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    Posts made by Prometheus

    • RE: Engame Changer - Objectives Preview

      @Nehsi said in Engame Changer - Objectives Preview:

      @Prometheus So when can we expect this? In a week, a month? What kind of mounts are we looking at here?

      ETA for the arrival of Endgame Changer: by the end of this month. It's largely ready, but requires a TON of testing. More news will follow.

      Just added to the post, I always forget a part of the post 😄

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Engame Changer - Objectives Preview

      Hi all,

      here comes a preview of Endgame Changer before the official blog post. This preview is focused on objectives - what are we trying to achieve here?

      ETA for the arrival of Endgame Changer: by the end of this month. It's largely ready, but requires a TON of testing. More news will follow.


      1) All character builds should have similar requirements in terms of different attributes strictly needed, while at the same time all other attributes should be potentially useful to them.

      • Currently: everyone needs CON, which in itself is bad. Beyond that, a mage only strictly needs INT, while non-mage builds require multiple attributes. Moreover, most attributes are completely uninteresting to builds that don’t use them for ability scaling.
      • After Endgame Changer: mage vs warrior balance and more build freedom for everyone.

      2) Enchanting equipment should be equally important for all player builds.

      • Currently: there’s little reason to enchant (give +1/2/3/4 to) staves, 1-h weapons, and light armor.
      • After Endgame Changer: more incentives to enchant, without creating an excessive power gap.

      3) PvP fights should be fun and balanced disregarding the amount of players participating.
      4) Given a similar level of ability power and equipment in a PvP fight, it should not be possible for one of the combatants to kill the other in a couple seconds with a damage burst. Conversely, it should not be possible for both combatants to outheal damage and make the fight endless, unless it’s an extreme scenario (e.g. healer vs healer).

      • Currently: we’ve reduced the burst-fest to some extent. However, high resists, abundant sources of (self) heal and lack of mana often mean failed burst = fight is over.
      • After Endgame Changer: diminishing returns on CC and focus fire in group PvP allow us to increase the base power of many spells, making small fights more fun while keeping large ones balanced.

      5) There should be a good reason (reward-wise) to take part in end-game PvE challenges, current and upcoming, and future end-game PvP events.

      • Currently: you’re better off farming Ogres than running an Ultimate Legend challenge.
      • After Endgame Changer: unique rewards from legends and more incentives for T3 imbuing make legend farming rewarding.

      6) Each character build should have at least a couple of options to choose from when it comes to T2 armor sets.

      • Currently: full set bonuses are ultra-specific, often suitable for a specific build only (e.g. Ranger), sometimes for a gameplay style only (Hunter), sometimes
 for no one.
      • After Endgame Changer: reworked full set bonuses and equalized resistances (within the same weight class) mean multiple options for most character builds.

      7) The choice of mount and consumables adds variety to character builds and is particularly important for high-level characters.

      • Currently: the consumable and mount systems are uninteresting and incomplete - they feel like placeholders.
      • After Endgame Changer: drink potions and catch new mounts with revamped mounts stats (the best are very rare!). Each type has a unique ability, but they all must be replaced when they die of old age (RIP mount).

      Do you think something important is missing - aside from having more end-game PvE events and have PvP events in general? Let us know!

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Patch Log - b.1.0h - Revert & Rebalance

      ===> REVERTED CHANGED <===

      TL;DR no more monster AOE pulls. TL;DR

      The AOE pull mechanic added to Ogres, Jotunns and Legends has been reverted. It did the job, but it did it in a way that felt glitchy, with the infamous “yo-yo” effect in full force. We need to take our time to implement this properly instead of releasing a half-baked solution like this one.

      Summoned Legends now also spawn fewer monsters in a smaller area, and they respawn more slowly. As told in the previous point, the Legend no longer pulls them all towards the targeted player. What this means in practice is that you can now clear your way towards the Legend, and sometimes when you fight it, you’ll have a newly respawned monster you have to deal with, but far from the extremes of the previous version.

      Last but not least, Axe Fighting and Swordsmanship abilities that apply Bleed stacks do it again scaling on STR, the main attribute of the school, instead of DEX.

      ===> RELOCATE REWORK <===

      TL;DR the balance of Relocate vs Battle Jump is now that the former moves faster and has up to 2 charges, while the latter has a shorter cooldown and applies Slow and damage, but they can reach exactly the same places. TL;DR

      The main change in this patch is Relocate, which turned PvP battles into a teleport-fest, and gave a massive advantage to its users over the users of other mobility spells because of how it could reach locations other spells could not.

