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. #11
    I stand firmly behind my belief that priest+ another support class is better than 2x other support classes as you just end up with more.

    Quote Originally Posted by ErDrick View Post
    t to be.

    With a dedicated tank it's pretty nice, otherwise it's a very frustrating spec to play.
    Who would ever play a double support role without a tank? Double support is the kind of thing you take out of storage when you see the unarmed cow forming a group for GK.

    As soon as you finish with that content you put that gear set away for next time.

    Quote Originally Posted by Daimes View Post
    4) Unfetter is nice, but is only single target. Dungeons like Gazluk Keep have enemies that do group stuns, so the benefit of having one person immune to CC effects for 15 seconds doesn't really offer much benefit when the rest of the team is incapacitated.
    By saying this you're really missing the point of how a skill like this gets used. It allows the puller to ignore status effects and risk of death while bringing mobs back to the group.

    You're right that nobody cares about poison but fixing broken bones (for free) is a huge added plus. Priest even took over the one thing BC had going for it in a support role. oops.

    Warmth might not seem like a big deal but being able to just completely ignore the cold mechanic IS a big deal.

    Quote Originally Posted by Daimes View Post
    The same treatment could be applied to Mentalism, perhaps: Mentalism is the only skill that offers constant health, armor, and power regeneration to party members regardless of distance to the mentalist, so maybe the regeneration should be extended for an "overheal" effect? Mentalism definitely needs a little love no matter what; for parties that stick together, Bard is objectively better for regen over time, as the armor regen Mentalism offers is laughable and the health and power restored is worse than certain treasure effects Bard has.

    Other support classes should be looked at to see if they can be brought up to a respectable place (looking at you, Mentalism).
    That's kinda the point I was trying to make with this thread. Priest imho is a power creep as it does so many things. Where's the negative?

    Anyone who ever played a bard in everquest might want to play mentalism as you can have 2 waves fully active all the time. But the trouble of doing that is immense as you would have to give so much attention to that task.

    As you pointed out the wave healing overall with mentalism is pretty crap. I think mentalism would be 10x better if the waves were just "on" all the time for up to 2 skills and every x seconds you paid the cost for them (it would still use a slot but you wouldnt waste time activating it - why not have it be a 15 minute buff but you can only have 2 of the waves active at once).

    Battle chemistry is not very good for healing support either as the golem is a pet - so that means overall it sucks. It casts spells based on the owners needs and there is no program condition for - if someone in the party is under 80% health. It's a shame for example fire balm isn't an aoe group wide (and pet wide) buff. Wow that would be so cool for Dark Chapel! But it isnt and the golem dies so fast there it is hardly even worth using.

    Quote Originally Posted by Daimes View Post
    These "curse" classes are usually meant to be a step above others because you have to dedicate to the permanence of them and have to deal with any consequences. Lycan players are forced to be in wolf form during the full moon, Druids need to respond to druid emergencies, and Priests are (supposed) to be dedicated to priest emergencies (that have not been implemented iirc).
    Where does it ever say permanent choice classes get to be better than regular classes? Please show me. Each is basically an advanced class with a big benefit and a drawback (except for priest which has no negative... yet). In one sense they are just an advanced version of an advanced class.

    I think it is a mistake to say class X is a permanent decision and therefore should be better. I think it's pretty clear with the lycan nerf that this is the wrong attitude to apply to permanent decision classes.

    The druid emergency is pretty much a joke. You could have a quick afk (or log out to save buffs) and it will usually be over in 15-20 minutes. For that very small price (which stops mattering when you have nothing left to grind) you get extra storage, garden potions, self resurrect tokens, flight, cold resist bird form, and swim bird form.

    If this is the model for some bonuses and some negatives you have to hope the class is on equal footing in terms of balance. Why? Because the drawback also ends up being a source of bonuses for the character. Wolf form follows this same pattern.
    Last edited by Golliathe; 04-17-2019 at 04:39 PM.



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