@MaxFlex I disagree. The attack speed for fists are too low and the hitbox for them is too small for them to be viable. Better to just weapon swap if you want to use spells and melee abilities.
Posts made by Kriptini
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RE: Unarmed combat
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RE: No critical hits for mage abilties?
The Inevitable skill also states that it prevents a saving throw against the skill from succeeding. That is the part that would be applying to mage skills as I'm certain that it's intended that mage skills can't crit.
Could you imagine if Ice Spikes or Magic Missile could crit? That'd be nuts.
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RE: did fireball got super nerf?
It allows an evasion save for half damage, right? Your enemies are probably just succeeding on their save.
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RE: Travel time/Monster spawns
I think this is an issue that will automatically resolve itself as more content is added to the game, like mounts to speed travel times or player shops to resupply on your journey.
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RE: When the Mod sides with trolls...
@Mr14taz said in When the Mod sides with trolls...:
You may know that I recruit in game for my guild (like almost every mmo game) and a few trolls tell us not to. We space it out 5 to 10 mins apart,
You are 100% the problem. If there was an ignore list implemented, you would be on it immediately.
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RE: Not enough slots
@Wika said in Not enough slots:
Making Players limited to a small group of presets and having to build and choose based on encounter helps the balance.
I disagree completely. Limiting players to only having 8 skills (or 7 + bandages) regardless of the memory stat restricts players from experimenting with their builds by having most of those slots taken up by "must have" skills. It encourages "brute force" builds that only rely on a small number of skills while discouraging support or combo-based builds that often require a large number of skills in order to be flexible or achieve a specific combo.
If there is going to be a limiting factor on the number of skills that can be slotted, it should be Memory exclusively. We should not be limited by what we can physically fit on hotbars.
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RE: Shield Seems Forgotten.
I would be down for more offhand items, abilities, and talents in general. In addition to shields there could be talismans, offhand weapons, tomes, etc. It could increase build diversity quite a bit.
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Can't Log In; Character Stuck in World
I logged out due to a latency spike a few hours ago and have been unable to log back into the world, no matter which character I try to log in with. Here is the error I get:
Thanks in advance for looking into this!
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RE: Info on Changes to Guild Cities
Thanks for the response, Greenfire!
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RE: Info on Changes to Guild Cities
I am currently unaware if there is even any advantage to living in a claimable city over having land parcels in "safe" locations that can't be taken by other players.
If it is possible to siege a player city and forcibly evict the old tenants, then living in a player city carries an element of risk for the people living there. Conversely, it doesn't seem possible to siege or take over land parcels that are placed around the world outside of player cities.
I have not been following development as close as others, so I might have missed it, but is there a mechanical advantage to living in a player-city over forming a "neighborhood" of land parcels in safe areas?
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RE: New World Sucks + Fractured Makes a Guest Appearance!
@Roccandil said in New World Sucks + Fractured Makes a Guest Appearance!:
@Kriptini said in New World Sucks + Fractured Makes a Guest Appearance!:
@Roccandil said in New World Sucks + Fractured Makes a Guest Appearance!:
The Corruption could be strong enough, for instance, to unite everyone against it, making PvP more of a sideshow.
Rift tried to do this back in 2011, in ended up not working out because invasions would take over low level quest hubs that nobody was really interested in cleaning up. New players wouldn't be able to find their quest NPC and quit.
Sounds like the map design split the playerbase too much. While making tutorial areas exempt from Corruption would be a quick and obvious fix, I'd prefer to see zones useful to both higher and lower level players.
Ultimately, the issue with a system like that is that it (ironically) isn't very dynamic. You can solve all of the logistical issues but at the end of the day you're left with what is essentially PvE king of the hill with simple AI patterns/scripting. It doesn't belong in a theme park style game, and in a sandbox style game it might start out as "cool" but quickly devolve into a "nuisance" or "chore."
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RE: New World Sucks + Fractured Makes a Guest Appearance!
@Roccandil said in New World Sucks + Fractured Makes a Guest Appearance!:
The Corruption could be strong enough, for instance, to unite everyone against it, making PvP more of a sideshow.
Rift tried to do this back in 2011, it ended up not working out because invasions would take over low level quest hubs that nobody was really interested in cleaning up. New players wouldn't be able to find their quest NPC and quit.
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RE: Why we need attribute respec options.
I do hope this gets revisited at some point.
The idea is that if you want to play with a radically different character template (e.g. a "mage" instead of a "warrior"), you have create a new character, like you would in any class-based MMO
I don't think Fractured needs to constrain its design to the box of "any class-based MMO" in this area. Considering how intensely abilities scale with attributes, it could be extremely difficult and/or time-consuming to test different stat allocations with a month of cooldown in between respecs.
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RE: Why we need attribute respec options.
I think many people will think of my opinion as extreme, but here it goes:
I propose normalizing all attributes at character creation, with no racial modifiers or spendable points. Everyone starts with 15-20 in every stat and can only increase it through gear. I would also advocate for stat increases being more common on gear.
Here's my reasoning: Fractured's amazing ability system should be the core focus of character development. The experience of discovering new abilities off of new enemies is amazing and has led to many players trying out various different builds during play, but due to how static character creation attributes, many abilities may feel underwhelming due to incorrect stat spec. A respec option is only a bandaid fix, because unless you can reassign stat points the same way you memorize presets, it interrupts the fluidity of discovering different abilities and trying new builds.
By standardizing all attributes at, say, 20 at character creation and allowing increases/decreases only through gear, you develop a system where anyone can craft the stats they want to optimize a build they like, and you add an additional counter to zerg PvP by making losing gear from death more significant. If stat changes are tied to gear, gear becomes more important, which is a win for strategic PvP and the in-game economy. The reason why I suggest a value of 20 to start with is because it gives the developers more flexibility in terms of how many attribute points they put on gear. (A base of 10 in attributes makes a +1 a 10% increase, whereas a base of 20 makes a +1 only a 5% increase, allowing for more balance control.)
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RE: Physical Immune enemies should be removed.
@Nekrage I have all the wisp skills, and earlier in this thread I suggested that staves be changed to deal magic damage instead of physical damage.
You have a zerg, just have them all equip staves and Magic Missile and you will get your wisp skills.
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RE: PvP Fight Duration
I don't usually like having separate numbers/effects on abilities for PvE/PvP because it can make thing pretty complex. For some abilities it will probably need to be necessary (like Word of Power: Kill or any CC that lasts an absurd amount of time) but I think the correct solution would be to try to balance the game so that abilities act pretty much the same in both PvE and PvP.
TTK on players is really fast right now. If you've seen my Shadowmage build or Freas's math then you know just how fast a player can die. On the other hand, TTK on both players and mobs in PvE feels pretty good. Enemies don't feel like bullet sponges and carelessness can easily get you killed, so PvE feels very rewarding.
Therefore, I feel the appropriate measure is to buff all player's Endurance/Life and proportionally increase the amount of damage PvE enemies do. As Nekrage has pointed out, this would be quite a bit of work, but I feel that ultimately it is the proper solution, as having separate ability descriptions or mechanics for PvE and PvP is quite complicated (especially with the sheer amount of abilities in Fractured) and would result in a negative play experience.
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RE: Physical Immune enemies should be removed.
@Nekrage Dude, just put on a staff and Magic Missile.
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RE: Physical Immune enemies should be removed.
I think it's fine to have enemies like wisps that are immune to melee damage, but I think mage staves should do magic damage with their basic attack.