      Relocate now has 1 charge below 15 INT and 2 charges otherwise, while it could previously have up to 4. Moreover, it’s mechanically different – it no longer behaves like a teleport, but like an extremely quick dash from your current location to your destination. This means it now follows the same rules as all other mobility spells (jump and dashes), in that it doesn’t allow crossing areas that could not be crossed on foot (e.g. if you try to relocate through a chasm or a cliff, you character will stop at the edge of the latter).

      ===> OTHER CHANGES <===

      A handful of changes to some mage spell and effects are listed below. We are taking a more conservative approach to rebalancing now, changing spells little by little. Once we are sure there are no more "broken" spells that create low TTK, we'll get to buffing abilities that are underused, to allow as many "fair" character builds as possible.

      • Glass Barrier. Bleed stacks are now fixed at 0.6xINT instead of [0.6-0.9]xINT.
      • Ember Dragon Breath. The guaranteed Critical on this ability vs Burning targets meant it could deal more than 5,000 damage over 3 seconds. This type of guaranteed crit just doesn’t work. The spell now deals 25% more damage than other breaths (so it’s gone up from [16-24]xINT to [20-30]xINT damage), as common for Pyromancy abilities vs other schools, and applies again 1xINT Warm stacks instead of 0.5xINT, but it’s no longer a guaranteed Critical.
      • The Slowed status now reduces Attack Speed by 20% instead of 40%. We found such a strong AS debuff was a major annoyance in PvE for warriors, particularly in areas where it’s common to be Slowed.
      • Hailstorm. This spell was seriously bugged, adding way more Chill stacks to creatures in its AOE than it should have, insta-freezing anyone. It has been changed and now works as Firestorm, i.e. it no longer applies Chill in the whole AOE, but it’s the hail drops that do so. Having fixed the bug that mislead us, we have raised the number drops back to 0.4xINT like Firestorm, instead of 0.32xINT.

      ===> BUG FIXES <===

      • Dragging items from processing stations into a full inventory slow no longer deletes the content of the inventory slot.
      • Fixed an issue with long-distance teleports (e.g. harbors) where they could fail to teleport you.
      • Using the Take All function with a full inventory no longer breaks the UI of the marketplace.
      • It’s no longer possible for guilds to declare a conquest on Terra. The conquest would not work anyway, but it could be declared.
      • Fixed various minor marketplace UI glitches.
      posted in Minor Releases
      Prometheus
      Prometheus
    • RE: how do i feel about this patch after 8 hours of playing it

      @grofire said in how do i feel about this patch after 8 hours of playing it:

      @Prometheus what about the suggestion how to fix the market and gold?

      We do have big plans as part of Endgame Changer. The post will be out in a couple days, I can't reveal more now 🙂

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: how do i feel about this patch after 8 hours of playing it

      Hi @grofire, I agree with you that the change for dragon legends was exaggerated. We are already working on a fix to be released later this week. Sorry for giving you this bad experience, hold on a little longer!

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Patch b.1.0g - Economy, PvE & PvP Balancing

      @Drachenfels said in Patch b.1.0g - Economy, PvE & PvP Balancing:

      Hallo,
      in meinen Augen seid Ihr den falschen Weg gegangen. Dem BogenschĂŒtzen die einzige Chance durch den Downgrade der JĂ€gerrĂŒstung zu nehmen Schaden zu machen ist inakzeptabel, da es den BogenschĂŒtzen derart schwĂ€cht, dass es keinen Spaß mehr macht im PvE alleine zu spielen. Ich habe es gerade probiert und muß sagen ich kann meinen Charakter nur noch löschen.Es ist frustrierend vor zwei oder drei kleinen Skeletten davonzulaufen, um nicht zu sterben, weil der BogenschĂŒtze nichts mehr kann ausser Gruppenspiel. JĂ€ger war zuvor keine Imba-Klasse und konnte nicht die Ogerlager alleine farmen!!! Ihr bestraft die JĂ€gerklasse und nicht die Verursacher-Klasse. Schaut Euch an wer und welche Klassen da die Ogerlager solo gefarmt haben und ihr werdet feststellen, dass es keine JĂ€ger waren.

