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    asspirin

    @asspirin

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    Location Jižní Morava

    asspirin Follow
    TF#11 - PROCONSUL TF#10 - CONSUL TF#9 - FIRST AMBASSADOR TF#8 - GENERAL AMBASSADOR TF#7 - AMBASSADOR TF#6 - DIPLOMAT TF#5 - LEGATE TF#4 - EMISSARY TF#3 - ENVOY TF#2 - MESSENGER TF#1 - WHISPERER

    Best posts made by 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: 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 General Discussions
      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
    • 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: 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 General Discussions
      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
    • 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: 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 General Discussions
      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

    Latest posts made by asspirin

    • RE: Damage bonus: it could be so easy

      @Meziljin I agree with your points, but unless game has depth it becomes repetitive and boring soon. GRIM DAWN is still played despite not being mmo because of so many posibilities to build, Id mention DII as well, but thats different story (mainly nostalgy and atmosphere reasons).
      Where exactly would You make it simplier?

      re: "pls not! too many stats just creating confusion, simplify!!!"
      ---> so far INT is main stat for most schools of magic (assassins, warriors and hunters have str, con, dex + per), each int based school must have various other stats involved as well, or race with high int is a must (just as Abilities for warrior for example have STR increasing potency of ability and CON reducing cooldown). If abilities had three attributes involved game would imo be even better as stats would matter. Oversimplifying the game to level of Albion online (only pick 5 pieces of equipment and increase their level, no further customization) would imo make it mobile game clone.

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: Damage bonus: it could be so easy

      @Meziljin Well many nyoung players played Path of Exile and GRIM DAWN as well ---> these games (especially Grim dawn´s system of defence, i mean one can theorycraft hours on one build in Grim dawn, in Fractured making your build takes like 10 minutes) were x-time more complicated than Fractured. Also I haven´t met many "young" guys on this forum, imo 30-35 years is average age of Fractured fan 😄 The game is supersimple atm, making it even simplier would rather hurt it imo.

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: CON is way too overpowered for Warriors.

      @MorganReed So stats can now go over 25 😐 ?

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: Week 149 - Weekly Drawing Winners

      Congratulation everyone.

      posted in News & Announcements
      asspirin
      asspirin
    • RE: Damage bonus: it could be so easy

      @MorganReed that 100% bonus will surely be increased as str 25 (reachable by bearkin and hellfire) will give 110% melee dmg by itself - well hopefully at least for some races

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: Damage bonus: it could be so easy

      @Blectorn Imo STR should affect light melee weapons as well -> irl it does. This way rogues could still neglect STR, but if they wished, they could invest some points into STR to hit harder and get some "raw" survivability as bonus (or go INT way and get magical survivability...the more choices the better ❤ ).

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: Stuns should give stun immunity

      Doesn´t resolve give enough immunity? Unless wiki is wrong one needs like 23 CON to get 0,2s cooldown on Resolve (which is archiveable on human and easily archievable on bearkin/hellfire demon)...unless CD starts upon end of Resolve effect.
      Even then Im glad stuns are ingame. One can still mass Fortify and Luck to negate stuns (not sure if this applies to passive stun from blunt weapons or if its guaranteed stun - then all one needs is Block, so no problem. With high CON char one can archieve 2s block CD, quite enough imo. Toss in some Slowing effect and not many stunning hits should get through).

      to Rocandill:

      • Tanks stun a cluster of enemies ---> they need accuracy and high luck to even to even hit (and stun) enemy who can still use Resolve; sure it´s doable, but to reach guaranteed 100% stun chance on stunning ability one needs to lower enemies Fortify save and such ability has yet not been presented).

      • DPS drop AoE on the cluster ----> aoe dps also need accuracy (not all of them, but I hope stronger nukes WILL need good accuracy, otherwise abilities aren´t balanced well = high damage ability either must have saves thus giving chance to resist dmg from ranged mages or some drawback for caster like neccessity to be close to enemy (risk of being hit - Ice spikes) or casting time (sitting duck waiting for focus fire and interrupting stun/paralyze/silence/whatever - Deep freeze))

      • Hit defensive abilities and retreat until CDs reset ---> enemy will also "hit defensive ability"= resolve+relocate for example; stun is not all winning effect (tho high Evasion chars will have hard time) and unlike in Albion online Hit / CC is not guaranteed

      • Repeat ----> same for enemy

      Im glad stun is in game and is kept without CD like in Eldes Scrolls online. If CCs had X-seconds immunity, one could have 6 CON and still use Ability like Resolve to max potential --->CD reductions from stats (CON in case of Resolve) would´t matter (ane everyine would just need 1 ability with stun because any other would just not be necessary.
      Everyone will probably have Resolve for "get out of stun/stunlock", but same applies in every pvp game ever because in PvP CC is king, so why would this be problem. Imo if someone specialises in Stuns, he should be allowed to use them, "passive immunity" has nothing to do in PVP (in Path of exile for examle you either pick 1 passive Nod or equip necklace for stun immunity...so the game basically doesn´t have stuns). Lets hope no Protection to fire, Protection to poison (be it via Talent from CON or ability) or Protection from damage make it to final game in current state.

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: Crawling Horror - Skills, Abilities, Location - Bestiary

      @MrObrazZz Good sir, Your videos are great and should imo appear on wikipedia to illustrate all the foes one can meet (seeing them in action is better than to see their stats alone).

      posted in Creative Corner
      asspirin
      asspirin
    • RE: Importance of saves vs resists

      @spoletta well yes, but considering long cooldowns (lets say 10-15 seconds - in fight which may take like 5 seconds its a lot) and fact that accuracy is the only way to reliably apply CC (except Luck, but it depends on ... well, luck 🙂 ), accuracy sure is important but as you say there is low difference between 6-16 PER. Luckily one has so many points that four natural twenties in stats are possible and min maxing is king, co lets rather count with natural 20 PER (500 accuracy).

      posted in General Discussions
      asspirin
      asspirin
    • RE: Bear - Skills, Abilities, Location - Bestiary

      @MrObrazZz ...dat oneshot tho 😄

      posted in Creative Corner
      asspirin
      asspirin