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.



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  1. #21
    Senior Member Crissa's Avatar
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    What is the time out on the elite lockout?

    Does it apply to all the newbie dungeons? Will we have players just sitting around waiting in the wings to get the boss, hoping someone doesn't run past and lock it again?

  2. #22
    Member Hoxard's Avatar
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    Quote Originally Posted by Khaylara View Post
    I am curious what others think, people who play hammer, staff, shield, animals, AH, necromancy etc, do you see any need (actual need not "let's tag along with guildies") for your builds at level 70 in a group of 6?
    Not at all, not as a deer nor as a wolf. On the rare occasions that I can get into melee range before the target dies, I do such pitiful damage I feel like I shouldn't have even bothered. Sometimes I can get kill credit for non-elites if I have fast enough reflexes and blow all my big spells, and sometimes I can actually hit the boss with all of my attacks before he dies. I don't even feel like I belong in the dungeons at all. It's like playing with people twice my level.
    The only worthwhile things I bring to the table come from mentalism and first aid. Choosing to play as an animal is a selfish choice, when I could easily leave animal form and play a significantly more useful skill instead. I already feel bad about showing up to dungeons undergeared. Doing it in a suboptimal spec just feels rude.

  3. #23
    Senior Member Hood's Avatar
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    Yea as cow/unarmed I feel similar to how hoxard feels about being melee. It has been hard for me to do enough dmg or use enough skills to gain aggro.tanking is just being an add magnet right now-- I get the mobs no one has started killing, and ofc the elites if they live long enough for me to get their attention. I tend to walk past non elites in order to pull elites.

    Citan, my feedback is a nerf to those crit mods, a sidebar crossbow hookshot ability, and one usable by animal forms as well.

    Maybe that's too much to ask from a game design standpoint.

    Sent from the mobile client - Forum Talker

  4. #24
    Senior Member Khaylara's Avatar
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    I feel the same about the melee skillsets I use, that's why I put the question out there. I remember it used to be like that in wolf form, you feel like you can't contribute to the group. In dungeons I tend to use almost exclusively ranged, high damage abilities from the skillsets I have. Sometimes I just leave a group or don't go because it feels like leeching and I'd rather leave a slot for someone who does more damage (even though my char is in max enchanted lvl 70 gear I can't get close range to mobs cause I aggro too many or my utility skills aren't needed so technically I'm leeching off the group's damage).

    I'm not sure "feels" are viable feedback lol but how it is for me in GK...Wait back till an archer pulls, shoot a ranged skill (if I have time), loot. Rinse and repeat. I'm thinking in a 6 people group (as opposed to a 27 people mob) it won't be much room for "leeching" and it will be some room for group strategy and group roles.
    I'm really excited about the tweaks Citan mentioned he was gonna make.

  5. #25
    Senior Member Easylivin's Avatar
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    Quote Originally Posted by Khaylara View Post
    I feel the same about the melee skillsets I use, that's why I put the question out there. I remember it used to be like that in wolf form, you feel like you can't contribute to the group. In dungeons I tend to use almost exclusively ranged, high damage abilities from the skillsets I have. Sometimes I just leave a group or don't go because it feels like leeching and I'd rather leave a slot for someone who does more damage (even though my char is in max enchanted lvl 70 gear I can't get close range to mobs cause I aggro too many or my utility skills aren't needed so technically I'm leeching off the group's damage).

    I'm not sure "feels" are viable feedback lol but how it is for me in GK...Wait back till an archer pulls, shoot a ranged skill (if I have time), loot. Rinse and repeat. I'm thinking in a 6 people group (as opposed to a 27 people mob) it won't be much room for "leeching" and it will be some room for group strategy and group roles.
    I'm really excited about the tweaks Citan mentioned he was gonna make.
    Is this an issue with GK or in general? "needing" an archer was never an brought up in lab or any other dungeon.


    I was UA at first but I never felt like I contributed to groups. I didnt do reasonable damage but I could stun, which was ok I guess. Then I switched to archery and felt like at least i could do average damage at the time and could use both my hands.

