We have no idea which rules demons will have.
Posts made by spoletta
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RE: Feedback on the new durability
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RE: Suggestion for skill-development
Alternative versions of skills are already planned.
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RE: Feedback on the new durability
@Veeshan said in Feedback on the new durability:
the enchanting mats to crafts said items are the biggest issue tbh when there going for 5-10k per piece and u need 5 per craft atleast thats the issue especialy if u want to see red players use equipment atm they run round with no risk cause there naked
so if they kill you thet get reward if you kill them you get nothing where if armor was a little easier to craft then they might be more inclined to have some gear on so u get some reward for the kill on them.
getting killed might be a little harsh atm though i died twice earlier and lost 150 or so durability
death shouldnt be a % based either because whats the point of crafting orange gear if it still gonna only last the same amount of deaths as the white stuff due to getting chunked for more on death
This means that the red penalties are working.
If the pks are running around with inferior equipment compared to other players, then the design of imposing an handicap on them has been achieved.
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RE: Suggestion on some spells/skill balancing
Wintersgrasp - channeled single target skill that does next to no dmg, this definetly needs an increase dmg wise sicne its also relatively close range skill too (Currently int x 4 dmg, i feel it should be int x 8 dmg since you can be easily CCed out of it) It also has a relay long CD for the dmg output it does
This is an issue with stack application not taking accuracy into account. When used by frost elementals (which ignore target fortitude) this skill is very powerful. Instead, when cast by a player under the current rules, if the target has enough fortitude the stacks applied are less than the stacks decaying.
ice spike - Might need a minor dmg increase Int x 8 to int x10 dmg
I agree. After the huge (deserved) nerf they received, they know need a little bit of love.Lightning Rush - Needs to be longer range mayeb increase it by 3m from 5 to 8m
8 could be a bit much, but I could see an increase to 6.
Magnetize - By itself it not broken to badly however combined with shock totem it does so much dmg since shock totems apply shock debuff so fast i would make shock totems add stacks at a slower rate but more each time. It could be strong in large scale cause everyone magnifies the effect aswell.
This skill is the enabler of the shock builds. It should be increased to 3 memory points, but I don't think that it should be nerfed.
Totems are a completely different matter. Totems should be 100% nerfed and everyone agrees on that point.Burning pillar - Might need a minor nerf however Crush dmg 200 + Int x 18 dmg (higher than most skills already) + 40 elemental debuff stacks + a stun with relativly short CD/mana cost compared to the skill its kinda a little loaded compared to all others currently
Same as magnetize, this skill is what enables the fire builds. Like the other one though it is a bit too powerful for 2 memory points, I could definitely see this one as a 3 memory point.
Power word X
Power word stun/silence kinda in a weird spot since cha is kinda stat no one currently takes and these skills require target to have more charisma than you to work and power word kill and heal requires or promotes having high charisma so kinda weird synergy here i would change them stun and silence to work when targets have less charisma than you so power word X skills all follow the same rules and would also make these skills better due to not many people running charisma currentlyPower words already work like that. You need to have an HIGHER charisma than the target.
magic dmg
Energy blast - Need charge time halfed dmg is fine where it at just half the channel time from 4 seconds to 2 if they hit somone with it the dmg is rewarding enough at 2 seconds if your keeping it 4 second dmg need to be greatly increased
Magic missle - base dmg is to low especly when it cant be modified by int (only missle amount) bump it up 40 dmg i think per missle and it might be in an ok spot
Piece Magic - is fine might base dmg might need to be intx10 from int x8 though
Mind strike - seems fine but atm it bad since charisma isnt all that useful currently so when more char skills in play might be worthEnergy damage needs definitely some improvements. It doesn't leave lasting effects like the other spells, so I think that magic missile could use a 20% damage increase. Energy blast should be the fireball equivalent of the energy class, so its area of effect should be greatly increased. Pierce magic damage is fine, the problem is that now it isn't dispelling. Mind strike is an unknown factor until we have more illusion spells.
The assasin skills that are calculated via Dex+perc= dmg might need to be looked at this pigeon hole you into doing a max dex/max perception build and the reward is often not there, i think pierce through is the only one of these skills that have decent enough dmg/reward for commiting most of your stats into perc/dex the rest seem rather meh.
The assassination skill you are referring to is Strike wounds, and as I have already said in other places, it is the root of all archers, assassin and warrior evils.
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RE: Feedback on the new durability
I actually like that the % is the same for all items. It makes the poor and gold items more similar to each other.
If it wasn't for this % loss, gold items would have double the durability of poor ones, which is too much of a difference. Instead, gold items tend to live more since they suffer a lot less from day to day usage degradation, but have the same durability loss on death. This in my opinion is the right amount of difference between the two qualities.
