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    Posts made by PedroBillyMattos

    • RE: Travelling is "complicated" to be mild

      @Specter Thanks Specter! Any coments on the road walking speed boost? Hopefully the mounts will aliviate this issue!

      @Mindark Do you like the current travelling times? Are you happy about it? (assuming you are testing the game and know what i'm talking about). Well if yes or no that is your opinion about it. So don't tell me to Curb my expectations or to set "PROPER expectations" as if your expectation is the "proper" one and mine is improper or whatever.

      This is how I feel about it: I don't like travelling times the way it is now for me it's too much. I'd like it to be tuned down a notch! And I'm voicing this feedback so don't condecend me telling me your opinion on the subject is the PROPER one.

      You may like to boringly walk your charachter 1 hour non stop to get somewhere, you may think that is the right thing, I don't and I see other people feeling the same way.

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
    • RE: No Damage to enemies uphill

      I had the same problem with magic on the valey of shadows vs Goblin archers

      posted in Bug Reports - Closed
      PedroBillyMattos
      PedroBillyMattos
    • RE: New and wondering if worth it?

      @r6G4596Y7G9AwD0TzJTxFSZx Sorry mate you miss the point here...

      We're not paying 90+ 150+ euro to consume something. That aperently is your mentality right now at least. We're donating funds for the development of a game that we believe can be awesome. In the meantime we get the priviledge of testing it, contributing to it, helping the devs with feedback. so on and so forth.

      We fell in love with the concepts of the game and made an investment on something with potential.

      It's not a purchase, it's the very funding of the game we will play and enjoy in the future.

      And guess what, being a part of it makes it that much more special!

      Might not be for you and that's ok

      You can learn all of that in the main page of the game and in the forum... if only you look for it

      posted in Questions & Answers
      PedroBillyMattos
      PedroBillyMattos
    • RE: Travelling is "complicated" to be mild

      @Roccandil what monster gives enrage?

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
    • RE: Travelling is "complicated" to be mild

      @Manaia I have made a Macro with logitech Ghub and for me it's fine now.

      Sorry it was 30 min + from heartwood no spawn city so it~s actually worse.

      How do you feel about just walking non-stop for 40+ min in game before you get to your your destination? That's 40+ minutes before you get from your house to the hunting place, and then a friend calls back to his house that's actually an additional 15 min past your house so 1 hour walking?

      Do you walk back because as you seem to defend is benficial long term for the game or do you die to respawn at your place?

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
    • Travelling is "complicated" to be mild

      Disclaimer: Full flaged fan here this is my constructive criticism not an attack or anything stupid and mean like that.

      I remember when back in a day (far back) @Prometheus talked about how travelling would be diferent in Fractured and things would actually be far and going from A to B would not be so simple and there should be no fastravel or something on the lines of that. So on and so forth

      Well having said that and having played the game a couple of times..... I'm not a big fan of how this is turning out to be. Going from the spawn city to valey of shadows is a loooooooooong and boring task that took us over 30 minutes I believe. Without the auto run buttom (That we desperatly need! Dev team please help!). Right now this task literaly hurts the fingers! to keep pressing down for so long is not fun.

      I remember He also saying that we would get speed bonus for travelling on the roads which I Don't believe is yet implemented and if it is it could use a buff for it's unoticible. And I must also consider that we should see mounts comming on the future of the game. Those two should hopefully bring great improvement to that aspect of gameplay!

      It's important to note that I see a lot of people complaining about this issue in the chat.

      Now, since it's only Alpha and we barelly have content, there`s only a hand full of interest places, or diferent biomes you can visit on Myr but they are spread in the vast ramndomly generated Map. When you get to areas where the Devs have put some work into like the spawn city, heartwood, the last part of the valey of shadows when you pass the bridges. Those places are stuning and varied! it's great. But to get there you go through extensive and endless distances in only 3 maybe 4 different biomes all looking the same. Like I said it's not fun.

      I wonder If the devs made it this way to give room for future content or if it was just to show how big the map could be.

      Anyway I hope they adress that in the future and make it better some how! I wouldn't mind walking for 10 minutes to get somewhere far but more than that is a bit much IMO

      Keep up the great work the game look beautifull! I'm very happy about it!

