You can build your house in any available plot (they are all over the map), but if you build it in a region without a city you may lack some bonuses granted by the technologies of the city... or at least it used to be like that. The technologies are being remade and we don't know how it will be.
Posts made by spoletta
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RE: Housing
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RE: Palaces, Lifetime Carpenter - Kickstarter
No, almost all house plots are outside the town. The houses inside the town are more an exception.
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RE: PVP balance / crowd control @ devs + diminishing returns?
There is no diminishing return for CCs.
That said, after that pvp test, the CCs were severely reduced. Getting locked like that isn't that easy any more.
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RE: Palaces, Lifetime Carpenter - Kickstarter
I'm no expert on the kickstarter packages, but didn't the packages with the carpenter already come with Lifetime Vip?
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RE: Roadmap To Early Access
@Xulu 3-5 weeks, it is stated in the full article.
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RE: Roadmap To Early Access
@Fi I actually didn't dislike luck as an attribute.
But probably being in the hands of players was weird.I would prefer if it was kept as a concept and then used for random effects.
For example, some legends could have an aura which lowers luck.
Demons on Arboures could have a luck penalty since they are not welcome.
Same for beats on Tartaros.Since the system for it is already implemented, it could be kept for wide reaching general effects not in the hands of players.
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RE: cant play right now something I bought?
The game proceeds roughly on monthly phases right now. So the news tend to be scarce for a month and then we get a block of them.
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RE: Ability Variation and Restriction
It increases maximum health, and in that case it gives you that additional health. But nowhere it says that it should heal you if it doesn't increase your max health.
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RE: Mana overflow
Every time you change something on the skill bar, you lose all toggles and all your skills go on a 10 second cooldown. If you are ok with that, you can change skills midfight.
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RE: Mana overflow
@MidniteArrow
I'm not sure I understood what you mean. -
RE: Ability Variation and Restriction
@MrErad
Inspire does not heal.
Or better, it should not. The fact that it does is a reported bug. -
RE: Mana overflow
@OlivePit
being in combat and being in combat mode are 2 different things.
Combat mode is the one you can voluntarily enter and exit. Combat is something automatically applied for a few seconds every time you receive or inflict damage. -
RE: Ability Variation and Restriction
Why?
Shield builds should have less mobility and use less skills. I don't see your point. -
RE: Ability Variation and Restriction
Technically it is like that. The shield increases your cooldowns and lowers your movement speed. Maybe it isn't doing it enough. (CD reduction imbue probably should not be allowed on a shield).
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RE: Ability Variation and Restriction
The base bonus + material is what I was thinking about indeed. Right now the elemental staves are not worth it.
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RE: Ability Variation and Restriction
@MidniteArrow no, that would look dumb.
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RE: Mana overflow
@Maltos said in Mana overflow:
@spoletta said in Mana overflow:
Then add to both INT and CHA, 3 mana regen per second out of combat.
Yeah this would probably meet the same objective and be easier.
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Mana overflow
"How do you increase mana regeneration?"
"Where are the mana potions?"
"How do you rest?"If you have not heard these questions at least ten times in the general chat, you have probably never looked at it. Especially at the start of a test.
Fractured has always had the issue that it wants to recreate a MOBA style of fight, but has to join it with the usual aspects of an MMO.
The mana management has always been one of the hardest parts to balance. In a MOBA if you start firing your skills on minions, your mana will be kaput very quickly and its regeneration is slow.
In an MMO though, you have to fire your skills a lot of time when doing PvE activities.The result is that the mana was never enough and especially newer players which had no experience in optimizing their mana, were constantly forced to recover mana. And this wasn't fun.
That's why with time, the 1 mana/sec granted by INT became first 1.5 and now even 2 per second.
The objective has been achieved, new players no longer have such drastic issues with mana... but when you combine the huge amount of mana regen given by INT with talents, materials and imbues the result is that INT builds have no idea what OOM means any more.To solve an issue, another issue was created.
It also made INT into a stat which really gives you too much. Mana, lot of mana regen, willpower, and the widest range of skills.The issue of new players though wasn't the mana during the fight but between fights, because no one likes to stare at the screen waiting for a blue bar to slowly refill.
As such I wonder if it wasn't possible to try a different solution.
Return INT to giving only one mana per second, like it was originally.
Add one point of mana regen per second to CHA, which currently is very underpowered as a stat. This gives a venue to regen mana to those who really don't gain anything from INT, and keeps the overall mana regen higher compared to the original version where actually mana regen was a bit too low even for fights.
Then add to both INT and CHA, 3 mana regen per second out of combat.
This way, mana during a fight is again an important resource to manage, but as soon as the fight ends the mana starts refilling very quickly, covering the issues of new players.This also adds a bit more dynamicity to big pve fights, where you will start taking turns with healers and tanks when they get low on mana, so that they can take a break and recharge.
I would even go as far as moving the mana regen talent from the INT to the CHA tree, but that's just me...
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RE: Ability Variation and Restriction
That's actually very easy to achieve.
We simply have to make elemental staffs actually taken.
Fractured right now has 6 staffs, namely the Energy Staff and all the ones that no one uses.
The 15% cooldown reduction given by the energy staff is simply better than the other options.
If it was reduced to 10% and the Elemental staffs gave 20% increased damage with that element, fire mages would use fire staffs. Energy staff would be the staff of those who like to mix many schools.