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RE: PvE & PvP Balancing Feedback Thread
As I said elsewhere, the problem here lies with strike wounds.
That skill is the main damage source for both bows and also causes problems for the balance between melee builds. That skill makes it so that your weapon damage is secondary.The fact that a longbow has an higher damage than a shortbow doesn't really count, because the damage does not come from there. For melee builds too, it is all about the attack speed, to be able to deliver as many strike wounds as possible.
It also means that the greatest part of damage of any archer or melee is pure damage. This simply cannot work.
IMO that skill has to be changed. It should be based on the base weapon damage and cause extra damage instead of pure damage.
Something like: "Increase your basic weapon damage by 1% for each percentage point of health the target is missing, up to [DEX+PER]*2%"
This would be a very big nerf to that skill, but let's admit it, it is too strong.
Even like this it would still compare favorably to the other skills of that kind like vicious attacks and bloodlust (especially considering that it is always on and without mana cost).
Alternatively make it less automatic. Make it like the other skills with a mana activation cost, a 10 sec duration and a 20 sec cooldown. And it would still be too strong, would need to be increased to 3 memory points.
Some don't want Strike Wounds touched because that skill is the whole reason that some dex based builds can work. The correct fix here though is to first address Strike Wounds, and then increase the base multipliers of weapons. This would make it so that skill which increase your basic damage have again a value. Skills that decrease the opponent armor too.
In short, please remove that crutch!
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RE: Feedback on the new durability
From user "Vyrgil" on Discord (he cannot access the forum):
A nice change, instead of changing the resource cost of equipment, could be to improve the amount of ingots acquired from forges. Both leather, fabric and wood are always in the proportion of 1 raw resource for 1 refined resource, but ore is the only one that works in reverse, requiring 5 raw resources for 1 refined resource in addition to the extra resource that would be coal .
The time invested for the return of ingots is very disproportionate in relation to the other resources, my suggestion would be to also put in the ratio of 1 raw resource to 1 refined resource and increase the duration time in the forge from 4 hours to 20 hours or put that every 5 ores generates 2 ingots and increases the duration from 4 hours to 8 hours.
Making these changes would not have the need to change the amount of resources used on equipment and would help for tier 2 equipment
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Feedback on the new durability
Short recap of the current durability situation for those who joined us only after Early Access.
During the first beta, we had big issues with the durability system, with crafting mastery levels that gave huge amounts of extra durability to items and no durability loss on knockdown/Death. This led to a quick saturation of the market and death of the economy. Ranged characters in particular had eternal equipments.
To address this, the devs have correctly applied 2 changes in this new Beta:
- Halved the bonuses to durability granted by mastery levels.
- 5% durability loss on knockdown, and another 5% if you get executed.
With these 2 changes, the equipment has now again a limited life, and what matters the most, pvp finally causes an effective durability loss, while previously it was a pve only thing.
As many have experienced in these first days of Beta, the life of an equipment can now be as short as a 2 days if you really go at it. Also, the coming raids will be impressive durability grinders.
In my personal opinion this is a fine situation, it is an improvement over the previous system, and adds to the depth of the game. It doesn't come without issues though, and the elephant in the room are clearly the poor t1 warrior equipments.
It was already a VERY harsh experience for warrior, discovering that to get a metal armor he had to take days of work between mining and smelting. The fact that he is now likely to lose that armor in 2-3 days has been the cause of some rage quitting from the game.In fact, I believe that for this system to work, there must be some rebalancing of materials needed for the crafts, and in particular for the craft of t1 metal equipment.
I would propose the following:
- Chain armor 5 ingots (2 -1 - 1 -1 )
- Plate armor 5 ingots (2 -1 - 1 -1 )
They are t1 equipments that don't even require a recipe, they can't require the concerted effort of a city to be made! - Leather/Hide armor 50 hides. No changes.
- Common clothes 50 fibers. No changes.
The crafting effort for these t1 armors is the correct one given their low durability. - Scholar/Assassin 125 fibers. (50-25-25-25)
- Rogue/Warlock/Ranger/Hunter 125 hides. (50-25-25-25)
The T2 cloth and leather armors have always had a frankly risible cost in base materials. Since we are talking about rebalancing crafting efforts, I believe that they should be addressed too. - BattleMage/Cleric 15 ingots. No changes.
- Slayer/Knight 20 ingots. No changes.
The crafting effor for these t2 metal armors is already considerably high.
As for the weapons:
- Metal weapons. No changes.