      Bindet doch die JĂ€gerrĂŒstung an den jĂ€ger-skill, dann macht auch der Name JĂ€gerrĂŒstung Sinn und wird nicht durch "Imba-Klassen" ausgenutzt.

      Fazit: So macht es keinen Spaß!!!

      Gruß Thomas

      Hi Thomas, thank you for your feedback. I don't understand where this is coming from though. The defenses of the Hunter armor are untouched, so I don't see why you have to "run away from two or three little skeletons to avoid dying" - you can kite them or even straight tank them (and if you could not do it before, you can't do it now either). Is it because before you could just kill them so fast that they could not damage you?

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: Revert Necro back to WIS

      @MrTalltree @Meiki I agree with you that your build is difficult to pull off now, and this was a bad effect of the patch.

      The problem also comes from the fact you are constrained by too many stats. You have room for 3 attributes, and one of them must be CON. We have a plan to make your hybrid builds (and hybrid builds in general) easier to pull off. Hang on a little longer!

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Patch b.1.0g - Economy, PvE & PvP Balancing

      @Yalah said in Patch b.1.0g - Economy, PvE & PvP Balancing:

      The difference between 1500 and 2000 resistances is 5% less damage taken difference. You can see the formula here: https://fractured.wiki.gg/wiki/Resistances

      The difference between 1500 and 2000 resistances is 20% less damage taken (20% vs 25%), that's the correct way to see it balance-wise. Example: a 2000 damage attack from a legend deals 400 damage instead of 500 damage (20% less), which could make the difference between life and death. However, I agree with you that we need to revise the formula to make the last points more impactful (if it was 65% vs 80% for example, i.e.43% less damage taken, it would be much better).

      @Yalah said in Patch b.1.0g - Economy, PvE & PvP Balancing:

      However, I know that, in practice, a well made leather set lets me easily kill any non-legendary in the game solo. (Without relying on proficiency imbues.)

      That is another issue entirely. I am aware that you just heavily CC that ogre and you do it in light armor. We'll get to that.

      @Xulu said in Patch b.1.0g - Economy, PvE & PvP Balancing:

      If ogres were never meant to be solo'd, that should have been from day one. Ogres have always been solo'able. So, if that is just stripped from people, what are they to do now? Luckily, I can get my GF to play with me and I "was" able to tank while she killed stuff. Who knows now.

      I agree with you we should have done better. Not fixing a mistake and letting it destroy the economy (or fixing it by making ogres and CR 7-8 mobs drop a pitiful loot) because people are used to killing them solo is not the way to go though.

      As for you and your GF, you are two people, you can still do it 🙂 If not, just join a guild or team up with a random person on the way. Or be very careful pulling when alone - you'll be slower, but you'll manage. Or do something less challenging than ogres.

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: Patch b.1.0g - Economy, PvE & PvP Balancing

      @MoreCoffee said in Patch b.1.0g - Economy, PvE & PvP Balancing:

      I don't feel that great about just spending a ton of time crafting my first Slayer set lol. Looks like the worst one to use now. The overall nerf to greataxe feels bad too. I guess maybe if you were a max tier player it was OP, but it didn't feel that way for a level 30 who just started getting into Jotuns. Overall, wearing plate just seems bad, cloth/leather users have a huge variety of skills to use in comparison.

      Hi Coffee, have you tried it out in practice or are you just just going on a hunch? You lost some damage but gained faster cooldowns (=> more spell => more damage). Overall the difference should be minimal in PvE. If you want to reduce it further, pick the armor and make you armor in Mithril, or at least make sure it's not in a material that increases encumbrance 🙂

      @Yalah said in Patch b.1.0g - Economy, PvE & PvP Balancing:

      TLDR to my above post: If your goal is to mitigate the most damage, Heavy armor is not the best solution or even the second best. It might be third if you ignore the penalties of using it over other options.

      With an enchanted Knight armor and the armor talents (which work as percentages, besides the first one, so they are stronger on heavy armor) you can max out all physical resistances (2000/2000 each). That's an 80% damage reduction, add a shield and you're able to sustain insane amounts of damage. You don't even need an Excellent +4 armor - Good/Great and +2/+3 is enough.

