@Yitra Fair enough; damage from staff autoattacks is increased from weapon damage, right? Wonder if projectile speed can be increased.

Posts made by asspirin
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RE: Is there planned any "CD reduction" in case of spell saved?
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RE: Is there planned any "CD reduction" in case of spell saved?
it provides a higher skill ceiling and potential power level in exchange for a higher skill requirement in order to be effective
To be honest mages seem pretty simple, I was afraid about mana management, but considering fact youre getting even greater mana regen on natural 20 INT, one shouldn´t run out of it too often.
If spells dont crit, all "skill" they need is to max accuracy, luck, maybe some saves (and ofc CD) + make a combo that cannot be survived and one getouttahere ability.People really like to make sure Mages are the only worth while class to play in games, don’t they. Why not just say every hit is 100% and critical chance has 100% multiplier. Now the mages are all happy and nuking at max range all the time.
Just not sure what mages will do if some of their spell in wombo combo is resisted - nothing to do with skill, just rng. Even with fully maxed accuracy (1000) you have only 56% to land it (not including luck). It sure is unlikely anyone will have all resists maxed, but if caster meets such dude, he might have trouble.
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Is there planned any "CD reduction" in case of spell saved?
As melee you auto attack and here and there use an attack that keeps you close to your enemy. Many melee (warfare/assassination) attacks have "cannot miss" property. Spells don´t (unless they´re skillshots). Do casters get for example shorter cooldown on spell that was resisted? Or do they have to wait till nukes are out of CD? Because autoattacking is probably not the way to go for dedicated casters (unless necessary).
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RE: Hitboxes depending on size of player characters ?
@Razvan But it sure depends on terrain around big cities (which will be targeted by demons during eclipses).
or to defend themselves on a chokepoint.
Wonder if devs will create tight places for defence or leave the battlefield open (or whether the governor can customize the defence of his city by building another walls / wolf traps or creating the choke points himself).
My point however was rather about being bigger target due to character size than collision (which sure is important, but I hope the game will not become another aoe spam carnage).
Concerning collision - what about pets? One can have up to 3 of them, will they block enemy/teammates as well? If they do there might be quite a mess in big zerg. If more petmasters get into fight everyone is blocked. And if they have no collision they dont serve their purpose as meat tanks.
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RE: Week 127 - Weekly Drawing Winners
Thank you and grats to everyone !
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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.
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RE: Hitboxes depending on size of player characters ?
but it also means your own melee hit range is a bit larger as well
it depends, ARPGs have attack range dependant on weapon (Diablo II) or passives (Path of exile - without passives 160cm witch has same reach as 2 m tall marauder). If your range depended on your size / race, tanky races would have quite the advantage, but not sure it would justify much bigger target on my body vs archers.
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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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Hitboxes depending on size of player characters ?
Will hit boxes of my toon be dependant on race ? Aka will hitbox of naked human female be just as big as of male hellfire demon / bearkin in full plate with huge pauldrons?
I mean height doesnt matter, but if my character is 2x wider (and my guess is huge Hellfire demon or half bear beast will have little broader shoulders than magic practicing woman who never lift anything heavier than gromoire), enemy will have easier time hitting me with skillshots.
This is true in moba games like SMITE where Kumbakharna / Ymir is way bigger than many carries and works as meatshield against ranged. In DotA Rooftrellen / Tiny / Tidehunter are also pretty big (im not sure about their hitboxes however).Does race (Hellfire vs human) / gender (male vs female) / armour type (light vs heavy) matter in this regard ? Will human / slim beastmen have advantage over big guys (who will become arrow magnet)?
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Alignment dependant abilities?
It was planned that you can worship one deity of your choice and the deity will grant you one permanent buff and some kind of ability. As gods are tied to alignment, are any abilities also "certain aligment only"? I can only remember beastman shapeshifting spells, that will change once you turn to abomination (by changing your alignment).
How about some Evil only abilities like Possession or Good only spells specialising on healing or supporting. Or maybe making other versions of spells (the three variations of each ability) alignment dependant (good/neutral/evil), but that would be way too restricting.
