Thoughts? Also, does a 2H Cursed Staff option bring something important to the table that I'm not seeing? I could see the value of Area of Decay synergizing really well with a big group stun ability in group PvP but that seems pretty situational, whereas being able to drop a huge ticking time bomb on priority targets via Death Curse is always useful.
has the way LP work changed since the last beta. From what I understand (since I didn't play in the last beta) you has to grind a skill to a certain point before you can spend to Buy Albion Online Gold. Now it appears like I can just spend them to advance with out grinding at all first. Is this correct? It would seem like I can avoid a lot of grinding just by waiting for LP and jumping ahead a h*** tier at a time. I personally feel like the older system seem better but I never played with the old one. Anyone have any thoughts on this. Is progression too easy?
There is lots of dungeons on the maps, they are 100% open world - shared between everyone
Inside these dungeons, there are certain bosses. When you kill them, they can spawn a portal as a reward
If you enter that portal - we call them gateways - (again, spawned as a reward in the open world), you can play a dungeon within the dungeon. The special thing about this is that the number of players who can go through the portal is limited, usually to 5. This allows us to create a challenging dungeon experience as we know that the dungeon can't be zerged down by 10 players instead.
Technically, you could say the these "gateways" are instanced. On the other hand, they are not really instanced, as they are strictly limited, and you must play in the open world and compete with other players to play them, as they only spawn in limited numbers
On top of that, we also have "gateways" with Cheap Albion Online Gold, called hell gates: if you kill certain demons in the open world, they spawn a portal to a dungeon that can only be entered by 5 players. The twist: two player groups will be able to enter this dungeon, and then essentially PvP over who gets to kill the boss. Again, you might say these are technically "instanced", practically, however, they are fully anchored in the open world.
Finally, we have specific raid dungeons, designed for larger groups of 10-15 players with very powerful raid bosses at the end. These are fully open world and feature full PvP.