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. #4
    I don't think just a couple of the non-elite plant mobs having nature immunity is too big of a deal since there's lots of different sections of the fae realm each with different mobs you can fight if you need exp and if it's for a quest you can always group up.

    What has bothered me in the past and is reflected from BetaNotus' post is the sheer amount of darkness immune mobs you encounter at the lower levels which essentially only applies to necromancy. When every single undead mob is immune to darkness and darkness is the damage type of your basic attack, aoe, root, heal and fear it becomes nearly impossible to use necromancy in areas such as serb crypt, elt crypt, borghild and kur tower. Very outdated information but when I was first leveling in 2015 there was a huge content gap for me after the goblin dungeon (which also has random undead in it) since I couldn't do kur tower or borghild because of the undead darkness immunity. I should have skipped to the yeti cave but I couldn't get in because I was too much of a noob so I ended up going straight to the wolf cave. I'm not sure this is any different nowadays but at least the zombie has become a lot better and that deals crushing.

    Another skill which gets punished is ice magic, which almost the entire yeti cave is immune to and all winter fae, both the winter nexus bosses and fae realm ones. Most kur tower mobs also have it tagged as very ineffective. This means you're essentially locked out of doing 3 of the dungeons in the game, unless a group is fine carrying you do doing 0 damage. All of these dungeons are around the lvl 40 area meaning there is a serious gap for ice magic too. You can of course just rely entirely on your other skill but I'm of the opinion that if you can do the content with just 1 skill then you're clearly overleveled/overgeared for the area or you're being carried which isn't indicative of normal play.

    While on the subject, I also don't understand why fire magic is supposed to suffer from mobs being resistant to it as a drawback for it's high damage literally written in the skill description, yet it's given 3 cold abilities and 1 crushing and ice magic is all cold damage except for 1 electricity ability. I'm also pretty sure there's similar numbers of mobs that are cold resistant and fire resistant and actually far more that are cold immune compared to fire immune.
    Last edited by Celerity; 01-16-2020 at 04:58 AM.



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