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thomasblair

ArtCraft Developer
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thomasblair last won the day on February 27

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About thomasblair

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  1. What @Shadow_Disciple said. Flat increase added to the min/max base roll.
  2. Kronos Laughs at you! But in all seriousness, the Sentinel's Debuff are intended to apply to everyone on the Stronghold. These are intended to be Meta Changers for the Defending team to adapt Sieges to play to their particular teams strengths. (usually based on class/discipline/player skill selections)
  3. Keep calling out bugs, especially the new UI ones, there was a very low level UI optimization incorporated into this update which while super awesome overall caused quite of few breakages to specific UI's.
  4. I suspect the answer is something we have ordered up for another system, The goals are; To not destroy all the progression we have built for crafters, make the crafters relevant early on, in the process of making them relevant early, don't make the process so trivial the combantants bypass the need for crafters. So basically have them do the thing they want to be doing in lieu of waiting. Which sounds like crafting stuff and being rewarded with both character and passive skill XP.
  5. I like it Mira! We have internally always though as necro as advanced, but if you literally gate the "advanced" professions on X percent through previous professions, there is zero possibility of having a day 1 apples to oranges comparison between loot drops and crafts. T1 T2 Runemaking Woodworking Crafting_basics Jewelcrafting Blacksmithing Alchemy Necromancy Stonemasonry Leatherworking
  6. Day 1??!! I would propose that there won't be such a thing as a "crafter" then. The danger of such a low barrier of entry is everyone just makes their own.
  7. That is quite a Bow @Yoink ! Lots of questions in here, I'll throw some things out there. Primarily the largest issue is the competition between Blacksmiths/Weaponsmiths/Leatherworkers/Woodworkers and War Tribe Gear. (Other professions just have to wait some time, and as long as they have been training and establishing supply lines, they will always be top.)The fundamental question for the weapons and armor makers is "How long should it take to be competitive with the loot drops from a stats perspective?" (Because form a durability perspective, the crafted stuff is top.) Right now fully mastering all the points you can get in the skill trees for 1 crafting profession will take approx 60 days, and the account never has to train a skill of that type again. (Does that sound like a long time? It needs to be long enough that it feels like it has meaning, and doesn't become too commonplace amoungst the combatants, otherwise they will just train and craft for themselves.) Chunks of the stats that used to reside in the skill tree were shifted into the major Crafting Disciplines / Class C buildings. (We could shift even more there, but it doesn't really help out until a person has access to a decent supply of quality resources. And shifting more to the character once again encourages combatants to just cut you out of the loop and do it themselves.) How many days from the server going up do you think is should take for a player able to make (and get the blue resources) for a bow better than the blue example Yoink posted?
  8. The Ancients were placeholders til we built the Thrall NPC's. Thralls are specifically for Majors, minors/exploration still come from where they currently do in 5.100. Thralls do "inhabit" the upper end stations in .110. White Disciplines will continue to be available from vendors in .110 as they are intended for people to try out builds and experiment. Yes you can no longer upgrade White quality vendor disciplines via the combine mechanic. Thralls all drop Blue quality and you combine multiples of 3 disciplines / 3 essences for upgrade stages. Pretty sure I saw The Blacksmith thrall running around! Harvesting soul gems will continue to come from harvesting. The +15% is a bug that exists in .100 that has already been fixed for .110. You threw this out there as kind of a snide remark and I want to drill down into it for a second; "Or no benefit just forced PVE to collect appropriate souls?" Understand that almost all of the content activities we put in game are there to pull and push players into areas where they can encounter other players. For example the purpose in having items on vendors that cost lots of gold is to make players gather gold. The most lucrative places to gather gold are from level 30 NPC's or selling crafted goods to players. In order to get to level 30 NPC's or decent resources, players need to head out into a world that has limited amount of NPC's and resources. Players sitting in a level 30 adventure area either drove off other players or are going to get jumped by other players at some point. Having players always wanting and on the lookout for Thralls (because it takes multiple soul gems to upgrade past rare quality, all Thralls should always have value to everyone) is going to create a window of time (night) where people are out in the world looking for Thralls. This gets people out of the bases, and creates opportunity for PvP. You are going to see that with most of the .110 content now that we have the tools and the zones to support it!
  9. 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.
  10. 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!)
  11. 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.
  12. 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!
  13. 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.
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