      (Edit): Not advocating for fast travel teleporting style but more of a balancing of travalling times. In a manner that gives the atmosphere long travelling times anable like very well point out by @Kralith , without being to extreme to the point it becomes anoying that's all

      @Kralith said in Travelling is "complicated" to be mild:

      There are also another big points why these fast travel is not good for such a game:

      • PVE: very fast travel options lead to less player interactivity, its a bit like in real world, where you take a seat to your car in your garage, drive to your work/supermarket/cinema where you just place your car into the underground car park, take the elevator and vice versa at the evening if you want to go back home.

      • PVE: just teleporting to the POIs lead to not to look to left and right, but to be able to tell everyone after 2 weeks of the game "I am done with the game, because i played it through."

      • PVP: no preparation time for defenders, because the offender just can jump to your place and fight you down.

      We are in a big open world, where it matters, what you want to do and how your plan your travels. It would take much atmosphere out of the game, if we just be able to jump from A to B on the other side of the map.

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
    • Enchanting table Guide - Basic Mechanics - How to

      So I've struggled to find good source of info on this topic so after a lot of research and experimentations I've come up with this guide that should help you understand this cool new feature of Fractured, as well giving some optimal recipes for tier 1 (T1) enchantments. Feel fre to use this as base to replicate the knoledge for our community

      I'll be referencing to some amazing spreadsheets put together by incredible community folks! You rock! =D

      Here @Soaryng took the time to creat a spreadsheet compiling the reagents and their stats! Great work!
      https://forum.fracturedmmo.com/topic/9927/enchanting-table-chart-alpha-2-february-open-playtest
      https://docs.google.com/spreadsheets/d/13771_4U2ndR7yOPvCg091V8mN7fs4m7-n08-DI1ykyM/edit#gid=0

      Here @maze and Cross I belive, went even beyond and made an interacting spreadsheet with many functions
      Just Outstanding (If you know the author exactly, let me know in the comments)
      https://docs.google.com/spreadsheets/d/1UkAU9BUR5CEG7edgzvIhkZx35LS0h1UMAB_9TBBxYq8/edit#gid=1172436953

      But let these spreadsheets aside for now or they won't make much sense.

      First up there are 3 tiers of enchanting. The highier the tier, the greater the bonus to the item. (Duhh!)

      We have diferent categories of items to enchant. Each has it's own enchanting options. These categories and their enchanting options are:

      • Weapons
        Damage increase
        Crit. Chance
        Crit. Damage
        Spell Damage increase
        Accuracy bonus
        Luck Bonus
        Durable

      • Armor(chest, head, hand, feet)
        Endurance regeneration bonus
        Mana regen. bonus
        Armor increase
        Evasion bonus
        Accuracy Bonus
        Fortitude bonus
        Willpower bonus
        Ice/Fire/Shock/Magic/Poison/Acid Resistances
        Luck Bonus
        Durable

      • Neckless (in the future I believe rings will fall in this category too)
        Bonus endurance
        Endurance regeneration bonus
        Dexterity/Perception/Charisma/Constitution Bonuses
        Damage increase
        Crit. Chance
        Crit. Damage
        Spell Damage increase
        Evasion/Accuracy/Willpower/Fortitude/Stealth/Detection/Lockpicking/Luck Bonuses
        Ice/Fire/Shock/Magic/Poison/Acid Resistances
        Lower Mana cost
        Cooldown reduction
        Durable

      • Shield
        Evasion/Fortitude/Willpower/Luck Bonuses
        Ice/Fire/Shock/Magic/Poison/Acid Resistances
        Durable

      How many enchantations can an Item recieve?
      This amount depends on the Magic affinity of that item ![alt text](0881d69d-7862-452c-9a1a-af4d383317b0-image.png image url)

      Above you see my armor that recieved 3 T1 enchantments, so it went from 7/7 brand new to 4/7 where "4" indicates the number of slots available.

      The chest armor has the most with 7 "slots".
      The Primitive Mage staff for exemple has Magic affinity of 3, so in other words, 3 slots for enchanting.

