Takes a huge amount of mana to be kept, and does not protect against AoE and skillshots. The only way for a mage to remove it though is with Dispel Magic, cause it is an AoE so it does not get stopped.
Best posts made by spoletta
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RE: Ward Shatter doesn't seem to work
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RE: We need NFT's
Agree. I don't really see that big of a gain in implementing them, especially considering the dev work involved in that.
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RE: June 30 Update
It pains me that all these great patches happen exactly when I can't play....
That said, these changes are pretty much fantastic.
Going over them one by one:
Legendary revamp: YES! We will see these done a lot more and for sure we will also see quite a few fights happening over them. Only possible issue that I see with this, is the possibility for a group to chain kill the same legend by logging in a low population time, so maybe a cooldown on the altar that triggers after 3 summons could be considered. Still a 10/10 for me.
Monster leashing fixed: Yeah, this is going to make PvE a lot harder, but it surely was needed. The previous situation was silly. Now tanks start getting a real role in a group.
Changes to
cast timegathering time: Sorely needed. A lot of mage players feel that the combat is too clunky and this will surely help... but why calling it gathering time? As a new player reading a tooltip I wouldn't think about a cast time.Changes to arrows and fists: Fully okay with this. Removes a big weakness of shortbow and unarmed builds, while also greatly decreasing their mana needs.
Mana changes in general: Mana was too much of an issue, so all these reductions are welcome. Particularly appreciated the mage armor no longer draining your mana. This will make the game 100% more newbie friendly for mages.
Spell damage increase: Many buffs to high memory cost spells. Very good changes, since the mages have actually very good memory cost 1 spells, and their issues came from not having anything good on the big spell selection.
Empower nerf: We all saw this coming.
Frenzy Nerf: My archer still hurts all over, but I recognize that it was needed.
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RE: Login Failed
It doesn't work if I also don't unlock your char at the same time.
In any case the devs are implementing a different solution, this one didn't work for many. -
RE: Solo pvp areas
I see the following issues with your idea:
- It is a real challenge to code correctly. Such an area is open to so many exploits that it would take a lot of work to get it right.
But let's assume that point 1 is invalid and you can indeed do that.
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You talk about "Only a small area", but actually you need at least 27 of them. No less than 3 per continent, or you polarize solo players to a specific area/continent. The game doesn't like that. The game design assumes that solo players are equally distributed across the land, for many reasons than I'm not going to list here.
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What do you put in these areas? Surely you can't put all resources inside those areas, so you have to select which resources would be more accessible than others thanks to being in solo friendly areas.
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Those areas would be stealth ganker's heaven. An area where your friends can't help you? They would be unstoppable.
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What would be the purpose of such zone and so much effort? 1v1 PvP is better served in a controlled environment. It is a good idea as a specific city building for example. Fighting zergs? You do that by going all out on friendly fire mechanics. I don't want to discourage zergs because they artificially can't hurt me. I want to discourage zergs because if they make a mistake and I play my cards correctly, I go home with all their heads in my bag.
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RE: Feature Spotlight - Seasons
First of all, the fact that only a well written bot is even usable (no targeting and a few other issues), already cuts quite a bit the bot users.
Second, any area which is exploitable by bots, is also necessarily one where players are likely to pass, especially ore nodes. This already means good chances of being PKed, but mostly means that it is very likely that one shoots a message in Discord and a GM intervenes. Since the game is buy to play and niche, the cost to reward is simply not worth it.
What MUST be changed because it is potentially dangerous in this regard, is fixed (and visible) respawn times on resources.
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RE: Tanning Vat Problem?
Sometimes the selection get stuck on the first option (animal hide), especially if you select the material, close and reopen. Just select the material again.
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RE: Player vs Player: Two Questions
Assuming that you intend killing 10 blue players, then he is in deep red karma. That's 24 hours of jail, which seems reasonable. Consider that if he kills even just one guy after he is out of jail, he is again deep into red, so 24 hours more. Karma doesn't reset after getting out of jail, it just freezes.
No, I'm not going to play a PK. Last time I played a bounty hunter,
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RE: The Data Transfer Is Here!
@Xzait you can check them on the wiki, there is the ks page with all the kickstarter packages.
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RE: Just few questions about some abilities
Ok, I'll try to answer:
Bond of Agony does not stack, since it is a debuff. We don't know how it interacts with Warlock Armor. It doesn't look like it is purgeable. Lasts 10 secs and costs 500 mana though.
You can't dual wield at the moment.
Ability damage and weapon damage are separated. Battle jump is not influenced by the 2h talents.
The damage of poison is calculated as usual, based either on the % or the min/max value. After that, it is scaled by your poison resistance.
Frightened status is caused by a very limited amount of effects. It makes sense to provide immunity to it if you venture in an hybrid tree (which are most of a cost than venturing into a regular one).
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RE: The White Lotus is looking for members!
You still need 20 in the settler group. What Olive means is that they can be just random people which don't care about joining the city.
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RE: Few In-Game Suggestions
Some sort of verticality must be there, I agree. That said, you can put in just the right amount for your system.
If a typical game takes you from 1 to 1 milion from early game to end game, a game like Fractured can take you from 1 to 1.5 from early game to end game.
It is still a goal, it is still progression. Just not as explosive as vertical progression games. -
RE: The Data Transfer Is Here!
Notice the /s at the end of his message
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RE: Fractured Online Multi Langued
Englisch, Deutsch, Französisch, Italienisch
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RE: Mage spells (school spells?)
These are the magic skills https://fractured.fandom.com/wiki/Category:Magical_Skills
And these are the memory cost 1 skills https://fractured.fandom.com/wiki/Category:Memory_Cost_1_Spells
If a skills figures in both, then it is affected by that talent.
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RE: Bowman UP?
Targeting is impossible, but many have asked for some way to mitigate the short view range on the screen, especially because it provides a significant advantage to some monitors compared to others.
The best proposal I heard in this regard, was to get the direction indicators from Ultima Online, and tie them to the Detection and Stealth stats. This way the distance at which you get an indicator toward a target, depends on how high is your detection and how low is his stealth.IMO it creates a good interaction, gives more value to 2 stats that right now exist only for 1 specific build, and removes the hardware disparities.
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RE: The Mega Balancing Patch
To be fair, most warrior builds right now would run out of mana too.
They are abusing the mandrake elixirs to avoid caring about it. -
RE: Fractured Newbie Guide
@Fracturedmmo2022 beware, that guide is 2 years old and a lot of stuff is no longer applicable.