Being limited by having low stats makes sense. Being limited for having high stats imo doesnt.
One can be smart while strong, why not. Our character is already limited by certain number of points for character creation, why punish me for being specialised (If i have natural 20 STR and 20 INT, why should i be worse mage than dude with natural 20 on INT 10 on STR, I should be as smart as him + also physically stronger).
Posts made by asspirin
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RE: Should there be limitations for class specialization?
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RE: Question about enviromental damage/effects
@GorTavaro Squishy = low resist = CCed = dead
btw healers are not Priests from WoW ---> healer can wear Plate armour, even shield, whats more healing cant crit and you dont need accuracy to heal allies ---> no need for PERCEPTION at all ---> all stats can go to tanking ---> healer can imo be as tanky as tank
I´d rather focus fire pure dmg spellcasters (no block + cloth armour)
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RE: Question about enviromental damage/effects
Depends on game, in ADaD of older editions rogue was walking picklock, but if specced and equipped with few potions of invisibility, his backstabs sure did hurt. In newer editions rogue still keeps "the utility guy" as they get most skillpoints. In fractured defining rogue will be more difficult, because you have "roguish" abilities and "roguish" armour (medium) yet you can be assassin in cloth armour as well and everyone can go invisible. But we got quite offtopic.
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RE: Question about enviromental damage/effects
@Tuoni I
benefit at least from flora so they can hide, camouflaged, stealth in the bushes and ambush from there much more effectively than in the open ground
Agree, according to devs Fractured should have "moba gameplay", wonder if they also want to involve "hiding in bushes" like in LoL (but probably not ) or at least make bushes/similar obstacles as "fog of war" zone so it would take skill to escape / initiate (also doubt it ).
In Dota if enemy ambushes you when you´re nearly dead you can still escape by outwitting him by using his field of view and fog of war. No abilities (tho items like "Blink dagger" or such and similar skills work wonders), just skill.
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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: Question about enviromental damage/effects
any type of heal, curative, support spell would disregard armor type like the Cleric does
Youre right, that has been confirmed by devs.
Offensive type spells I think should never be useful in Heavy
also correct
but weaker spells should be fine in Medium Armor
I thought so far only Necromancy offers offensive spells in medium, but regular offensive spells are only castable in light.
Shields can also be used as matter of defence while casting, but only the smallest kind (buckler?) and except Invocation and Conjuration schools.
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RE: Skill Ideas
@GorTavaro Im sure devs will look into in (certainly bug, not feature).
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RE: Skill Ideas
@GorTavaro Im sure your buddy ment stats from enchants on items, Talent poins are natural and remain there untill you respec your talents.
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RE: Skill Ideas
natural stat: most importat thing it does is passive bonus you get when you´re on natural 20 (20 natural STR = passive bonus to melee damage, natural 20 CHA = passive bonus to luck, natural 20 to INT = passive bonus to mana regen etc. ... exact numbers are not known yet, but will probably be worth it
And I ment that you can get talent points (up to 60 i think) and among talents you can get +2 bonus to one stat which will count as natural. And talents can be changed on demand during camping.
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RE: Skill Ideas
@Gothix well you can make wolfkin with 25 CHA aka ultimate tamer even with team buff bonuses in primal (wolf) form, his primal form will however surely look different than regula wolf model
Imagine seeing 3-4 wolves attack yoi and you cant say which one is player.
To tell which one is the real player I´d do the same as against illusion users in MOBA games (lancer in dota for example) - just aoe nuke them and one who gets hurt most (if pets are super tough) or has no scratch (aka is tankier than pets) is my target. If each of them has same healthbar, then Id try to see which one uses bandages/heals
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RE: 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
@GorTavaro Changing Talents on campfire to get +2 natural attribute to one stat of your choice counts, right?
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RE: Question about enviromental damage/effects
@Logain well sure, but in first video devs stated that "spells will interact with each other", imo they ment such thing; if it´s supposed to only affect terrain with appropriate material (water, sand, rock) and you cant do anything to use the terrain you need (aka summon it), then it probably doesn´t have big importance for gameplay
To be honest I don´t really care about that feature, but if it´s going to be part of the game, non casters shouldnt be disadvantaged.
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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: 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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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: Skill Ideas
@Recoil Why procentual chance, let´s make it ability similar to Shield block based on stats (CD dependent on dex). Other than that, why not.
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RE: 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.Talking about tanks: if tanks will have to go full defensive with some points in accuracy/luck (so their CC will even work against enemy saves), their damage will probably stink. I´d welcome some kind of ability like Bristleback´s Quill spray - low damage cannot miss aoe stacking attack that starts off weak but if tank is not focused (which is his purpose) and will keep casting the skill the damage grows up to some serious numbers. Or something Radiance offers - wouldn´t need the miss chance on enemies, but permanent aoe damage that would force enemies to focus tank ---> because once dedicated tank is out of spells due to CD or out of mana, he will be ignored.
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RE: Skill Ideas
Probably only thing i liked about LoL is fact that you actives also offer passive effects (so for example Warfare abilities would offer something following the type of ability - Frenzy would give passive move speed, Second wind passive health regen etc.).
Or specialisations like in ESO - if you had slotted more than 5 abilities from one school, make them more potent. Or if activeabilities had passive effects make them stronger
Im leaving all the abilities on devs however and I´ll gladly work with what i get -
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: Heavy armor specific skills?
@GorTavaro not passive, just focus ability with CD like Shield block - you would hit enemies around every x second depending on your STR or something. Lets leave defence to shields, 2h weapons would use some offence, such ability is offensive defence. I hope there will be any kind of defensive "2h only " ability.