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. #6
    Quote Originally Posted by Glythe View Post
    Is it really the design of the game to have mobs be healing more than double their max health? If this is me fighting these monsters in gear that makes the content a joke ... then what are level appropriate players supposed to do?
    All difficult content is easily handled by simple having two skillsets with stuns and/or fears in your group, and rotating between them off cooldown.

    ezpz.
    Quote Originally Posted by Glythe View Post
    One of the overall problems I see with the game right now is that front loaded damage is king. I have seen a lot of people switching to archery so that you can just ignore rage by killing the target in 2~3 hits. What's a rage bar if the monster never lives long enough to hit you?
    I definitely agree with you here, DoTs are super underwhelming compared to frontloaded damage, and rage feels completely unmanageable when a single person in your group has pets or fire abilities.

    If you get a group of any size really, you're going to fill that rage bar almost immediately on all mobs. There's all these treasure mods that cause a certain abillity to reduce rage but I find that idea completely laughable. Like sure, I could grab 2 abilities and 4-6 treasure mods for rage reduction and maybe delay a mob from using a single rage attack by a second or two (max).

    ...Or I could just stack damage and CC abilities and burst him down.

    1) Direct damage is too strong.
    2) DoT damage is underwhelming and unsatisfying.
    3) The rage bar fills too quickly with even the smallest groups / ability usage.
    4) Pet AI, Pet UI, Pet maintenance, and overall feeling of using pets is straight up garbage, yet they contribute a lot of rage.
    5) It does not feel rewarding to nuke a mob's rage bar, as it fills up immediately after nuking it.
    6) Stuns/fears require absolutely no investment but are much more useful for "delaying" the rage attacks.

    I would love to see DoT damage become more relevant, the rage bar be less "swingy", and for pets to be an actual part of the damn game, but I aint holding my breath.
    Last edited by Delfofthebla; 02-18-2020 at 01:09 PM.



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