      A tier 1 (T1) enchantment takes 1 slot. A tier 2 (T2) Enchantment takes 2 and a tier 3 (T3) takes 3.
      (I'm not completely sure here on the T3 one so if anyone can confirm this info in the comments I can edit later)

      Once you use one enchantment you can no longer do it again on the same item. For exemple:
      Say I enchant my neckless with Inteligence bonus Tier 1 (T1). I will get +1 inteligence but it will take one slot in the Magic Affinity indicator changing from the original 7/7 to 6/7. Now I cannot enchant it with the same armor T1 again. You can however put Inteligence bonus T2 on it. The tier 2 inteligence gives 2 inteligence and it won't Stack up. So if you put T1 first and T2 afterwards you still end up with +2 inteligence from the T2.

      How does it work?
      when you get to an enchanting table and place the item on the center of the pentagram, it will display the enchantments options available, and each has 4 element "bubbles" that you will have to fill in order to be able to apply that enchantment.
      ![alt text](ca9b0a26-9f48-429a-beef-1533bdd74086-image.png image url)

      When you insert reagents on the five slots you apply the reagent's stats. Althoug there are several Elements and it might look confusing at first, there is a good logic behind it, and whoever came up with this system is either a 4d chessplayer genius or a madman hahaha but don`t worry I'll help you understand it and it gets easier when you pass the initial confusion.

      There are 19 elements on enchantation with cool names and nice symbols to them. Each reagent will have 3 different elements to it and you can see them hovering the mouse over the item so for exemple :
      ![alt text](27c4fed7-3234-4dcb-8d22-4efb442cca04-image.png image url)

      Above we have the spider gland Droped by the big spiders. It gives 2 Transform, 3 Life and 3 Order.
      Tranform, Life and Order are 3 of the 19 Elements I mentioned.

      Now here is what happens when I put it on the wheel:
      ![alt text](![b9d23abf-c6cb-422f-9fc0-15a58c3092af-image.png](232f88ad-bf68-41a2-9af0-9b406510d9b0-image.png /assets/uploads/files/1585326007509-b9d23abf-c6cb-422f-9fc0-15a58c3092af-image.png) image url)
      (You can hover to mouse over the simbols to see what element they represent)

      Here we see that except Luck, all the other possible enchantments use either Transform or Order. Let's look only at Critical damage for a sec

      ![alt text](9c16fb82-bf71-4745-94c5-cd1c643e6d8b-image.png image url)
      The Spider gland gave it 2 ticks of Transform and 3 ticks of Order.

      So what is the minimum requirement to be able to Enchant?

      First it's good to note that you dont need 5 reagents on the wheel in order to do that.

      For a Tier 1 enchantments you need a combination of Reagents that grant at least 2 "ticks" on the four elements like you see here:
      ![alt text](b157e9af-e1c6-4bdc-bef7-a2b4a4334027-image.png image url)
      When the condition is met, the line lights up like you see above for Critical chance and luck bonus.

      (note that here there are two options of enchantment. There can be several at once depending on the combination of reagents. In this case the game will randomly select one of the lit up lines. Because of that whenever possible you want to find a combination that isolates the enchantment option you desire)

      For tier 2 enchantments you need a combination of Reagents that grant at least 5 ticks on all four elements of the desired enchantment.

      At this stage in Alpha this kind of combination is not yet possible for most enchantments since we have a limited number of monsters and reagents. The curently limited available reagents have low stats, but in the future with more content there will be more reagents. They can be hard to find and rare or have better stats.

      Our Bright developers can play with this in order to make Tier 2 and 3 enchantments something very desirable to give you a significant edge over your opponents and at the same time make the gathering process something to stimulate us to go to a diferent planet, hunt certain monsters or bosses, and even create a nice economy around it. We have to remember that items have durability and if there is no repairing tool, you'll have to keep recreating your "perfect set" from time to time and this gathering and enchanting may be a great deal in the universe of Fractured.

      For Tier 3 Enchantments you need a combination of Reagents that grant 10 ticks on all four elements of the desired enchantment. ![alt text](40c8d470-da75-4719-9f53-a2d0bbc24c19-image.png image url)

      Above you can see the different collors on the "ticks" in the element "bubble". This one is the Energy element. The first 2 ticks are blue for Tier 1, the next 3 are purple for Tier 2, and the last 5 are Pink for Tier 3. Very Smart, very cool! Congratulations to the Devs =D

      I can already see a great challange being the isolation of the desired Enchantment. Reaching a High Tier combination is already a challenge, now when you have multiple lines lighting up, that means you have one in two, one three chances of getting what you want. If you want to combine 2 or 3 different enchantments than it becomes an estatistic nightmare!!! That can be a real pain! so unless the Devs balance this in a way you have unique combinations for the various enchantments with 5 slots on the pentagram, 19 elements, 3 tiers and countless reagents.... getting those specific enchantments is going to be no more than a gamble... and more often than not, sadly, you won't get what you want.
      Edit 04Apr2020: In the AMA @Prometheus clarified that RNG should not be an issue and that it should be easy to isolate the specific recipes!!! Great news!!