      How does light armor + mage armor even remotely compare to that? 🙂 I think your problem is just that you didn't consider quality, enchanting and the talents 🙂

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: The Red Threat Seems Acceptable

      @Esoba said in The Red Threat Seems Acceptable:

      It's not necessarily impeccable timing. Even on Terra I've ran into groups using mobs to interrupt gathering and stuff. It actually seems like a way for them to use mobs to skirt the intended mechanics of the game, which is that new players should have protection. The fact the new player protection doesn't extend to their carts is kind of silly and will open it up to stuff like this.

      The cart is a bug indeed, I wasn't aware of that. If someone harrasses you pulling mobs on Terra, you can call a GM. It will give the griefer a warning, and if repeated, a ban.

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • Patch b.1.0g - Economy, PvE & PvP Balancing

      Hi, fellow gamer and MMO enthustiast!

      Here come the largest balancing patch since our Early Access launch, targeted at both PvE and PvP. This patch wasn't planned, but it was sorely needed as we saw gold and divine reward generation get out of control in the end game, with insane amounts of gold, orbs and recipes being generated every day. This had no damage on the economy yet since it's been going on for a few days only, but would have a major impact in the long run. Moreover, complaints about PvP balancing were still widespread, so we needed to address those as well.

      Is this all? Of course not, a lot more will be live in the upcoming patch Endgame Changer, the first major release of the game! For now however, this should shake the meta and adjust the economy. Because of this, we've reset the respec timer for all characters and respecs now have a cooldown of 1 day instead of 1 week!

      Read the full patch log


      This is all for now. Stay tuned for the engame changer!

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: Original kickstarter

      @Mazikar said in Original kickstarter:

      @spoletta thanks for the reply... I checked the Glyph site and it appears that Fractured is in fact in the library. Though there isn't anything I can do with the game and it crashes any browser when I try to do anything with it. Do I need to get some sort of code for steam or is that in the future? If steam codes aren't out yet I am not concerned.

      Hi Mazikar, welcome back! Your account was automatically migrated back from Glyph. You just have to login on fracturedmmo.com, download the new installer and play! If you forgot your password, there's the Forgot Password functionality 🙂

      posted in Questions & Answers
      Prometheus
      Prometheus
    • Patch Log - b.1.0f - Bug Fixes

      Hi all,

      here comes a patch with multiple bug fixes for sieges. There are still some we are investigating, but several issues were likely caused by the same bug (the first one below).

      • It's no longer possible to declare a new siege against a city that is in the 24-hours grace period after another siege has ended.
      • Winning a conquest attempt now reduces 50% of the city's loyalty instead of 60% and cities recover 6 loyalty per day instead of 4. This means it now takes 3 successful sieges in a row to conquer a city, as it should be.
      • Guilds can now declare a conquest siege from the politics window built in the guild menu instead of having to go through a Town Hall menu. Please note that, for now, the rule that guilds can only siege hamlets still holds.
      • No more ghost weapons equipped until relog when an equipped weapon breaks.
      • Ice Spikes can no longer be Critical.
      • Charcoal Piles are now smaller and fit in a standard land parcel tile.

      We know we have plenty of other issues to fix. We're on it, multiple bugfix patches will come from here till the release of the Endgame Changer update.

      posted in Minor Releases
      Prometheus
      Prometheus
    • RE: Access to developer forum

      @Preeble said in Access to developer forum:

      day 17 no access.

      Dammit I was never told about this post until a few mins ago, sorry! Your account should have been added around 10 days ago together with a bunch of others but somehow wasn't. Apologies for the massive delay, you're all set now.

      posted in Questions & Answers
      Prometheus
      Prometheus
    • Patch Log - b.1.0e - Fixes & A Little Balancing

      Hi all,

      patch b10e is coming out today at 4.30pm CET (10.30am EST). With it comes the promise attribute respec timer reset!

      Please note this is a small patch, mostly for bug fixes.

      Archery

      • The Longbow is now a Slow weapon (higher base damage, lower speed). You know how important this is for all the abilities that include Base Weapon Damage in the equation. The final DPS is actually about 6% higher than it used to be, too. The arrow still comes at the very start of the animation, so it should be as playable as before.
      • Shortbow & Primitive Bow base damage: +11%.
      • Guided Shot now deals extra Piercing damage instead of Energy and stacks with PER instead of INT.
      • Double Shot damage coefficient now fixed at 5%xPER instead of [3%-4.5%]xPER.

