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    Best posts made by asspirin

    • RE: What is your biggest want in this game?

      my want list:

      • remove immunities from PvP
      • balance hard CC (cd / heavy diminishing returns)
      • present channeled abilities in next alpha/beta/close future ❤
      • list of all the abilities with their variations (and stat requirements)
      • exact info on weapons ("has a small chance to stun all the creatures it hits"--->"has X% to stun all the creatures it hits") and armours (described as light/medium/heavy)
      • give some kind of "stun breaker ability" or short cc imunity, be it item or ability
      • life leeching abilities ❤ 🙂
      • latency <50
      • fps >50 😄
      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: Is there planned any "CD reduction" in case of spell saved?

      @Razvan Some abilities are already tied to weapons ("only blunt/sharp" - for example Bash which requires blunt weapon and even has CC), this is nearly the same ... some abilities would imo welcome this approach (can you do Concussive strike dagger? seems weird if you can)... just specialise abilities little more so damaging abilities are only usable with damaging weapons, CC heavy abilities only with maces as you write.
      I´d also welcome some middle way - medium weapons that can use most abilities, but will not have access to anything with hard CC (stuns on blunt only) so maybe soft CC (slows and such), also damage wouldn´t be nearly as bis as with "damaging weapons"(maybe give axes some kind of passive bonus to crits or something, but dont let them have stun abilities).
      Or limit enchanting possibilities with weapons: blunt - only defensive, accuracy and CC enchants, axes only offensive - crit chance + crit damage + attck speed. Mediums would get anything, but in smaller numbers.

      ...could also be done by altering every ability, so the ability would behave differently depending on weapon (more damage + aoe with sharp, more cc with blunt), but thats too much work and imo it´s fine some abilities can only be used with particular weapons.

      This way you can also tell what the enemy is capable of doing before engaging them.

      agreed, super important in game without classes and limitations, "you are what you wear" was among few things Albion did right 🙂

      posted in Questions & Answers
      asspirin
      asspirin
    • RE: New spell Ideas

      @Gothix Hmm, sounds pretty occult ❤ . Too bad there is so few gods and only one is "evil" and none is specialised in anything (all of them somewhat generalised as "god of magic" or "god of beastmen"... in ADaD every deity had at least favourite weapon - could be doable here too, just give some kind of bonus with flavour of deity - and some spells only gods could teach you. Not necesarilly gods, I´d worship any lesser demon, if he granted me some kind of deeper specialisation 😄 ).
      Would also be nice to have some casting offhand ... preferably heads of monsters from which you learnt some spell, so these would give you bonus to spell you learnt from them (example: stronger fireball, if you kept shrunken head of goblin shaman 🙂

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: Opening inventory during fight ?

      @Gothix

      Yes, but for example WoW had dozens of active skill slots, so one slot used by a potion wouldn´t matter (there was no reason to go into inventory for one). In Guild Wars 2 your healing spell had fixed position and no healing potions - again no reason to go to inventory.

      Here we have 8 positions for abilities- both offensive and defensive ones. And if i can simply go into inventory for heal (that doesn´t cost health like Second wind or mana like regular healing spells), why would i slot healing spell into such limited bar. Why would i reduce my nuking potential, when i don´t have to. That´s what I mean.

      I know one, Albion. In order to use consumables you have to equip them and you can't change your gear (including consumables) when you are in combat.

      This. If in AO you could drink health potions as you wish, duels would be quite different.

      posted in Questions & Answers
      asspirin
      asspirin
    • RE: How big should guilds allowed to be?

      Yep, no problem with anything except passive advantage in fight which would force you to join guild. Game stating "go guild or go home" is unfair. And even if such system would make it into the game, everyone and their mom would join whatever guild just for passive effects, but if everyone has it, noone has 😛 So please don´t.

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: Opening inventory during fight ?

      @Razvan Totally agree about balance thing, but I was rather responding to Gothix´s "single slot reserved to healing ability/potion/whatever for this purpose". I bet every build will probably use healing of some kind, limiting healing to one slot is imo limitation, so let´s leave it to player --> for me only limitation should be "8 slots for abilities" and leave choice of abilities to us.

      P.S.: How many active buffs from consumables can we have at time. 1 buff consumable with long duration and 1 healing item ?

      posted in Questions & Answers
      asspirin
      asspirin
    • RE: Best mmo features

      @Grapher said in Best mmo features:

      Unique world bosses spawning (WoW, GW2, Rift)

      Character build complexity from original edition of The Secret World.

      posted in Discussions & Feedback
      asspirin
      asspirin
    • Monster infrequent weapons?