      Here are some recipies of T1 I've come up with by experimenting thanks to the spreadsheet of @Soaryng. I've tryed several combinations and came up with the ones tha not only isolate the desired enchantment but also use the most commonly and easily found reagents.

      ![alt text](d90cc16c-48f9-458d-a903-dd0cd07e3ac3-image.png image url)

      Increse armor by 8%

      ![alt text](614f3212-7349-4bd5-be72-720bc75488c8-image.png image url)

      Increase Durability by 50%

      ![alt text](4e48127d-12ca-4433-9296-93b032225323-image.png image url)

      Increase Crt. Damage by 15%

      ce0ce2b2-727f-45be-ae4e-39239036b059-image.png

      Increase Crit. Chance by 1,5% Here I could not isolate so it's a 50% chance to get it right which suck because the rabbit paw is hard to get. (rabbits respawn in the same place so if you find one close to your house try to memmorize it's location and keep coming back for it =D)

      ![alt text](ddf7ead1-aaf3-4ebc-9a18-b4f2fbe6ef33-image.png image url)

      Gives +1,5 something Mana regen

      ![alt text](d53c093c-1fd9-421c-93a6-080c5913b88b-image.png image url)

      ![alt text](28b98b8d-d4ca-45c1-9b8c-460505e832e1-image.png image url)

      Tier 2 Inteligence!!! gives 2 inteligence

      Conclusion:
      Enchanting seems daunting at first but it eventually starts making sense. Like many other features of the game I'm very impressed with it. It looks like this will be a big part of the gameplay and it gives back meaning for hunting certain monsters and gathering stuff on the way. I noticed that after you discover all the knowledge of a monster, and accuire it's abilities, hunting it loses purpouse. But with this in place some hunting will get a whole new meaning and I'm excited to see how this is going to create an economy around it.

      Enchanting is like a puzzle where you try to find the perfect match with various pieces and I enjoyed it a lot! I hope my efforts can help others not so inclined to experiment get a faster result out of it. If you control the wiki please use this info!! and a shout out to @Vengu If you could add this to the "A compilation of everything we know about Fractured." page that would be great!

      Leave a comment if I got something wrong or if there anything we can add to it and this can be a post to help people understand this tricky cool new system!

      As a note for the Devs: Thank you so much! Your work is fenomenal and I love it! xD

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
    • RE: Give us Attribute Resets please

      @Jetah said in Give us Attribute Resets please:

      @Logain
      only the people who min-max will have different race alts. the majority of the players will stick with 1.

      the start of a game, many people will not research the mechanics for hours before trying it out. thus they will mostly go in blind and will rely on the tooltips that popup on the screen at creation. many developers just give some basic information on that screen 'as to not overwhelm or confuse' the new player. having a player dictate stats at that point is pretty horrible. which is why a reset or a way to adjust them is needed.

      @Jetah Thank you! Subscribe to it completely

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
    • RE: Give us Attribute Resets please

      @Logain

      @Logain said in Give us Attribute Resets please:

      Because it changes everything in your experience.
      Have you ever tried to join a poker tournament, then tried to argue that you should be allowed to join in again if you lost your money, because it doesn't change anything for the other players? Have you argued with open world free for all PvPers that PvPn should be consensual only, because it changes nothing for their experience?

      i'm sorry mate but I don't see how any of the examples you gave are comparable to what we are discussing... How exacly having completely free unlimited atribute reset hurt your gameplay style of restarting from scratch? would It give other players who just enjoy the freedom an edge over you? how exaclty would that negatilvely affect your experience of the game???

      because I told you if I have to go through all of the laboureus steps of bulding a char just to tune or shift my atributes i'd be pissed, frustrated and possibly could quit the game before doing so (maybe not but you get the point) I'm pretty certain i'm not alone in this.