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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: Caster offhand
@Meiki Would love that as well, but anything would do - main thought is shields are defensive, offhands offensive
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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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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: Question about enviromental damage/effects
@Tuoni said in Question about enviromental damage/effects:
That system is not directly comparable because Albion has also abilities in the gear pieces but it still shows that it can be done if devs want to.
As you wrote - it cannot be compared, because in AO armour defines you and basically you´re limited just as much as in Fractured concerning armour - heavy armours had tank related skills, medium/light were support / damage oriented. Youre right however that you could use pure offensive spells in plate as attacks are from weapon. But question is - did you meet many nukers wearing Guardian armour? And as you mentioned:
Cloth Armor - Offers limited defense, but excels at offense.
Leather Armor - Balanced between defense and offense.
Plate Armor - Offers high defense, but is low on offense.This is also presented in Fractured; while in AO you picked abilities from equipment, here you have full freedom so only way to do it was to limit usage.
Also in Elderscrolls online you can go pure spellcaster in heavy plate, but you will not be as tanky as pure tanks and you will not be as damaging as pure casters so warriors would still go heavy armour and casters use cloth.
I would say this is not just a caster in plate matter it is how players can in general freely mix gear pieces with different ability sets and e.g. use different gear pieces in different situatios, depending of the content what they are going to do (solo/group/PvE/PvP).
Well, only defining thing are your Attributes, everything else can be changed on go or during camping - talents, abilities and equipment. Especially human race can have 4x 18 on stats so in matter of minutes you can go war-->mage-->rogue by just camping.
perhaps you need more sustain when playing solo and you get that with heavier armor but perhaps in group you can go with lighter armor and be more like a glass cannon
Devs stated almost everything should be soloable, so if you go tank, you can outlive them, if you go nuker, you can outdamage them.
I still dont see any reason to use heavy armour on nukers.
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RE: Question about enviromental damage/effects
@Tuoni I do understand what you mean and I´d be totally fine with it in singleplayer, put in full loot pvp having "great defence" should be equal "to have low offence". There was already discussion on that matter on the forums (dunno how it was solved, but only guys who wished for heavy armoured casters were roleplayers). Also from armour you can tell who youre standing against (mage / rogue / warrior archetype) - for this alone I´d leave it as it is. But it´s just me, why do You think casting in plate would make things better?
They could always add in Magus or Spellblade skills where a whole slot it taken up to be able to cast a limited number of offensive spells while wearing armor.
If there was some kind of modal ability for heavy plate users that would let them cast offensive spells, it should imo have also same affect as Mage armour --> aka disables your armour for the duration of casting and of course some time after you have finished casting, because then there would be no downsides (casting all spells "naked" and immediately get back to "safe mode" in heavy plate is OP).
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RE: Question about enviromental damage/effects
@Tuoni You can choose whatever you want (abilities of all schools between each other), yet of course there have to be some kind of limitation, otherwise everyone would go heavy plate user with shield casting nukes.
The better your offense the more your defence will suck and vice versa. But thats not limitation, but "balance".The other possibility would be lowering dmg of offensive spells etc. for plate users, but then their damage would still suck, so they would still be tanks, only difference would be maces===>magic.
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RE: Question about enviromental damage/effects
@Tuoni Im only expecting some serious maluses on mana costs of spells like with medium armour just more severe. However if spell costs for example 2x more, why make it les effective, its already balanced with costs.
I doubt it would affect efficiency of abilities, you already cant cast offensives in plate and if spells costed 2x more and were useless, "paladin type" classes would not be viable. -
RE: Question about enviromental damage/effects
@GorTavaro yep but with shield you dont need to care so much about DEX (you dont attack, so faster attack are useless for you, and you dont dodge - youre in plate anyway, so block>dodge), also PER can be left at 6, so in case of HUMAN all 4 stats can go to 18, one of them will be natural 20, another one artificial 20 or one of them will be 22, rest 18; still stats will be pretty high; also you probably wont have to care about accuracy (unless your pets get accuracy dependant on yours) and crit chance / damage can also be nonexistent ---> go defensive stats instead
but who know how pets will be eventually tweaked