@Maulvorn so far in alpha you can see the actual human world, it will however grow in size before full release, so theorycrafting will probably have to wait
Best posts made by asspirin
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RE: Where can I find the map for all Human worlds?
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RE: Heavy armor specific skills?
Totally, but as passive on weapon (in case of stun on blunt weapon either make the chance to stun bigger or make stun longer - one handed weapon can be dual wielded ... so far we dont know how dual wield will be made, but lets assume it gives you faster attack speed or bonus attack. In any case you get more chances to land hit and more chances to stun). Even without any other bonuses medium weapons have like 50% attack speed over large slow weapons, small weapons are twice faster. Also skills like Shield block will further nerf damage of huge 2hs as one can block ( 2x more often than faster weapons). Wonder how high block high evasion dude will be killed by slow 2h warrior (only hope are probably "cannot miss" attacks witch lucky crits ).
Imo logically it would be like "dexterity affects your parry chance, strength affects amount blocked", but that would pidgeonhole low DEX chars into sword and board. And yes, evasion certainly seems viable, you would need a lot of DEX which would give you attack speed and if you had staff you might get more stuns thus further increasing your survivability. But you wouldnt be warrior, but monk
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RE: Suggestion: Different spells have different armor requirements
The harder the better ?
It doesnt seem hard, just complicated. -_- Where in your preferred system is anything harder?
Everything needs to be soloable, why??
Because devs stated so. And because someone doesn´t want to play in group ... and somebody wants more challenge (you know, solo it´s harder, and the harder the better :p)
Everyone needs to be able to do everything with one set of gear, why??
Because gear specialises you to be tank - assassin - mage, so you can fulfill your role in group (which you probably want) - having one gear set forces you to adapt to everything, having possibility to not only choose best spells for upcomming fight but also armour more suitable to is actually choosing difficulty NORMAL -> EASY ...cmon, the harder, the better ; you actually want the same, just more complicated and tiresome, because if you bear at least three sets of armour and weapons for your "fighting sets", your carrying capatity will suffer, so you will have to go home more often. Btw its the attributes that define you and these cant be changed much on go, you will be tank no matter what (or if you have more attributes on 18 you can be more fluid (btw I don´t want to meet tank in pajamas who wears it "to be tanky against magical boss, it would imo be silly)).
And btw noone is forcing you NOT to carry 3 different sets for armour (be it light, medium, heavy) for every occasion, why force it to others?Or be smart and organized and don't lose it in the first place
Gankers say "Good luck being organised" ; I have no problem with gankers btw, nor with lose of gear if it was my fault, it´s imo more fun to fear the consequences, but not everything can be prepared beforehand, sometimes one has to adapt and improvise (or can be played on EASY with friends)
Someone has long job and only 2 hours to play? So he wants to ruin the game for everyone else by nerfing it to the ground, just so it fit his particular lifestyle? That's pretty darn selfish.
Someone wants to have it overcomplicated for no actual improvement so it fits his particular gameplay? That´s pretty darn selfish Cmon, let´s agree we disagree and leave the decision which way the devs want their game go on them
It should be easier to lose the gear. It should be harder.
do PVP ... or dont make it easier for yourself and dont play in group Also you die if your HEALTH drops to 0 and health is dependant on CON, which is going to be changed a little, so nothing is final yet.
No offence I actually didn´t even get yet whether youre referring to PvE or PvP. Hope it´s not about pve, its just tutorial and way to get all the abilities, dying doesn´t matter much and if you die, you just prepare better.
In PvP only difficulty is skill of your opponent, so what difficulty you´re talking about? -
Question about enviromental damage/effects
If it´s still planned: will "warrior / assassin archetypes" be able to use environment to their advantage just as much as mages?
I mean in videos mage can jolt and stun me in water with Lightning damage as water is conductive. Probably can freeze me as well with cold damage. As there is Conjuration school, my guess (and hope) is mage can also summon puddles or water in general to further work with it (like in Divinity original sin).