      In game we have helmets from monsters (deer, wolf, bear) that offer various kinds of bonus stats. Also necklases offering other bonuses (fox, rabbit, bear, wolf). Are there planned also weapons from monsters? In GRIM DAWN enemies could drop item specific for them - these items are called Monster infrequents (MI) - armour, weapons and jewelery offering unique bonuses not only to stats, but also skills.
      I was thinking something like if you kill spider, weapon made of it´s teeth migh add poison damage, offhand made of lich head might reduce enemy defence agains magic damage etc. Talking about skills, are there any "skillers" planned to further specialise your toon (in case i wanted to be illusionist, is there any way, aside of increasing charisma, to make illusion skills stronger) ?
      To helmets / pendants from monsters - will there be tiers just as with weapons (primitive --> metal)?

      posted in Questions & Answers
      asspirin
      asspirin
    • RE: Dungeons that are time locked

      @Razvan Or we would have to collect (and sell) Stones of Jordan to meet Uber daddy 🙂

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: Not Currently Satisfied With The Life Bar System Please Educate Me Good Sir's (have read current material)

      Any new mechanics planned to Constitution and Health? From PVP point of view one only needs Endurance (and STR gives many more benefits aside of endurance). Only thing Constitution gives so far are Saves and little resists. Could amount of current Health positively / negatively affect your damage / speed/ anything (so that Abilities like Blight are actually usefull at least as debuff if they deal no damage at all)?

      Or use health to passivelly regen your Endurance (like 1% of current/max health every few seconds).

      Endurance/Health was in Pillars of Eternity as well, but there Health was only annoying part of adventuring forcing me to return to town for more supplies to make camp fire. Effect of Health in fights was imperceptible except you could get maimed (which is not presented in Fractured).

      EDIT: Health can´t be healed during fight, right 😄 Hmmm, nice. But power of Plague ability should not depend on opponents strenght, guys with strong constitution should resist more, I´d rather make it procentual or flat so it affects everyone, in current state it looks like tank destroyer. Making the regen go negative will further punish those who try to max health regeneration 😕

      posted in Questions & Answers
      asspirin
      asspirin
    • RE: Suggestion: Different spells have different armor requirements

      @Xzoviac I understand you, I hate meta and also favour weird builds, but as i understand it armour is the only way to show you what you can expect from enemy.

      It's way more fun to 1v1 and smash someone with a weird build then it is to be just a glass cannon or just a tank so on

      In DII i had Leap attack barbarian 😄 foes always expected you to be WW tweaker with shield, seeing you jump on them must have been surprise; or full summon dudu with uber lvl Bear smashing them with two hits - they expected ele or shapeshifted melee 🐶 Not following meta is sometimes way better then being same as others.

      In DOTA2 you know every character, all their skills, all their CDs and know their role in fight. In Ability draft you can customize your hero with skills from other heroes and suddenly you don´t know what exactly you can expect from enemy - and it´s a huge game changer. Same in Albion online - you see what your enemy has, you know exactly what he can do.

      In Fractured everyone can have everything and as the game will feature skins, armour helps to recognise at least "archetype" if nothing better, but you can tell "this guys´s a tank and this one is dps mage, let´s focus him". I wouldnt like to repeat my experience from GUILD WARS 2 where I faced team of 4 Asuras looking basically the same wearing very similar outfit and with names like wwwwwkkkkiiiii 😄 Or even better - imagine if in DOTA2 match everyone had the same character model, lets say Mortred. What would that mean? Initiators would be useless, because they wouldn´t know who to initiate on. Tanks wouldnt probably mind as they would just run forward, but who would DPS focus? Which one shoud be CCed not to get too close?

      I like it the way it was presented - Heavy is tanky who will probably not harm me from distance, medium armour is faster dps, he will probably sneak or attack from range and this dude in pajamas should be taken down first before he will fry us or heal other dudes. I take it as little bit of light in this chaos.

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: Various damage types vs immunities

      @GorTavaro said in Various damage types vs immunities:

      They won't make such a difference between PVE and PVP. If you are able to have immunity in PVE you have in PVP as well.

      I know it, I just hope immunities will be somewhat tweaked, because immunities in PVE mean either impossible fights (oh, no, they´re immune to my damage) or trivial fights (lol, im immune to their damage) - nothing between. But i dont care about pve, I can always make a camp to turn impossible fight to trivial one, problem is pvp. If immunities are involved in PvP, there is no pvp.
      Maybe make it like "fire immunity aura turns you immune for 3 secs and then is off for 6secs" or something like it, but permanent immunity? Cmon.

      Bleeding seems to be pure damage.

      Yep, but we´re not sure. We don´t evenknow how the damage is counted - from attribute like Concussive strike? From weapon damage? If it´s counted from weapon how spell damage for such damage type would be counted?