      Other Balance Stuff

      • Mage Staff (all) base damage: +11%.
      • Just a little change here. We have a proper deep rework in mind to make them competitive vs sword + shield.
      • Ember Dragon Breath: damage/s reduced from 20-30xINT to 16-24xINT and stacks/s reduced from 1xINT to 0.5xINT.
      • Arboreal Dragon Breath: stacks/s reduced from 1.8xINT to 1.5xINT.
      • Skeletal Dragon Breath: damage/s reduced from 20-30xINT to 16-24xINT.

      Send To Jail

      • Sending a criminal to jail is no longer performed when executing it. Instead, it's performed as a separate action on the ghost of the dead criminal after it's been executed.
      • The change fixes tricks such as using Death Bargain or getting executed by a friend to avoid being jailed.
      • Of course, dead criminals can't respawn right away, but have to wait for 1 minute, while they can now suicide immediately after KO, since that's no longer a problem.

      Bug Fixes

      • Sea Turtles now spawn on Terra. Turtles! This really had to be the first bugfix mentioned.
      • Players should no longer respawn under the floor of town halls. Since we could never reproduce this issue locally or live, we had to guess a solution for what might be the issue live.
      • Doors of houses can no longer create an invisible blocker in front of them.
      • Fixed a sneaky bug that made it so that any time the client received an update regarding cities, the UI of the harbor would reset, and the poor player would then accidentally request to travel to the last city of the list instead of the one selected.
      • Enrage and Death Bargain are no longer usable during sieges. The latter created a serious bug, and anyway invulnerability is no good in sieges.
      • Siege Tents and Town Halls now correctly protect players from PvP within them during sieges.
      • Death Mark now breaks correctly when targets travel too far away and no longer reduces Evasion.
      posted in Minor Releases
      Prometheus
      Prometheus
    • Launch Review & Roadmap

      Hi, fellow gamer and MMO enthusiast!

      After 2 weeks of Early Access, 5,000 copies sold and $118,000 raised, let's have a look at how we've been doing so far!

      Read the full review


      See you tomorrow for a large bugfix patch, and next week for the first major changes and content!

      posted in News & Announcements
      Prometheus
      Prometheus
    • November 19 Attack Breakdown

      Hi all,

      here comes a due overview of what happened on Sunday, what we've been doing about it and what is coming next.

      Read the blog post

      Best,
      Jacopo

      posted in News & Announcements
      Prometheus
      Prometheus
    • Patch Log - b.1.0d2 - Bug Fixes

      Hi all,

      minor patch today, with bug fixes only!

      • Fixed a couple undisclosed hacks.
      • Resident and wandering legends are no longer lootable by Neutrals only on Aerhen - only Summonable and Ultimate legends are. This was actually fixed in the previous patch.
      • Players should no longer get stuck on top of charcoal piles.
      • The Rank page no longer colors locked school tiers blue if the player had imbues going above the max school level (it was misleading).
      • When vsync is active, the FPS cap slider is now greyed out and a text explains why.
      • Fixed an issue that made some jails not accept bail paid by players outside.
      posted in Minor Releases
      Prometheus
      Prometheus
    • Patch b.1.0d - Exploits, Fixes, Parcels & Balancing

      Hi all,

      here comes the first medium-sized patch since EA launch, rich with exploit fixes, bug fixes, and some of the most urgent balancing changes!

      Read the patch log


      We've got some good stuff here! Cheers!

      posted in News & Announcements
      Prometheus
      Prometheus
    • Patch Log - b.1.0c - Bug Fixes, Spell Cancelling & Parcel Protection

      Hi all,

      first minor patch is coming!

      Changes

      • Attacking no longer cancels spellcasting. You can still cancel issuing a movement command. #1 player request fulfilled!
      • Being inside of a land parcel you own or co-own grants protection from monsters, which will ignore you. Attacking the monster outside causes the protection to be lost. #2 player request fulfilled!

      Bug Fixes

      • Packaging stations are functional again.
      • This was fixed yesterday: boosted crafts from used recipes are correctly saved at logout and no longer lost.
      • Opening the store from the button in game now correctly opens the store for Steam users instead of showing the home page.
      • It's no longer possible to pick up items from cart inventories when mounted and bug your character out.
      • Casting a leech spell against a creature with Globe of Spell Protection no longer causes the caster to lose mana regeneration even though the spell (correctly) failed to cast.
      • It's now possible for a land parcel owner to set permissions for the Forge, and a Smeltery set as Public is now accessible to everyone.
      posted in Minor Releases
      Prometheus
      Prometheus
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