      Make it a quest, a fine, whatever but give the player freedom to tune, shift or experiment how the variations in atributes affect his performance withoud having bad consequences to it!!

      @Gothix said in Give us Attribute Resets please:

      Attribute change being "possible" doesn't mean it has to be "free".

      It can be possible to change attributes, but it can be BOTH limited by long cool down, and super expensive, so it will also require considerable effort on your part to be able to do it.

      @Jetah said in Give us Attribute Resets please:

      it can cost 10k gold, 1000 of every resource to redo 1 point per month/quarter/bi-year/year.

      @Gibbx said in Give us Attribute Resets please:

      Our actions should have consequences. Play what you roll. Make thoughtful decisions. If your PC is just too broken, or not to your liking then start again.

      65ce8115-a748-4f75-91b2-ccb63eaf047d-image.png

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
    • RE: Gobblin Enforcer can't be killed by solo mage

      @Shivashanti said in Gobblin Enforcer can't be killed by solo mage:

      I just think we are not in a state of game yet to discuss balance of mobs or even pvp since we don't have most systems in yet ( shools of magic, talent tree, etc).

      yeah man I agree! I just wanted to point it out as feedback you know

      an MMO not everything should be purely soloable imo.

      I agree to the not everything part, my point is that the enforcer don't seem to be meant to be as hard as it is that's all.

      @Jetah said in Gobblin Enforcer can't be killed by solo mage:

      sounds like a gear problem, [...] get geared and try again.

      @Jetah Sorry man but have you even read the answer I gave you and you just quoted? I'm talking about damage/DPS, how is my armor(defence) stat relevant?

      I just said that the mob couldn't even hit me, and even when it could it was not much, so I was just fine with the cloth defence wise

      and I definetly don't think the Enforcer is a mini boss, rather just a normal mob

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
    • RE: Give us Attribute Resets please

      You've spent hours unlocking skills, traveling to different planets, risking yourself to complete a skill chalenge and upgrade it, you hunted especific mobs farming for their bestiary knoledge and abilities for hours!!!

      And now you realize from experiece playing or from a tutorial you read that you need to change your atributes. to optimize your gameplay for PvP for ex.

      And now you guys want to go trhough all of that laboreous process again and again and again??? Help yourselfs just don't force me to waste my time like that. That is called GRINDING, and not having it is the main reason I and many others like this game. FREEDOM!

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
    • RE: Give us Attribute Resets please

      @LilCassiopeia @Shivashanti @Logain @Xzoviac @Gibbx @Tero-Kaze
      I see two diferrent groups in this comments and I believe it extends to the larger crowd of future players of Fractured.

      Group Block -- Blocked Atributes for harder and consequential gameplay
      and
      Group Free -- Atribute reset for freedom to change with relative ease.

      If Group Block get's it's way a lot of players from Group Free will get frustrated at this aspect of the game. If we get freedom, Group Free won't get frustrated and Group Block still can play their way so having freedom to reset abilities makes no difference to the Block group.

      I honestly don't understand why would you advocate for blocked atributes then. Just let each player decide how they want to experience the game! especially if the mechanic you thinking of implementing will somehow ruin the other guys experience (in their perspective)

      Why force someone else to do it your way if they don't like it and it changes nothing in your experience?

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
    • RE: Gobblin Enforcer can't be killed by solo mage

      @Shivashanti What I'm trying to say is, that there are usually 4 tiers of enemies and here is how:

      Harmless
      Easy
      Normal
      Dificult
      Boss

      as you move up the dificulty level is should be more scarce to find. The problem is that mobs like the enforcer and wisps (given their stats) are dificult mobs that you can find in numbers matching the normal ones.

      In Heartwood for exemple you commonly find 4-5 sproutlings 2-3 Wisps and an Antree. in this group the antree should be the one hard one and the wisps the 3 normal ones but their damage and hitpoints make them hard ones as well.

      A tank can hardly take 3 wisps at a time letalone the other ones together attacking him. For me that doesn't feel right

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
    • High building blocking walking movement

      In Haertwood at coordnates SouthEast of the central ruins at 73'42''W 33'77''N There is a high "bridge" like structure that it's " impassable".