- Wooden light shield 3 planks
- Wooden medium shield 5 planks
- Quarterstaff 5 planks
- Shortbow 5 planks
- Longbow 5 planks
- Club 5 planks
- All trees (except the ones which reward only hardwood), yield only one plank of the specific wood of that tree and the rest of the planks are hardwood.
- Remove hardwood plank as a material (hardwood logs are still usable as building materials)
The difference in difficulty between making a weapon in metal and one in wood is light and day. While metal weapons have lower durability and should be easier to make, the difference is just too much. These changes would make it still easier to craft wooden weapons, but would give at least a little bit of dignity to the wooden materials.
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RE: AMA with Developer 23/09 - Summary
Hmm, yeah I remember hearing that. Don't remember the answer though.
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RE: Death Bargain Bugged it seems
You can duel. Set neutral and have fun outside the city gates.
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RE: Death Bargain Bugged it seems
There are many counters to it. Namely, every form of dispel. If death bargain is dispelled, you die.
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RE: Advanced smelter bug
Hmm weird, the other continent ones are working. It is probably that specific smelter. You should send the coordinates to a GM.
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RE: Feedback/Suggestion: Wagons and empty plots.
The owner should get the ability to destroy wagons on his plot, in the same way that currently a governor can destroy any wagon in the city.
For now though what you can do is ask a GM for help, by sending the coordinates of the plot, and a screenshot indicating which carts you want removed.
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AMA with Developer 23/09 - Summary
Yesterday there was the AMA session with Jacopo Galelli, CEO of Dynamight Studios, which answered many of the questions presented by the community.
I took some notes during it, so I will try to provide here a short summary.
NOTE: I may have missed details, so if you are particularly interested in one of those questions, please check the video.So, here is the list:
Question: When will the third crop be introduced?
Answer: Third crop will have to wait a bit more. It will be part of a larger farming update which also introduces stuff like personal farming plots and effects of temperature.Question: When will the stargates be introduced?
Answer: The team is aiming to deploy them next week.Question: Which kind of malus will Wildfolks suffer while on Syndesia?
Answer: None, but Syndesia lacks the resources which allow them to transform, so they may came already "loaded" with a transformation but after using that they can't transform until they go back to Arboreus. They may also bring Primal crystals with them as a backup transformation battery.Question: Will there be additional architectural styles?
Answer: One per planet.Question: How many other wipes are planned?
Answer: Only one, at release.Question: When will animal taming be introduced?
Answer: As with all kickstarter stretchgoals, animal taming will be introduced after the release.Question: Will we be able to switch left and right mouse click?
Answer: The team is working on a series of QoL and UI customizations. WASD moving is not in these, but swapping left and right mouse click is. Other customizations include showing or not the nameplates, or changes to the chat, or being able to whisp or mute players.Question: What will be done to improve the new player experience?
Answer: The current tutorial is going to be changed into the so called "Journey System". This will be a series of "Quests" which will gradually introduce the player to all the functions of the game. These can provide rewards to players, like maybe a weak mount, but the rewards will be available only once per account.Question: Other than the current 4, are we going to get additional backgrounds?
Answer: Definitely. The aim is to have a long list of possible backgrounds. This may also include having backgrounds based on your planet/continent of origin. More backgrounds will be made available when the skill level up system will be implemented, which will allow more skill variations and so more possible starting combinations.Question: Race specific backgrounds?
Answer: Maybe.Question: Support for Steam Deck?
Answer: Not in the plans.Question: Which will be the benefits of the VIP subscription?
Answer: Still not completely defined, but they will be mostly cosmetic in nature with some time saving features. Nothing which will make your character stronger. Jacopo has been very categoric on this point.Question: Are char names going to be unique?
Answer: It was not in the plans originally, except for the ones reserved. But they are reconsidering that, and will probably make them unique.Question: How many character slots will be available at release?
Answer: Probably 3.Question: Are we going to see a fog of war to limit the sight range of players with wide monitors?
Answer: No.Question: Is the early game of melee characters getting improved?
Answer: The issue of melee builds is that their initial set of skills isn't as good or easy to use as the one of the other backgrounds. This will be changed.Question: Are Carpenter NPC contracts still in the plans?
Answer: No, since house maintenance is no longer there. These perks will be replaced with something else.Question: Can you give us some dates for the next updates?
Answer: Not possible to give dates, but demons and dungeons are among the priorities.Question: Are we going to see a rebalancing in the number of INT skills compared to non-INT skills?
Answer: Yes. The next skills introduced will be more non-int than int.Question: Which games have been the inspiration for Fractured?
Answer: Ultima online for sure. But some inspiration was also taken from Shadowbane, Star Wars Galaxies and clearly Dungeons & Dragons among others.Question: Legends are currently not available on Arboreus, will legends on Syndesia be changed to be less pvp oriented due to this?