  6. #26
    Member Hoxard's Avatar
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    I think another thing that would really help would be to space out the spawns more. Currently the safest strategy is to pull the monsters one by one as you make your way down the hallway, because the mob density is too high to safely pull more than one. This is why hookshot is so highly valued, and a big part of why ranged is so much stronger than melee. During each pull, there's a significant period of time where the ranged attackers can attack, but the melees have to stand back and wait otherwise they'll bodypull a whole pack of mobs.
    If mobs were spawned in tighter clusters, with more space between them and less patrolling(on an aside, synchronized patrols would be awesome), it would increase dungeon difficulty, increase the importance of tanking, healing and support abilities, even out the gap between melee and ranged somewhat, require more strategy, and allow the variation between individual mobs to show more clearly and have more impact. It would also alleviate issues with pack respawns, because there will be more space to work with and less of a chance of being directly in the middle of a respawning pack.
    I think clustered spawns would be particularly beneficial for strategic diversity. Each group would need to assess what mobs they could easily handle and what mobs were more of a threat, and there would be more need for coordination on trickier pulls. It would make giving feedback regarding balance significantly easier, both in regards to dungeon difficulty and player strength. It might also help with the whole "Spam CC on it til it dies" issue, since there would be a need to spread out CC.

  7. #27
    Senior Member Khaylara's Avatar
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    Quote Originally Posted by Easylivin View Post
    Is this an issue with GK or in general? "needing" an archer was never an brought up in lab or any other dungeon.


    I was UA at first but I never felt like I contributed to groups. I didnt do reasonable damage but I could stun, which was ok I guess. Then I switched to archery and felt like at least i could do average damage at the time and could use both my hands.

    There are archers in the groups you run with, 2-3 usually If you check autopsies sometimes you'll see the amount of damage nim does for example compared to the rest of us. It's just the OP class of the moment, that's all.

    "I was UA at first but I never felt like I contributed to groups" This is the part that needs rethinking imo (and Citan said he would). A group should be viable with diverse builds in it not with just high dps ( it doesn't matter if the high dps is fire, archery, ice or whatever else happens to be OP at a certain time)

  8. #28
    Senior Member poulter's Avatar
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    Potential spoilers contained in text – do not read if you haven’t run Gazluk Keep already



    Some observations and comments on experiences in Gazluk Keep (GK)
    These are my personal comments, yours may be different, so please share and discuss. That is part of the beauty and value of diversity

    Summary /TLDR:
    Excellent dungeon and very impressive work
    A challenge with 6 experienced, and coordinated people, but doable. Expect to wipe about 2 times /full run
    All specifications and builds are viable, but some are more effective (i.e. ranged)
    Prepare for GK: Bring resurrections and healing spells – resurrect during combat
    Be disciplined – use pullers and don’t rush in. GK will ‘bite you hard’ if you don’t
    Might be just slightly too difficult for a starting level 60+ group at present

    Concerns:
    Dungeon feels a bit linear – most groups have a set route they run every time
    Inconsistent calling of monsters (Adds) for help: The same monster groups can overwhelm a party on one run, but not on another. Mechanic seems inconsistent
    Six people group limit may make it very difficult for a starting level 60 to 70 group to complete. Suspect this is by design, but people need to be aware that it is by design and is expected to be a step-up in difficulty

    First impressions: An excellent piece of work that will keep testers (and later on, players) entertained for a long time. It is a step-up in difficulty over Lab and if you don’t treat GK with respect, or adequately prepare for it, then you will wipe – often and hard.

    Group composition:
    All builds and specifications are viable, but some are more effective and efficient i.e. ranged builds.
    The key is in preparation:
    Make sure very one has 2 resurrections (you will need then for a group size of 6)
    Use stuns and rage reduction spells frequently (especially on bosses)

    Group sizes:
    4 or less people: Wait for more people. The elites will wipe you repeatedly
    5 or less people: You can clear the elites & some of the bosses on level 1, but it is hard
    6 to 7 people: Doable and challenging. Expect to wipe 2 or 3 times during a run with most people’s resurrections on permanent cool down
    8 plus people: Gets easier with more people, but less challenging. Don’t do it, if you want a challenge

