Welcome to Project: Gorgon!


Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) that features an immersive experience that allows the player to forge their own path through exploration and discovery. We won't be guiding you through a world on rails, and as a result there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill based leveling system that bucks the current trend of pre-determined classes, thus allowing the player to combine skills in order to create a truly unique playing experience.

The Project: Gorgon development team is led by industry veteran Eric Heimburg. Eric has over a decade of experience working as a Senior and Lead Engineer, Developer, Designer and Producer on successful games such as Asheron’s Call 1 and 2, Star Trek Online and other successful Massively Multiplayer Online Games.



User Tag List

Results 1 to 10 of 49

Threaded View

  1. #35
    Junior Member Darkian's Avatar
    Join Date
    May 2018
    Posts
    2
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Personally, I want the band-aid ripped off in this situation, as I've gotten closer to end-game and done Gazluk Keep a few times, I've noticed a trend of any combat skills that don't either A.) Do a lot of damage or B.) Bring a lot of healing, are irrelevant to the end-game content. This of course doesn't affect solo player's much, but it really hurts to get to end-game with a combat skill that ends up having bad damage. I primarily played Lycan for the majority of the 4 years I have played PG, but as I got to Gazluk Keep and realized that my ability to solo well doesn't translate well to group play at all, the long cooldowns on my abilities and the one-trick-pony of the Skulk ability just doesn't keep up with the combat in GK, when you have sword, hammer, archery, and mage players doing way more damage on shorter cooldowns.

    Right now the combat just revolves too much around the *do as much damage as fast as possible before the mobs overrun you* and this is a problem with several key systems in the game, mob density and respawn rates in group-based dungeons makes it difficult to progress if you cannot kill the mobs as fast as possible. Power regen without a mentalist in the group or the greatest food in the game means you become power starved fairly quickly, and while I like the dynamic that needing food and power regen skills brings, IMO its not very much fun for anyone who doesn't have either of those things, personally I would rather the combat be slowed down specifically in the group-oriented areas of the game like dungeons, unless you are over-leveled and over-geared, a tank/healer should be needed, mobs shouldn't die in a matter of seconds, make the mobs harder, worth more exp, and respawn slower so that we can slow down as players and enjoy the game, enjoy the dungeon, and clear at a nice pace rather than rushing to get to the next safe area before respawns overwhelm us.

    This is also a similar problem I've had with animal handling, no matter how many updates AH seems to get, the skill just isn't justified having over any other combat skill at end-game, the damage potential of your pet is a 1/5th of any other combat skill in the game, and since the bears have a +25 cold mitigation special trick (which should just be a passive for the owner btw) instead of a decent AoE threat attack, the pets are basically useless for fighting more than 1-2 mobs at a time, if pets had their own skills, and rage bar and you had a bar for *pet attack *pet follow * pet guard *pet stay and the combat skills consisted of "buffs" to your pet, and some heals to the pet, along with better mods for AH gear boosting damage, you would see many more people able to stay relevant in higher level content using animal handling, but having to micro manage the power cost of your pets abilities, for the considerably low amount of damage they provide, is just not worth it right now.

    That's why I think you should just rip the bandaid off on combat damage, drop everyone down to the same level across the board on damage potential, so that combat skill is a preference on utility and playstyle, and not a choice of either being able to do end-game, or not being able to do end-game without being carried.
    Maybe then skills that are underperforming will be able to be relevant.

    Lastly, the group UI NEEDS a massive overhaul if you are going to start putting in full-time support classes like the Priest, targeting players in your group is clunky and half the time just plain broken when using the group window, some players are un-selectable, sometimes HP bars just show as empty, its a mess, and it makes healing with direct heals a pain.

    This is just all my personal opinion though after playing for 4 years off and on, so take it with a grain of salt because I realize I don't represent the majority of players, but I want to see this game succeed, and not just have a niche following.
    Last edited by Darkian; 05-13-2018 at 10:16 AM.



Thread Footer

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •