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    Posts made by Razvan

    • RE: Question about enviromental damage/effects

      @Ostaff
      Going to the most 3 basic archetypes in RPGs (warrior, rogue, mage), the rogue also has great use of environment interactions. On top of my head, they can find secret passways and chests, blend in the night/grass, use and detect/disarm traps, pass difficult terrain*.

      *probably not really applicable here since they use the d&d system where athletics is an STR check

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Bartle's Taxonomy and this game.

      @Gothix
      It would be interesting if more people would post their results.

      edit: link to the survey: https://apps.quanticfoundry.com/surveys/answer/gamerprofile/. Credit to @Ekadzati on the previous page, post 18.


      This is mine
      alt text

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: No grind for real?

      @Freas
      And the fact that seasoned characters have better loadouts, more specialized versions of abilities and the talent tree unlocked. I think it's dishonest to say new characters are equal to seasoned ones, and it's easy to test this next alpha, but unlike in the vast majority of MMOs, you can pretty much be useful in pvx after a day of farming.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Skill Ideas

      @GorTavaro
      A combination of the two would be a bit awkward because here +3int at 18int doesn't equal -3men at 12men in attribute points. Instead of the +3int/-3men tattoo, we'd have +3int/-men scaled accordingly and in many cases you'll have locked leftover attribute points.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Skill Ideas

      @GorTavaro said in Skill Ideas:

      I wonder if there will be some ways how to permanently change you stats like tattoo in lineage for example -2STR +2INT and so on

      This is heavily discussed in this thread. But since you mentioned Lineage 2's tattoo system, I think that implementing something similar in Fractured makes a lot of sense and also solves the whole respec thing as long as you can use more than 3 tattoos.

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

      @asspirin said in Question about enviromental damage/effects:

      Also why wouldnt dude in cloth be able to pull himself to a tree - its easier in a shirt than in 15 kg chainmail 🙂

      Because, of course, mages don't have grappling hooks in their backpacks, but rogues do. 😄

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Question about enviromental damage/effects

      I don't know anything about this being confirmed by the devs, but there are possibilities of medium and heavy armor using the environment as well.
      The most intuitive usages would be: medium armor being able to grab into trees/ledges and pull themselves to that location. Heavy armor being able to push creatures into walls / off ledges and CC them.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Skill Ideas

      @asspirin said in Skill Ideas:

      Imo the No escape ability from Ares (SMITE

      + aoe nukes in DOTA etc etc...). But you´re right, some kind of "suck enemies into one place" ability should make it into Fractured.

      And that is an example of ability that shouldn't be locked on heavy armor, but on tank weapon, because otherwise mdps with strong aoe can go 1v5.

      PS: If they were to add such aoe pulls, I'd rather have them as skillshots such as the

      in Albion.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Support/Healer type builds

      @Tuoni
      For tanks in PvP it mostly depends on how aoe heavy the game is and to a lesser extend how do CCs stack.
      Dedicated healers will be a thing regardless.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Heavy armor specific skills?

      I was thinking more like 2h tank weapons having slightly increased CC duration or landing chance since they sacrifice defense by not having a shield.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Whats your favorite offensive spell ?

      At this point frost blast for mages and net trap otherwise.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Heavy armor specific skills?

      @GorTavaro said in Heavy armor specific skills?:

      Maybe you will have to wield shield to use them. It should work too, right?

      Iirc, shields only offer passives*. Even if they had actives, 2h tanking should still be an option. My stance on this is that as long as it's not broken and it doesn't make balancing a mess, it shouldn't be restricted. I'd rather have Archeage's system where the vast majority of combinations are weird and useless but often fun, than too many restrictions and closer to the old MMOs with few fixed classes.

      *hmm, I think this is outdated. If I remember correctly there was a shield active in the latest patch.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Heavy armor specific skills?

      @GorTavaro
      We have a bunch of skills restricted to weapons, including this stun for maces. I can see having further aoe pull, aoe root and so on restricted to blunt weapons.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Heavy armor specific skills?