    Group tactics (Elites):
    Initially, Lab tactics were utilized i.e. a body puller (‘tank’ /survival spec) who grabbed a monster’s (mob) attention and brought the mob to the group – this proved to be too dangerous in GK due to the number and grouping of mobs, resulting in many deaths /wipes
    Modified to a puller followed by an archer’s hook shot to put distance between mob being attacked and others

    Current tactic is to use an archer to pull with hook shot and then a second archer to hook shot the mob into the main tester /player group. This reduces the number of deaths and places the mob directly on top of the melee so that they can engage
    Note: Hook shot seems to have line of sight issues and succeeds only about 60% of the time

    Group tactics (Bosses):
    Once the boss attacks /defenses are known they are all downable by a group of 6. Some are easy (e.g. barghest), some are difficult (e.g. golem – sorry, can’t remember the actual name)
    By adapting to the difficult bosses (e.g. using a dedicated healer on golem plus rage reducing spells, they are manageable, but still challenging with a group of 6)

    The key to downing bosses is:
    Have resurrections available and using them during combat (on golem boss expect to 1 or 2 deaths)
    Use rage reduction and stuns- straight off cool down
    Ensure all players use their healing spells as required
    Use 1 player with a dedicated healer spec plus a battle chemistry golem casting healing mist etc.

    Personal experiences:
    I have run GK with groups of 4 to 14 people. 4 is very hard (& demotivating), 14 is easy (& boring), 6 to 7 people is fun and challenging
    The key to succeeding is preparation and discipline no matter what group size is used.

    Specifications used:
    I currently carry 4 sets of gear in GK and swap between them as circumstances require

    Archer /Druid (Pask with augmented gear) - most group utility and combined damage Recommended – though archer with mentalism or psychology are also viable

    Archer /Battle Chemistry (BC) (mixture of Pask and pink gear) – used for healing golem
    Support /specialist build. Suggest every group considers a BC with healing golem

    Mentalism /Druid (crafted gear) – Healing build. Really useful on GK level 2 and with the more difficult bosses. Tend to swap to this build from Archer /Druid as and when required

    Fire /BC (crafted pink gear)- Viable, not a top DPS specification compared to archer, but does decent damage. I had most fun with this build.

    A bit about me:
    I run a toon named ‘Aws’ and like to mix and match builds, skills and tactics with the object of finding new ways to ‘beat’ the game engine and identifying wrinkles /ways of approaching challenges that the developers never thought of.
    The challenge for me is in the journey, not the destination i.e. downing a boss the first time with a revised build /approach is great, but I have little interest in doing it the same way dozens of times.
    Last edited by poulter; 03-13-2017 at 05:30 AM. Reason: Correction: Mentalism /BC changed to Mentalism /Druid

  9. #29
    Senior Member Khaylara's Avatar
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    Small reminder- we wiped yesterday repeatedly in 8 ppl group And some are really OP in the way that they're older players with above average gear. Citan said once (when 50 was cap level i think) that some players were effectively level 80 due to their gear and so many maxed skills.

    Something about drops that I wanted to mention but I've waited to see what other people get to compare. Most yellow drops seem to be mostly one skill. At least mine were. Some have 3 skill requirements (mostly the Flaming Swords which have sword on top of the other 2 skills modded). I frequently get unsuitable weapon types i.e. mostly shields, orbs, flasks and bows for UA+mentalism, I haven't got any half decent cestus or claw. Also on the drops-skills that I don't use, too often compared to before the GK update. Drops with skills that I have never used like Spider, Animal Handling etc. I know that active skills are not 100 % determining the drops mods but most drops I get are either 1 skill or with skills I don't have.
    I reported this ingame and I've seen others linking yellow drops with these issues.
    Last edited by Khaylara; 03-13-2017 at 10:18 AM.

  10. #30
    Senior Member poulter's Avatar
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    About half my gold /yellow drops are 'non-relevant' i.e a skill that I am not using (I seem to get quite a few animal skills) during the run or a shield/ orb etc. when using archery. On average, I get around 6 golds drop /full run. though it can be very peaky



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