clearer picture than you do about how abilities are actually being arranged. If you think I’m wrong? I might very well be wrong! All I can do is justify what I say and make my case. Let’s move on.
It sounds small, but all three have big implications for actual gameplay. More potent heals make the healing process less focused on spamming one ability and more focused upon landing something with impact, while faster tank cooldowns make it easier to pull things and move faster without fear of losing control. The weapon buffs also synergize better with other ability and help ensure that weapon-based playstyles will still work. These changes are on the test server now, so you can see how they shake out for yourself if you’re so inclined.
The newest character in Atlas Reactor, Kaigin, does not respect the personal space of warp. He’s sneaking through warp’s closets and taking compromising photos of warp. He’s the Warpstalker, and while his personal habits might leave something to be desired, you can probably use his tendencies to your advantage as he bisects space itself to tear your enemies apart.
Kaigin is legitimately hard to spot, too; he can throw down smoke grenades to obscure enemy vision, teleport through walls with his dashing Void Strike, turn invisible, and damage both areas and single targets. He’ll also apply a specialized debuff to anything he damages, with subsequent attacks consuming the debuff for extra damage while re-applying it. You can easily use him to teleport through barriers, deal damage, then bolt back through and out of sight with controlled play. Check out the full rundown for more actual lore behind Kaigin and some tips for playing with and against him.
A new batch of artifacts is arriving in Albion Online, and it’s hellish. These are literally called the Hell Artifacts, you see, and are forged with the aids of Hell Fragments obtained from Hellgates or melding Artifact fragments (which may be rather hellish itself). As we all know, wielding the horrifying powers of demons will have no long-term negative consequences and is in fact a superb idea, especially when said Hell Artifacts have the array of powers being shown off.
Each Hell Artifact weapon has its own unique ability, from the sword’s charge-and-snare technique to the shrinking power of the mace. Meanwhile, the offhands also boost various abilities, and the armor sets boast new powers to shut down your enemies whilst buffing yourself. You can wield all sorts of demonic powers with the new artifacts, and all it takes is… well, you know, lots of Hell. That’s probably fine.
I am downright out of room in Final Fantasy XIV. My characters have two sets of action bars packed to the gills along with some overflow, and I tell you, I need every single button on there. I don’t know how this could be consolidated with the next expansion, but boy, it’s going to need to be, because there is no more space for new abilities in there. There’s barely space for the existing abilities.
Having played World of Warcraft for a long while, I’ve seen lots of people complain about the game “oversimplifying” things, but I think a lot of that is missing the point. Sure, I miss the old talent trees, but I can certainly see how having those trees go 90 points down would be… problematic. The class rotations have been made a bit more straightforward, but that’s less about “ugh, it’s too simple now” and more about not forcing you to deal with 80-odd abilities just to deal reasonable damage.
But then, maybe you want that. Maybe you really would like to have a rotation that requires an intricate 40-button combination in normal content. I don’t, but perhaps I’m the minority. So let’s talk about that today, dear readers. How complex should playing a character be in an MMO? Should you have a huge number of buttons, a few, or should your action bars always be full at the level cap?
The final beta test for Albion Online has added in plenty of stuff for players to explore, and that includes more passive weapon abilities. Each weapon now has four different passives to choose between, with each option unlocked at a different tier, thus giving players a wider choice of passive abilities to customize individual playstyles. That’s accompanied by a preview of every single weapon passive and its effects.
Using a sword? You can choose between inflicting bleeding, buffing your defenses, draining health, or improving your threat generation as passive abilities. Hammers, meanwhile, can also increase threat passively or drain health, but they can also stun enemies or improve crowd control effects. Check out the full rundown of the various weapon passives to get an idea of what’s available; the spread should ensure that you have more control than ever in building your character just the way you’d like.
Crowfall‘s Myrmidon is the kind of fighter who attacks first, then attacks second, crushes everything to dust, and then asks questions of the smoldering wreckage. It’s an archetype built around significant destructive potential and rampaging across the battlefield. The latest design article on the official site covers the basic powerset and playstyle of the Myrmidon, walking future players through the mechanics of playing a berserk minotaur.
A Myrmidon’s first power is Bull Rush, a charge that also sticks enemies to the Myrmidon and carries them along his path. He can follow that up with a variety of attacks to deal damage, as well as thrown nets to immobilize enemies. At the center of his mechanics is the Berserk ability, allowing him to heal damage and channel damage taken into his attacks; the caveat is that when Berserk ends, he takes all of the damage he had been healing in one burst, which could easily kill him. Then again, when you’re playing a smashy archetype that wants to lay waste to everything, you really didn’t expect to live forever, did you?
Every MMO has character classes. Every single one. You might rail against this by pointing out that there are several games out there with open skill systems, and this is undeniably true, but it’s the rare MMORPG that allows you to really mix and match from totally opposite ends of the skill spectrum. You might have plenty of freedom in building your character, but in most MMOs, you’re not wielding Ranged Spell of Doom alongside the Great Armor and Smashy Hammer of Destiny.
Unless you’re playing Darkfall, at least, and then everyone is playing “teleporting death wizard” anyhow, so who cares?
The point is that there are certain character types that show up again and again in almost every game, no matter how far off the beaten path its advancement system might be. Skill-based, class-based, whatever – if you’ve got combat, you’ve got some familiar character types. And you probably have some types that you play over and over again, which says something about you, in the same way that always ordering the same thing at Starbucks but debating over it for half an hour every time says something about you.
Gems can be found through adventuring in various worlds
or bought via random boxes via the in-game store, with gems coming in a variety of different types with different effects. Games can also be leveled up by enterprising players, with more powerful gems also being capable of leveling up further. It’s all a very ornate system; you can find out more with the full preview, and you can also check out the latest expansion trailer just below. You could also pick up the new Extra Life bundle to get an assortment of gewgaws for the game while also supporting charity.
Of course, it’s important to be a bit more curious than “yes, that looks all right,” so I had a few questions about the overhaul that’s currently on the PTS. Staff systems designer Jeremy Randall was kind enough to answer those questions for us.
Massively Overpowered: The skill overhaul looks similar in places to the specialization trees introduced in Delta Rising; was the possibility of the overhaul discussed at the time?
Jeremy Randall: We’ve known for a long while – since before the development of Delta Rising – that our skill system needed some updating and improving. The success we saw with the roll-out of the specialization system that launched with Delta Rising gave us a lot of inspiration for our newest update, which will be announced soon.