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    Posts made by asspirin

    • RE: Week 113 - Weekly Drawing Winners

      Congratulation to everyone.

      posted in News & Announcements
      asspirin
      asspirin
    • RE: Not Currently Satisfied With The Life Bar System Please Educate Me Good Sir's (have read current material)

      Any new mechanics planned to Constitution and Health? From PVP point of view one only needs Endurance (and STR gives many more benefits aside of endurance). Only thing Constitution gives so far are Saves and little resists. Could amount of current Health positively / negatively affect your damage / speed/ anything (so that Abilities like Blight are actually usefull at least as debuff if they deal no damage at all)?

      Or use health to passivelly regen your Endurance (like 1% of current/max health every few seconds).

      Endurance/Health was in Pillars of Eternity as well, but there Health was only annoying part of adventuring forcing me to return to town for more supplies to make camp fire. Effect of Health in fights was imperceptible except you could get maimed (which is not presented in Fractured).

      EDIT: Health can´t be healed during fight, right 😄 Hmmm, nice. But power of Plague ability should not depend on opponents strenght, guys with strong constitution should resist more, I´d rather make it procentual or flat so it affects everyone, in current state it looks like tank destroyer. Making the regen go negative will further punish those who try to max health regeneration 😕

      posted in Questions & Answers
      asspirin
      asspirin
    • RE: Fractured Content Pills - Week 52, 2019

      @Daigon You´re right, I was just confused by "increase your magic resist a ton as well if your primary goal was to resist magic dmg" . However I hope they´re not adding anything giving permanent immunity against anything (like Shamans goblin´s aura). 1) in PVE - tanking certain boss would be boring - just stand to him, being immune to all he throws at you; 2) PVP - if such auras affects also your teammates, just each pick one aura to make whole team immune to everything. Immunities break games.

      posted in Minor Releases
      asspirin
      asspirin
    • RE: Fractured Content Pills - Week 52, 2019

      @Heartlock Fire damage (like from Fireball) is not magic damage (like from Magic missiles). We already asked devs - Fractured is not like Baldurs gate where "magic res" can make you immune to all kinds of magic. Approach of this game is more like aprg in this regard, you have to increase resists to all damage types 😉

      Sorry for such late answer btw.

      posted in Minor Releases
      asspirin
      asspirin
    • RE: Suggestion: Different spells have different armor requirements

      @Gothix

      keep same mana / stamina usage, but make particular ability cooldowns different based on what type of armor you are wearing (that jump could have shorter CD if used with one type of armor and longer CD if used while wearing another type of armor)

      than tank would just do what assains do --> release all the nukes and hope for best, meanwhile go melee (lesser risk in full plate) and wait for CD; this is imo not the way to go

      not restrict ability efficiency, but make particular abilities cost a lot more / less mana / stamina depending on type of armor used (that jump could be cheaper in one armor type, while draining you more in different armor type)

      would be doable, but would demand huge mana management, healing can be done with bandages + potions however, so mana maluses would have to be huge; in ADaD heavy armour would give spell chance to fail ---> in Fractured it would translate as "reduce spell chance to hit" aka reduce accuracy

      that jump for example could have longer / shorter range, depending on lightness of your armor)

      EDIT:

      yes...or you can just use "

      " (02:28) 😛 My point is warriors will probably offer same skills as mages even in full plate, and there are no classes ---> mages can use warrior skills too. By voluntary nerfing effect of mage gap closer you basically wrote you´d use weaker version of warrior skill you can use with full potential. Why would you do this ? 😄

      but make particular abilities a lot more efficient / inefficient depending on type of armor used

      So lower the damage ---> you would be using spells to do some serious damage and then use heavy armour to lower the damage back to medium? Why 😄

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: Suggestion: Different spells have different armor requirements

      @Clinion In Fractured armour doesn´t slow you down (be it attack or move speed) and you can deal high damage in heavy armour. However all weapons have same dps (one handed weapon will do more weaker attacks, 2h will do fewer, but stronger) and while 2h weapon will have huge damage if hit connects, you will be in trouble if you miss few times in row.

      You have 8 slots for abilities, im sure you can put some gap closers in there. Maybe one two nukes with "slow" or some such CC, why not.

      P.S: "Heavy knights" were mainly cavalry and though they could fight dismounted, 15-20kg of armour does slow you down if on foot (and in muddy terrain).

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: Suggestion: Different spells have different armor requirements

      @Xzoviac

      I can see your point but I dont know if it would be as bad as you think if skills are balanced correctly

      And that´s actually my point - If you go heavy armour (high defence) your offence should suffer for balance purposes.

      Melees are ment to be tanks - most of time is spend chasing enemy or aggroing, so damage is inconsistent. But they balance it with high sustain. defence > offence
      Melee assassins have ways to remain close to enemy (shadowsteps, invisibility in general, paralyzations) and they need way less time to kill (bigger attack speed, higher crits that also occure more often). offence > defence
      Ranged assassins damage is consistent as they can remain stationary to deal damage from afar, but as they go full damage, theyre the most fragile ones. offence >>> defence

      Tank wizard will likely be

      aoe dive in or dots because burst that does not have all skills in burst just wont be that effective but out lasting your enemys could be tank wizards speciality.

      Yes, sure, but for balance purposes damage shouldnt be too high so dots would be rather annoying than deadly and aoes woudlnt do much, such character would be more usable as CC. But then it would be just regular warrior tank 😄 Or restoration and buff skills ----> voila, paladin.