So to question: can warrior (heavy armour) and assassin (medium) archetype characters use such spells as most spells are only available to cloth (light) armour? If so how?
Thank you.
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RE: Suggestion: Different spells have different armor requirements
@Shivashanti yep, we know it, this system is imo optimal; our conversation is about something else (one shouldn´t be dps AND tank at once in pvp game), we´re talking about balance
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RE: Question about enviromental damage/effects
@Gothix Would be nice, but still you wouldnt be able to "summon" such environment, so if you aren´t lucky on place youre standing on, too bad for you
@Razvan Same case imo - nice to have such possibilities, but once there are no trees / no ledges or walls, there is not much use for this. Also why wouldnt dude in cloth be able to pull himself to a tree - its easier in a shirt than in 15 kg chainmail
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RE: Suggestion: Different spells have different armor requirements
@Shivashanti You´re right, but we´re not discussing skills but armour atm, skill will be next
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RE: Question about enviromental damage/effects
@Razvan Touché But anyway - if noncasters were dependant on environment this much and couldnt affect it in any way, they would be disadvantaged.
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RE: FINISH HIM abilities
To stealth you will need a melee weapon. When you switch to staff (To cast Fire Ball) you will become visible.
Unarmed and one handed weapons are classified as "caster weapons" as well, no need to swap.
You cannot assassinate unless you are close to your target. If you appear right next to someone you might get your fireball off, but they are going to stun you.
Thats why ganker would stun first. If going glass canon build, accuracy would have to be maxed (as well as luck in case crit damage doesnt work for nukes).
I assume most melee's are going the stun-lock route so with the AoE stun you would get your blast off then be stunned.
Stun lock is not going to get into final game.
You are 100% right you could get lucky and utterly destroy someone. But you also might not and get utterly destroyed yourself. From what I understand that is the whole concept of a glass canon and to me-That's okay.
Absolutely agree on that.
I imagine in PVP with Fireball being as strong it is we are going to see most people that can always with Protection from Fire up. Which turns that 1k damage nuke. To 0.
My big hope is there will be at least one nuke of each element on level of Fireball (just as there is Fire totem and Poison totem). My bet is at least Lightning and some kind of frost ubernuke.
To immunities in pvp - such mechanics have nothing to do in pvp (immunity to soke kind of CC at the cost of being more susceptible to other kind of CC would be bearable, but full immunity to damage element? In PvE game it would be cheezy tactics considering we can prepare for every encounter - aka going into fight knowing I´m 100% winning this because Im immune to enemy; for PvP game it´s even worse, literally making encounter just coin toss (he´s immune to my damage - Im dead / Im immune to his - he´s dead). Still hope immunities eoither won´t get into final game, or that they will not work on players (or at least with huge maluses).Which makes your gamble more of a gamble.
Agreed, as said in text above. Trust me, i hated this concept the moment fire immunity aura was reveled
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RE: Question about enviromental damage/effects
And since you don't actually have to be a certain role to use the spell, you would be able to grow grass as a warrior as well, just not be as efficient in it.
And if mages will be able to "summon watter", maybe a druid spell can "grow grass"
Not role, but you probably have to wear certain armour (light) to cast Conjuration spell and not many tanks will probably use these. Mage classes (both "druid" and "mages") might be able to cast such spells, warriors will depend on environment.
Well it's same for "mages", they can't "summon" water to electrify you in it
Well, we dont know many spells yet, do we So far like 20% or so abilities have been revealed, not counting their variations. And I don´t necessary mean "summon water", maybe bleeding will make conductive "blood puddle" like in Divinity or so.
But my question is "will mages use environment better then non mages"?
also here is fire arrow made of normal arrow + fireball similar to combinatory abilities from Guild wars 2. If system of Fractured will work like it, then magic (light armour) will be necessary anyway.
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RE: FINISH HIM abilities
It's not a bullet proof build, it still depends on some factors.