      Oh boy, Im so looking forward to some kind of talent/skill/abilities calculator 🙂

      posted in Questions & Answers
      asspirin
      asspirin
    • RE: Skill change name -

      @Razvan

      Imo statement "Hunting (formerly: Marksmanship)" means just change of name (so we no longer have Marksmanship, just Hunting). 🙂

      But does it matter ? In WoW we had Hunters and they mostly used bows anyway. But they had also skills with melee too - all for hunting purposes. In Fractured "agile melee" is covered by Assassination ability school, so I wonder if they would add abilities which will basically do the same (only change I´d expect would be necessity to use "hunting melee weapon" which would sure be spear). So even if Hunting would mostly depend on bow (which would mean it´s Marksmanship), it´s still just name change 🙂

      hunting tree, which will be related to killing animals and gathering leather

      looks more like crafting to me

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: Question about enviromental damage/effects

      @Tuoni I

      benefit at least from flora so they can hide, camouflaged, stealth in the bushes and ambush from there much more effectively than in the open ground

      Agree, according to devs Fractured should have "moba gameplay", wonder if they also want to involve "hiding in bushes" like in LoL (but probably not 😄 ) or at least make bushes/similar obstacles as "fog of war" zone so it would take skill to escape / initiate (also doubt it 🙂 ).

      In Dota if enemy ambushes you when you´re nearly dead you can still escape by outwitting him by using his field of view and fog of war. No abilities (tho items like "Blink dagger" or such and similar skills work wonders), just skill.

      posted in Questions & Answers
      asspirin
      asspirin
    • RE: Dexterity giving speed bonus might be an issue

      @Xzait Yep, imo Gothix ment something like "DEX ganker is good at chasing panicing targets or fleeing if things go bad, but if enemy doesn´t panic and fights, he loses his advantage as he has to play by enemies rules". Like velociraptor trying to kill diplodocus.

      If you are 2 (or more) vs 1, then no ammount of points matter where they are, several players will always beat 1, no matter how you turn it. There is no escape.

      Devs stated "if youre skilled, you can defeat like 4 enemies at once" or something, I sure hope so. Let´s not forget about herd behavior - once group sees lonely target their defences go quickly down as they somehow think they´re invincible 😄

      posted in Discussions & Feedback
      asspirin
      asspirin
    • Alignment dependant abilities?

      It was planned that you can worship one deity of your choice and the deity will grant you one permanent buff and some kind of ability. As gods are tied to alignment, are any abilities also "certain aligment only"? I can only remember beastman shapeshifting spells, that will change once you turn to abomination (by changing your alignment).

      How about some Evil only abilities like Possession or Good only spells specialising on healing or supporting. Or maybe making other versions of spells (the three variations of each ability) alignment dependant (good/neutral/evil), but that would be way too restricting.

      posted in Questions & Answers
      asspirin
      asspirin
    • RE: Physical Immune enemies should be removed.

      @Xzait

      or one can at least CC the enemy or tank him, even if you deal no damage you can still be usable to your team.

      posted in Discussions & Feedback
      asspirin
      asspirin
    • Hitboxes depending on size of player characters ?

      Will hit boxes of my toon be dependant on race ? Aka will hitbox of naked human female be just as big as of male hellfire demon / bearkin in full plate with huge pauldrons?

      I mean height doesnt matter, but if my character is 2x wider (and my guess is huge Hellfire demon or half bear beast will have little broader shoulders than magic practicing woman who never lift anything heavier than gromoire), enemy will have easier time hitting me with skillshots.
      This is true in moba games like SMITE where Kumbakharna / Ymir is way bigger than many carries and works as meatshield against ranged. In DotA Rooftrellen / Tiny / Tidehunter are also pretty big (im not sure about their hitboxes however).

      Does race (Hellfire vs human) / gender (male vs female) / armour type (light vs heavy) matter in this regard ? Will human / slim beastmen have advantage over big guys (who will become arrow magnet)?

      posted in Questions & Answers
      asspirin
      asspirin
    • RE: "PARTY MEMBER DOWN!" Messages in Chat

      And maybe add Diablo II approach - each number on num keyboard was voiced simple message:

      0 - Player's character says "Help."
      1 - Player's character says "Follow me."
      2 - Player's character says "For you."
      3 - Player's character says "Thanks."
      4 - Player's character says "Sorry."
      5 - Player's character says "Bye."
      6 - Player's character says "Die."

      Ofc these could be different and maybe some text might appear above head of one talking (as in Planescape Torment / fallout) to identify the talker (at least inside the group).

      posted in Discussions & Feedback
      asspirin
      asspirin
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