      When you try to cross under it, it's highier level ocupies your whole screen and when you are in the middle of it you can't yet see ground on the other side to keep walking so your mouse actually clicks on the high bridge walkway that is right above you making it not passable.

      if you position yourself just right you might click far enough that you get a chance to click on a tiny piece of land that could show on the other side but it probably should be an easy walk by pressing down the walk button

      This could use a fix

      b1.jpg

      b2.jpg

      b3.jpg

      posted in Bug Reports - Closed
      PedroBillyMattos
      PedroBillyMattos
    • Sproutling sounds like dog, spiders sound like angry cow

      So i've noticed that Sproutlings and earth elementals make dog noises and spiders make sounds like angry cows or those of demons from the first DOOM games.

      I find that dog sounds like dog growl or dog cry to the tree people just doesn't make sense and maybe we could go for something more ent like from the lord of the Rings or something more "I am groot!" like, you know what I mean...

      Lovin the game!!! Speacially the heartwood area with the old buildings! Very exited about what I see and what the future of this game can be like!!!!

      Likewise the deep sounds for the spiders also don't match, something more high pitch would fit better I believe.

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
    • Slow and Conc Strike abilitie's description blurry

      So in the discription of the abilities: slow and concussive strike learned from the earth elemental there are some words blurred together.

      cocn strike.jpg

      slow.jpg

      posted in Bug Reports - Closed
      PedroBillyMattos
      PedroBillyMattos
    • It'd be nice to move while looking at the MAP

      While travelling we often look at the map for various reasons: adjust coarse, check landmark references, etc.

      It would be nice to be able to do so and keep moving specially if you are in a group and don't want to lag behind for ex.

      Some might say it's dangerous walking without seing the dangers ahead and to that I say:
      PLAYER CHOICE!
      =D
      If you want to do it, it's your problem and the choice to do it should be yours.

      IDK if that was already planned so I'll just point it out.

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
    • RE: Give us Attribute Resets please

      PLAYER CHOICE ALWAYS!

      Totally agree man! the atributes are very impactfull and being able to try different configurations or just completelly change our game style and try what works best!

      Forcing the player to start over and collect skills and upgrade them again, just to have a different set of atributes you might not even like that much, is just not a good concept imo. + its just a form of grinding

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
    • RE: Gobblin Enforcer can't be killed by solo mage

      @Manaia Really cool response man!

      I totally agree with you on the CAMERA thing. I'm not sure what the devs could do about it but It would be nice to able to see the enemies from a distance beyond their engagement distance and them be able to carefully aproach to lure the wanted one(s).

      What we did was aproach laterally because that gives you the further line of sight versus aproaching vertically. And also because the camera is in a tilted angle back, the bottom line of sight is veeeery close to you so if you are moving "south", by the time you can see the enemy it's already engaging you.

      It would be VERY NICE if we could TILT THE CAMERA! =D

      It's pretty clear to me by the overall feel of it that the game is more focused on group play. at least 2 witch is not really bad as long as you are not the lone wolf solo player.

      @Jetah I was wearing the ragged cloth. But I wasn't in it's reach so that didn't matter and even in the mobs reach it couldn't solo kill me, the bandages healing worked fine. The problem I found was that my DPS was not hig enough to beat its healing.

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
    • RE: Gobblin Enforcer can't be killed by solo mage

      @Manaia I wasn't playing alone, I had a gladiator friend and both of us had quite a hard time taking down this mob if trying alone (our DPS alone was not high enough to beat its healing).

      The gobbling area is just unviable for a solo player the way it is right now, even playing in two (a tank and a damage dealer) we still had to kite a couple maybe 3 at time but often you would be surrounded by 5 or more mobs and they put too much damage and take too long to die (that is my point)

      and as for the starter thing. Apart from learning new skills, your DPS does not encrease significantly over time as in other games. Fractured is a horizontal progression remember? so not much difference bettwen a "starter" mage and and "end game mage"

      the Wisp you mentioned is an interesting one. It's not a boss nor a semi-boss its an average mob appearently but you get two of them on a solo mage or on a solo gladiator and its 80% chance you'll die, asd remember, they are usually follwed by 3-5 Sprouces and 1 ANtree. No Solo player can reasonably take on that crowd of mobs! Even in two we had to kite one wisp at a time.

      I know this is fine tunig and might not be the focus of the devs concearns right now but I hope they balance it out in the future

      posted in Discussions & Feedback
      PedroBillyMattos
      PedroBillyMattos
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