Yep - 1) is ganker going full in ( maxing only damage and accuracy), 2) enemy is not dedicated tank (who maxes resistances and luck )
That build is something like rogues work in other MMOs... have patience, wait, wait, wait... when opportunity is good, attack, nuke, try to survive the aftermath until you can re stealth again, and wait again.
I never found such builds fun to play. I have no patience to just stand around and wait. I like constant activity.Neither have I, i hate such guys (hated them mostly in GW2 - just waiting to finish you off, before you got to like 40% you literally never met a rogue )
I don´t have problem with this, opportunistic ganking is in every similar game, but two such abilities seem quite strong to me ( just like if you had both Necrophos´s and Axe´s ulties on one character - DotA/DotA2 ).
Also that build would be useless ain anything more than 1 vs 1.
Absolutelly, but if you get surprised by such specialised dude 1v1 while farming wood/stone, say gbye to equipment This game would use some STUN breaker ability.
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RE: Question about enviromental damage/effects
All you write is right, yet its imo matter of taste more than anything. Many people including me don´t really care about such freedom, I want balance. Fractured is balanced based on limitations. As long it works im fine with it ... actually im glad that you can at least recognise someone as warrior / mage.
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RE: Suggestion: Different spells have different armor requirements
then you are heavily limited in versality because you need to take less gear to be able to farm more mats
Your versatility comes from chosen abilities and talents
Even if you go magic archetype, you can still be dedicated healer, nuker, dotter... whatever uses INT as main attribute (which is like 60% of all abilities). You can even further specialise on rest if you know what element your enemy is to counter him.
I don´t really understand yet what you´re talking about To me it seems like you don´t want to roam the world and fight, but rather play "Item management simulator". Please don´t take any offence, but I still fail to see any reason to make the system so complicated (not difficult, as it´s actually making it easier for you .... just unnecessary tiresome).
What will be the advantage or being able to bear 10 sets of armour? By "versatility" you mean to be able to say "im tank now", after 5 minutes "well, I feel like rogue now", dress accordingly and be completely different ? You have 400 (1200) abilities, passive talents and in case of Beastmen and Demons another passives / actives to use. You will probably still be limited by your attributes (unless you´re Human).
Why not use one set of armour with enchants to make you specialist / to fill gaps in stats made via choice of attributes and "polish" the build with abilities (which define your gamestyle). -
Caster offhand
So far melee warriors can use small, medium and large 2h weapons.
Casters have melee 1h "caster weapons and unarmed" and ranged 2h caster weapon.
Is there also planned ranged 1h weapon (wand-like thing) and/or caster offhand (something like shield - I know one can use small shield while casting most spells, but while shield is purely defensive, offhand might be pure offence, or at least give such offhand only offensive enchants). Or would it affect balance too much? -
RE: Suggestion: Different spells have different armor requirements
@Gothix said in Suggestion: Different spells have different armor requirements:
If bag space is common, for everything, then I'll just stick to one set of armor, because I'll want rest of the bag free for other stuff, and that will definitely cut in on versatility that I can have while playing.
I understand all this, but what does armour have to do with versatility ? If you want to make game easier (by carrying armour with resistances more fitting to upcomming fight), why not just pick ability that grants you the resistance (same for everything else - different spell element, more offensive / defensive abilities).
For me it seems like 1) PVE only mechanic which also 2) lowers the difficulty of the game while c) making it more management dependant (imo having to care about your clothes - warm/cold weather - and food - so you dont starve and die - is enough management in full loot PVP MMO), we can even switch abilities and passives before every fight, isn´t this enough? -
RE: Caster offhand
@Zori many spells have "unarmed" jako caster weapon, so why not; wonder whether Enchant will be able to enchant your hands with elemental dmg just like weapons.