Answer: Legends on Arboreus are coming (including a legendary giant frog!). Changes to the legend ruleset on Syndesia are being discussed.Question: How will the team manage eventual imbalances in the population of the 3 races?
Answer: Imbalances would be the result of certain builds being too good on one side or the other. As usual, balancing patches will take care of that.Question: Are regional servers going to be introduced?
Answer: Will depend on the population of the game. An US and an EU server are planned for release, but an Asian one is also possible.Question: The intro is nice but we don't need to see it everytime, can we auto skip it?
Answer: It is part of the planned QoL updates.Question: Will the items crafted keep the name of the crafter?
Answer: Not in the plans.Question: Can we lock the doors of our houses?
Answer: Eventually yes. Not a real "lock" per se, but probably only friends to the house will be able to interact with the door.Question: Is the current talent tree going to be expanded?
Answer: There are plans for it, but it will depend on the resources they will have post release.Question: Are controllers going to be supported?
Answer: No.Question: Will the game be on G-Force?
Answer: Not in the plans.Question: When will be able to reserve our names?
Answer: A few weeks before release.Question: Can we get more slots in the hotbar?
Answer: No.Question: Can we use skills from the drop down menu by clicking on it?
Answer: No. Having a passive skill or buff is meant to take the place of an active skill.Question: Are we going to get KPs for completing crafts?
Answer: Maybe. Right now KPs are not tied to crafting, but it is possible that you will get KPs for mastering crafts and recipes will cost KP to be learned.Question: Can we add custom markers to the map?
Answer: This is part of the QoL additions.Question: Support for Linux and Mac?
Answer: Linux no. Mac is possible.Question: When are we going to get the next 2 wildfolk races?
Answer: In the next months.Question: Is a degradation system for horses planned?
Answer: Yes, horses will have a "durability" so that the horse market does not get saturated.Question: Is a degradation system for recipes planned?
Answer: This is being discussed. Maybe.Question: Will we get an in game button to report bugs?
Answer: Definitely, this has a high priority at the moment.Question: Will we be able to test the contents of the kickstarter packs in beta?
Answer: No, they will be available only at release.Question: Will Frenzy skill be usable even unarmed?
Answer: Is possible. It would make sense, but unarmed skills are very based on attack speed so it could cause balance issues.Question: Are you going to organize a dev diary and present the rest of the team?
Answer: Yes.Question: Are you going to add more KP sources to continents?
Answer: No, to the contrary the amount of KPs around are a lot more than needed.Question: Are we going to get female wildfolks?
Answer: Probably not. Will depend on the resources available and if the artistic team manages to make someting apt for them.Question: Are we getting server side improvements to reduce the latency?
Answer: Yes, this is in the works.Question: Is the quality of crafted items going to impact the stats on them or only the durability?
Answer: Only the durability, but the enchanting system (+1/+2/+3...) adopted during the alpha is coming back with some improvements.Question: Are we going to be able to rotate the camera?
Answer: No.Question: Will we get more items so that we don't all look the same?
Answer: Yes, more items are planned, like the tier 3. Also it is possible that dies for coloring the equipment will be added.Question: Are we going to be able to zoom out more?
Answer: No.Question: Will we get the possibility to roll for loot?
Answer: Not planned right now. Maybe in the future.Question: Will we get the chance to make necklaces on Terra?
Answer: Yes, either we add those materials on Terra, or new necklaces will be made for the creatures found on Terra.Question: Is the bug to the map that some users are experiencing going to be addressed?
Answer: The team is trying to reproduce the bug. It is not easy.Ok, this is all from my notes.
If someone else which was following the AMA can add parts that I missed, I will edit them into this post.
Thanks.
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RE: Resource requirement for gear is too much
Coal IMO is fine like this. Aerhen is supposed to be lacking coal, especially since it is a mostly Iron continent, which requires a lot of coal.
I do agree though, that the tier 1 (and only the tier 1) armors should cost less metal.
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RE: Feedback after 50 hrs
The release is actually in around 5-6 months going with the actual plans.
Also, I find strange your comments since typically the critic moved to this game is that it is too fast to reach the cap of equip and there is no more margin for improvement (which is kind of the objective, since this is an horizontal progression game).Now, you were faced with plate armors which are for sure the most difficult item to make, but even those become almost trivial later.
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RE: Why I can't use the port, click no response
It is currently bugged, but if you keep the interface open for a few minutes, it will start working.
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RE: No steam key??
@Xzoviac we are still all on Glyph, even the ones on Steam.
Steam just launches Glyph.