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thomasblair

ArtCraft Developer
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thomasblair last won the day on January 24

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About thomasblair

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  1. No the 9th power tray slot slot is a Human passive. Hero's Blood - increases the the amount of Power Bar Slots available to you by 1. As a mixed race Half Elves get 1 Human passive (Past Lives) and 1 Wood Elf passive (Trailblazer). As for cloaks they have been removed from Humans/Half-Elfs for the time being as cloaks aren't a launch priority.
  2. The long list of permanent buffs we currently have on the combat hud was part of my hitlist for 5.110. We mainly were showing passives as permanent buffs for ease of testing. (very easy to see when something was applied because it would put the buff text up). Now that we have other ways to see what is applied to the player and we are communicating this to the player via the spellbook, there is no reason to keep them up on the combat hud. (I do admit it's kinda weird logging in to a character and not seeing any buffs on the combat hud after having them there for many years.) If you look at the screenshots the Passives section you will even see that is where the Seasonal passive is now. (Also you can hover over it to see what it is doing!)
  3. Hope you have a mount, those Wood Elf legs are no match for beast legs! We really haven't really thought we needed to lock down powers swaps yet, because you are right there are some implications.
  4. There is no slotting of passives, whenever a passive is granted to you it is just activated and shown on the list on the left. (Assuming of course that passive is eligible for the current selected tray, ie it wont show any stealth restricted passives if you are in the melee tray.) Trailblazer/master passive is active in both melee/ranged trays and is active as long as you are out of combat. Once you enter combat, you lose the buff. Dropping out of combat starts the pathfinding buff for 9 seconds and once that ends Trailblazer/master buff returns. No restrictions on swapping, but you will have UI in your face potentially while being attacked. Centaur and Elken both get the trailmaster passive due to those sturdy legs!
  5. The consumable slots (Alt 1 - Alt 3) do not accept powers at all, only Potions, Bandages, Food, Campfires. (Our slots are not combo slots that accept both powers/consumables, you get one or the other!) Good question, the situation you provide isn't an apples to apples comparison though. In order for the Assassin to be in a state of "DoT ticking + still in stealth"; a) they would first have to break stealth to apply the DoT and then wait the combat timer out (at which point the DoT may have already worn off) , b) or use a Vanish to get back into stealth while they have DoTs on someone, c) or the case where the power auto removes stealth, applies an effect or damage, then puts them back in stealth. (Spirit Dart/Gopher Broke) Meanwhile over on the Brigand, they placed traps while in stealth that subsequently exploded when triggered, and the explosion damage activated the remove player from stealth because "they did damage and are stealthed." The pattern doesn't match any of the 3 Assassin/Duelist versions I listed above. If we wanted to make them all the same, we probably would have followed model C) and make the Brigand appear every time they place a trap and then put them back into stealth.
  6. Yes, all the classes who benefit from have a mitigation in combat and a dodge in survival will have to pick. I do believe the saying is "better the devil you know". Meaning we have all experienced this before in every game that uses this model, however the benefits of the model outweigh the potential of this known potential problem. We definitely want to hear if it happens to you when this goes to Test, and if it does, you will either need to use a Runegate or Recall. This is a bug we have in our current build that I hope is fixed by the time we get to Test. Ideally DoT's you put on other players shouldn't pin you in Combat, however DoT's you have active ticking on you should.
  7. From a mechanics level our server has always had the concept of "in combat" and "out of combat", it was just being controlled by the player manually (like a stick shift) via the survival tray and any of the "combat" trays (melee/ranged/death/life). This is why we have always had ooc regen and ic regen. 1) Being on any NPC's hate list will keep you in combat. When it dies or leashes you are removed thus dropping ooc. If you are on a players hate list and damage them within 10 seconds you are in combat. Using any combat power (tray / left clicks) will briefly put you into combat for the animation length plus a few seconds. If you are on no hate lists, you drop out. 2) 1 hit. (hitting an out of combat player just forces them into combat (no more dizzy/dizzy down) 3) Hitting a mounted enemy has an increasing chance to dismount them on each hit. 4) Managing their ultimate as an escape mechanic will be something the stealth classes need to think about. 6) Deathblow requires out of combat to initiate the power. (As of now, the combat check happens at button press and not completion, so getting hit wouldn't stop it) 7) All the class widgets go into the class widget slot on the powerbar, be it pips for Assassins or Myrmidon hearts. 😎 Default is still 8 power tray slots, there is always the human option for 9 though! 9) Tools only appear when you start the swing on the resource node and for a few seconds after that. All to tools are considered "equipped" so follow whatever loot/import rules that exist for said campaign. 10) Pretty similar to how it is now, loadout power, activate. If you enter combat, the power deactivates.
  8. It looks like the thought process was around giving different damage based on what arrows the player might want to use. Updated them in the next build. Warden - Capstone talent now provides Piercing/Slashing bonuses. (covers bow+melee) Brigand - Capstone talent now provides Crushing/Slashing bonuses. (covers melee)
  9. That first pip not doing its thing was a bug, while looking for the answer to this question, saw the problem and fixed it.
  10. Sadly I hadn't seen what formula was going to be used until it went up. In the future Design will provide a series of vetted formulas that may be used for a variety of campaign types. *Crawls back into the Dregs work*
  11. Good catch, I'll disable the Commune With Nature proc in the Death Tray.
  12. Training Dummy Mitigations: Crushing - 50 Slashing - 50 Piercing - 0 Fire - 50 Ice - 50 Electric - 50 Poison - 50 Disease - 50 Bleed - 0 (No clue why piercing is set to 0, someone must have been testing something) No, you can't go below 0 with a penetration stat.
  13. We always get the uncapped mitigation value, subtract penetration, then apply the cap again. (example 1) If you have 47% crushing pen, and dummy has 50% crushing mitigation, you would be hitting it as if it had 3% crushing mitigation. OR (example 2) If you have an uncapped 100% fire mitigation (cap is 75%) , get hit with a 20% fire pen, you now have an 80% fire mitigation but still capped at 75% since you are over capped. Mitigation is always useful, and armor pen values were also toned down in 5.100.
  14. It is all about where and what we want tested. On the Test server, post a system making it through its initial implementation paces, there really is no reason to not artificially boost player acceleration. (this is why even with the new leveling process and flow in 5.100, we let everyone bypass all of it it in favor of testing out fully tricked out characters with all powers in the 5.100 cycle) The powers bugs were far more important to shake out than leveling. We might have not even known about the ranger traps/druid orb problems until live as no one would have been using them since they would have been leveling instead. On the Live server, we always want a playable game, with as much content (rough edges and all) as we have, because it tells us what edges are razor sharp and need to be fixed as soon as we can. This means we really don't want artificial boosting in unless we really need it, because it hides those super rough edges, and we end up all fooling ourselves what we need to do with a particular system.
  15. This is as designed, the range between hops on spirit whip is 5m from the last target hit in the chain, and can't hit previous targets. The dummy on the far left is more than 5m away from the dummy on the far right.
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