      @Nekrage

      You find it insulting that I don't think your arguments are convincing? Ok then, this isn't really fruitful. I explained my stance above: I can't think of any skill that should be restricted to heavy armor. Tanks skills should be restricted by weapon, not by armor (so mdps or occasional archers don't have access to them).

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Heavy armor specific skills?

      @Nekrage said in Heavy armor specific skills?:

      Oooof. You think it's acceptable for a player to be a glass cannon dps wise but have a immortality skill?

      Yes, I believe that and it's not really unheard of. For example, clicky. They take skill slots (in this case knowledge points) and offer the backline a chance not to be wiped on the first engagement.

      Looking back at all the games I played, I don't think there's any skill that should be only used to heavy armor. There are skills that should only be used by tanks (like ultimate defense from Lineage 2, or skills that make you invulnerable to CC or heal for the damage you get), but as I pointed out, these should only be available to tanks, not mdps or archers that decide to use heavy armor, so restricting them per weapon makes a lot more sense.


      From a balance perspective it is MUCH easier to balance PvP and builds when you can place restrictions on abilities

      I agree, but it's not incompatible with what I said so far.


      Source: MMO consultant on multiple projects.

      This is irrelevant as long as you don't come with good arguments.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: How do you think the Economy will actually function?

      @Tuoni said in How do you think the Economy will actually function?:

      Because of several open questions and unresolved issues, I predict fundamental problems.

      This is my exact feeling.


      At this point, we don't have enough information and it's very hard to predict how the economy will work.

      A solution that would make the market usable would be to have dedicated refiners instead of dedicated crafters and only be able to sell mats on the market instead of full items. Instead of having item quality, you have material quality which would be affected by refiner's stats. Crafted items have the same quality as the materials they are made of. Damaged items can be refined into raw materials, which scales with durability. So basically it's the Ikea of MMOs - buy the raw mats and assemble your item. Later on they can add QOL features like preset market orders so you can buy a bunch of different materials with just one click.

      posted in Discussions & Feedback
      Razvan
      Razvan
    • RE: Heavy armor specific skills?

      @Nekrage said in Heavy armor specific skills?:

      Without a unique set of abilities I think that heavy armor does very little to standout from the rest. Taking reduced damage is not enough to consider it a different play style.

      I absolutely disagree with that. Taking reduced damage paired with CC (for pvp) and aggro management (for pve) is what makes tanking possible. Frontline full of cloth armor would be wiped by the enemy archers and mdps in the first push.


      I really think skills that reflect damage, immortality for a few seconds, chain pulls(think hook shot), aoe pull ins ot setup kills. Things like these should be unique to heavy armor in order to justify being a target for enemy players and helping to setup kills.

      And what is the reasoning for that?
      I see nothing wrong with using such skills with cloth armor: they unlock the possibility of more niche classes such as CC mages; give nukers a defensive spell which is balanced by reducing their overall DPS since they already have a limited number of skills; and part of those skills are not related to armor but to weapons. Even if initiation skills would be restricted by armor, not weapon, people would skill engage using metal armor.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: Heavy armor specific skills?

      Mages have armor restrictions for a very good reason: if they didn't, they'd stack the best armor and the best damage; or, at the very least this gives them a counter, the archer, in the games in which metal armor gives pdef and cloth gives mdef. Tanks already have the best armor, so taking cloth would be a downgrade most of the time. I don't really see a reason why there should be skills specific to metal armor, but I'd like to see more of what you have to say about this.

      posted in Questions & Answers
      Razvan
      Razvan
    • RE: What to do during this meantime?

      @AlejoTheBear
      But... steam summer sale in max 2 weeks.

      posted in Off Topic
      Razvan
      Razvan
    • RE: Skill Ideas

      @GorTavaro
      Depending on how exactly the flagging works, "Song of wind" might be quite unbalanced in ganking on human planet.
      I like "Spying eye".


      I feel this game greatly needs a magic penetration debuff because at this point the pvp involving mages seems more based on luck than anything else. For example, "surrender to fire" drops the enemy fire res by 50% for 30s.

      posted in Discussions & Feedback
      Razvan
      Razvan
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