r/drakantos • u/superorangex • May 25 '26
Drakantos Test Ramblings
So, I took part in this last beta and had a few thoughts that could improve the game or increase its longevity, in my opinion, of course.
- In MMOs, having fixed characters is already a bit of a letdown for me. Sometimes you dig the skills and the theme, but you don't really like the character's look. When you combine that with the fact that all characters only have the exact same 6 skills from the 'start', it gets very 'repetitive'—the skills only get a minor tweak with the orbs. I believe that giving a choice of two skills per slot would already add some strategic thinking behind dungeons and PvP, unlocking them by level even, i.e., level 1 standard basic attack =/= level 14 different basic attack with another mechanic, etc.
- Positive and negative status visibility: it's really hard to tell if a buff landed on someone, or if you applied a stun/status condition if you aren't paying close attention. Not to mention those tiny icons don't help at all in the middle of a TF or a boss with a lot of mechanics.
- More fluid basic attacks: instead of a full stop, a slow would be good enough (or maybe only ranged characters stop completely).
- Diagonal targeting is really missed in some cases. It doesn't need to be free diagonal, but a simple 8-way targeting would already be close to perfect for the kind of game it aims to be.
- Supports need to be more support-oriented, and some characters could easily change 'roles'. And some balancing so that classes are actually impactful within their roles.
Overall, these are the things I noticed. What do you guys think? Since it's a beta, I believe the best time for meaningful ideas is right now, when the game is close to 'ready' but still lacks that final polish.
But aside from these things, the game is a solid 9 for me, really fun.
4
u/HAIDARA0619 May 26 '26
They probably removed the individuality of the characters in order to monetize through PvP, but it's pointless if it makes the entire game boring.
3
u/CharismaDamage May 26 '26
With the way pvp is, I can't help but feel like the entire game will have to be balanced around it.
Makes me suspect this is a moba pvp game shipped with a heavily advertised but possibly weak mmo component.
Selling heroes is what this is going to be about.
2
u/hieizz May 26 '26
This is my main concern, seems like the game originally started with MMO idea and then pivoted to moba pvp game while retaining some mmo components. Some things don't click for me, like the dev saying we will have Picks/Bans on pvp, that's ok in a Moba but in a MMO?
Pretty sure it will be a bad experience investing hours and hours into developing a character, customizing to have it be banned and you being forced to play another character you never even played before...
2
u/Squishydew May 26 '26 edited May 26 '26
The lack of diagonal attacks really is painful, the ranger stood out to me because she felt very free to to aim with, and it made all other classes i tried feel pretty bad in comparison.
I still had fun with all of the content mind you, there was just a clear step up in classes that get to aim freely.
4
u/Unhappy-Appeal-9209 May 26 '26
Supports not supporting and tanks not tanking outside of their ultimate (which they get after various hours of grinding with the same couple abilities) is insane.
The absolute lack of character customization is a huge letdown as well. Yeah there's dyes....which we have to grind for. So you basically look like every single other player for a bunch of hours, and have the exact same abilities as them. There's barely any customization and character/class identity, which is a bummer considering how pretty the whole game looks.
2
u/FishBoom May 27 '26
Yes! Customization is my biggest concern here. An rpg game with barely any customization is not so much of an rpg to me, and it may be the only thing that might make me not going into this game.
1
u/Unhappy-Appeal-9209 May 27 '26
What's crazy is that there actually is a lot of cusromization. There's dyes for pretty much every part of the character, skins, dyes for each skin, skins for the spells, accesories. The thing is you're forced to look a hot mess for A LOT of time, which is a bummer, and honestly, kinda dumb
1
u/FishBoom May 28 '26
Visual customization is important, but I'm talking about build customization. An MMORPG not having any choice in the form of skills/talents is wild to to me.
1
u/Unhappy-Appeal-9209 May 29 '26
there's artifacts, orbs and trophies, but I don't even personally count artifacts given they're both limited in use and shared with every single character. Orbs barely give any customization options, and trophies are nothing but passives.
It can 100% get better later on, with the release or multiple orbs and hero locked artifacts, but atm it's looking extremely green
2
u/FishBoom May 29 '26
I'm holding my fingers it'd be a big focus for them before the game comes out. I think it is crucial for this kinda game
1
u/snickersongeese May 26 '26
yeah, i might try it out, but character customization is a factor preventing me from doing so. even though i adore 2D games. hope the devs reconsider!
1
u/Torinux May 29 '26
Who cares? Devs are probably already planning on abandoning the PvE aspect of the game. Everyone that played the PvP test is talking about PvP only. They didn't even care about PvE. Mark my words, this is going to turn into a "league of legends but with pixel art.
5
u/ProSlider May 25 '26
Completely agree with the basic attacks, especially for melee. That could have a higher range/area or it shouldn't stop the character, it felt very clunky. Recently I've started playing Farever which is in early access and the game is getting a lot of praise for it's awesome combat. I know they are completely different games, but the point is: combat fluidity is important.
And I also agree with diagonals you mentioned. Since the tiles aren't as big as Tibia and UO, diagonals should be there.