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RE: Suggestion: Different spells have different armor requirements
But I doubt it, because gear/enchanting would become irrelevant then
In literally every rpg game ever you have abilities and still gear is alpha and omega. If nothing more, gear gives you rasistances you lack - here you can improve your survivability by choosing what your stats cannot offer you - low health? enchant hore healt, low reflex save ? Reflex save enchant etc. Enchanting is supposed to improve what your character sucks at or to further specialise him in what he´s good at. It even defines your role: high STR ? You will need heavy armour to endure melee beating. Silent, fast and precise ? Use medium, you will be melee, but need to move quiet. Caster? Use light armour, they´re not going to reach you alive anyway. Oh boy.
but "strength" of those skills will not be as powerful, to make us able to withstand environment challenges on it's own (without the need of using appropriate gear/enchants), because that wouldn't make sense
"Stuck between a clan of bandits and a raging river? Animate the waters to protect you, or freeze them over to cross to safety – then melt them to drown your foes! In Fractured, the natural elements around you can always be exploited to defeat your enemies, even when all hope seems lost.
Fractured is out to break the boundaries of the MMO genre by bringing the combat style you’ve loved in single-player Action RPGs into a complex sandbox universe. Learn to aim, dodge and master over 400 abilities and 40 unique status effects: only your skills and tactics will lead you to victory!"
...this was stated by devs. I don´t see any "only your backpack full of armours and cheesing through the content will lead you to victory"
Sry buddy, one will probably have to use skill.
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RE: Alignment dependant abilities?
@Razvan Thats correct, Angels will get new passives and it´s totally unknown what will happen with human upon becoming a lich. But so far it seems it´s best to be neutral, right. Would be nice to have some kind of reward (Ability) for being dedicated to evil (something like Jedi vs Sith)
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RE: Support/Healer type builds
Not necessarily nerfed (lowered healing, making cd longer), but changed. Working just with numbers is boring, if all heals are just about "X health restored" and "X cd", they´re the same. Give them something to differentiate heals - give different conditions for healing from potions, from bandages and from spells.
For example making bandages channeled (irl i dont just look at bandages and get bandaged instantly, so lets make it 1 second channel to actually heal for little bit and another 1 second to heal for full amount. Make it disruptable (so it takes skill to heal, not just press one button, but also time it well, use your stuns so you cant be disrupted while healing etc.) and if you get disrupted during bandaging, get it on cd (just like in Guild Wars 2).
Or mechanic from Fallout tactics - probably not very usable in mmo, but just for illustration:
If you bandage yourself too many times (like 4 or 5 times´) you got "Bandaged" which could only be removed with Doctor bag.Potions could be way stronger than other means of healing, but would take time to actually start taking effect (have to be digested first). Again - we would have to plan and think when to use potions, just left click monster and bash health potion button anytime enemy gets lucky crit is not skillful.
Spells are already different - they scale with casting attribute (mostly INT), so lets just adjust their efficiency. Also I hope Fractured will feature health/endurance stealing spells (probably necromancy) or some kind of life leech from attacks or something similar.
And about Second wind - at current state the Ability reads like "Panic button, only press when low on endurance, no mana and bandages on CD". It does instaheal, but eats huge chunk of one´s health with humongous CD (which is only for better, as against poison + plague dot caster Second wind user would actually kill himself using it ... and is also not very PvE friendly as you will have to camp often). Just reduce its CD depending on endurance lost or attacks received - in the end it´s warrior/tank ability. Or keep it like this, but give us something like "Cannot die 5 seconds after cast" or something thematic.
And one last thing: in MOBAs (Fractured is supposed to be MOBA inspired game) having abilities which reduce healing received are imho necessary. WoW has them, Guild wars 2 has them, SMITE has them. Hope I´ll see them in Fractured, but considering each school of magic will have like 30 or so abilities (each in 3 versions), well have cca 90 Restoration spells. Some healing abilities are even in Abjuration school, so magical heals will surely play important role, let´s not forget this is alpha.
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RE: NPC organizations
@Razvan Agreed, quest givers are replaced by demand for materials anyway. Some kind of world lore in the background sure is nice, but please no daily quests.