      Most people will cutty cutter and tanks should be easy to smash down if they are not full tanking it with tank skills

      The thing is "tank wizard" will be weaker version of wizard and weaker version of tank. Tanks will eventually outlast them and DPSs will out damage them, so they will not contribute to fight much. Such character looks like a Bard to me, but bard at least buffs his teammates. Thinking about it I wouldnt actually mind meeting such character in game as an enemy, it would probably be a free frag in duel 😛

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: Suggestion: Different spells have different armor requirements

      @Xzoviac I understand you, I hate meta and also favour weird builds, but as i understand it armour is the only way to show you what you can expect from enemy.

      It's way more fun to 1v1 and smash someone with a weird build then it is to be just a glass cannon or just a tank so on

      In DII i had Leap attack barbarian 😄 foes always expected you to be WW tweaker with shield, seeing you jump on them must have been surprise; or full summon dudu with uber lvl Bear smashing them with two hits - they expected ele or shapeshifted melee 🐶 Not following meta is sometimes way better then being same as others.

      In DOTA2 you know every character, all their skills, all their CDs and know their role in fight. In Ability draft you can customize your hero with skills from other heroes and suddenly you don´t know what exactly you can expect from enemy - and it´s a huge game changer. Same in Albion online - you see what your enemy has, you know exactly what he can do.

      In Fractured everyone can have everything and as the game will feature skins, armour helps to recognise at least "archetype" if nothing better, but you can tell "this guys´s a tank and this one is dps mage, let´s focus him". I wouldnt like to repeat my experience from GUILD WARS 2 where I faced team of 4 Asuras looking basically the same wearing very similar outfit and with names like wwwwwkkkkiiiii 😄 Or even better - imagine if in DOTA2 match everyone had the same character model, lets say Mortred. What would that mean? Initiators would be useless, because they wouldn´t know who to initiate on. Tanks wouldnt probably mind as they would just run forward, but who would DPS focus? Which one shoud be CCed not to get too close?

      I like it the way it was presented - Heavy is tanky who will probably not harm me from distance, medium armour is faster dps, he will probably sneak or attack from range and this dude in pajamas should be taken down first before he will fry us or heal other dudes. I take it as little bit of light in this chaos.

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: Suggestion: Different spells have different armor requirements

      @Jetah devs stated there WILL be paladin-like classes (for example Restoration school spells will be castable in plate), however mana costs will probably be big. Also you CAN melee in light armour (with mage armour etc.), so what´s the big deal.

      There´s already topic about "why cant i be glass cannon in full plate with no downside?

      1. Glass cannon in full plate and shield is no longer glass, only tanky cannon.
      2. If wearing heavier armour would affect spell damage, you would suck as mage; if it would affect cd, you would have to manage to nuke enemy down with combo, if not, you would suck as mage; if it would give you huge malus on mana cost, you wouldn´t last very long - you would suck as mage.

      Balance point of view - you´re either Tank, DPS or anything between, but not both. Everyone can use any ability and any talent, so only way to further balance is restriction via armour. Same with shields (no offensive spells with shields).

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: New skills

      @Razvan hopefully it would be directional ability with either amount of hits blocked or duration and not panic button granting momental immortality no matter the direction; btw im glad DOTs and AOEs cannot be blocked 😄

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: New skills

      @Clinion

      like "Shield block"? 😄

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: New skills

      @Farlander It would suffice if wiki was always up to date.

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: New skills

      @Jetah Or better like this one if we´re talking about Diablo franchise 😛

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: New skills

      @Razvan

      Each enemy within 4 meters from your position takes [50 + INT * 5] poison damage if it wasn’t poisoned.

      Poisoned enemies instead are dealt 3 times that damage, and a poisonous cloud bursts out of their bodies, spreading the poison to any other hostile creature within 2 meters

      I was unsure whether its like Shadow poison from Dota 2 - stackable dot which would eventually be "released" to multiply damage based on stacks, or more like Epidemic from Guild Wars 2 which would spread all the conditions (and dots) on enemy to nearby foes basically making it aoe skill.

      However it seems to be partially both, so it looks like I have one more ability permaslotted 😄

      Totem seems fine, too bad it lacks resist reduction like Fire totem, but slow seems VERY helpful to dot build - except we still dont know how will disables (like slow) work; also you can just run away from totem (which has quite big CD), so it looks more like pve of defensive spell rather than offensive (except in huge zerg, where the totem might make some big numbers)

      So you´re going elemental way? From current build Constitution (attribute) sucks, so everyone´s elemental resists will suck as well 😄

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: New skills

      In love with Infectious burst (if it does what i think it does), and Totem of decay

      however for same reason as "Protection From Fire" I probably hate "Protection From Poison" - either OP or useless - depending on enemy build you meet 😕

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: Alpha 2 - Test 2 Launch Day Revealed

      +1 for casters ranged weapon

      also:

      When the timer runs out (or whenever you get more than 100 damage at once from any source), you’re instantly revealed, so watch out and be tactical about your movements!

      ---> do DOTs stack for that matter (are two dots, each for 51 dmg, considered 100 damage at once if they tick same - once per csecond for example ), or are nukes mandatory?

      posted in News & Announcements
      asspirin
      asspirin
    • RE: Week 112 - Weekly Drawing Winners

      Yep, congratulation to everyone!

      posted in News & Announcements
      asspirin
      asspirin
    • RE: Map clarity

      @Jetah

      maybe your first visit you just hit the notable spots. maybe the visits after just increase the detail of the map. whereas if you had cartography then it may take less trips. example: without carto knowledge it takes 100 trips to fully detail the map. with carto it may take 35 trips. this assumes the same spawn location and going in the same direction each time.

      I ment such map --> dont know how many teleport spots furry land and human land will have, but Im sure each spot will have such map with points of interest (this one is from GRIM DAWN pointing out spawning spots for farm runs). So it will not take 100 trips, but like one or two.

      Youre right however about random spawn spots; maybe some divination spell like this one from Baldurs Gate will help with map and resources then.

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: Map clarity

      @Razvan

      https://fractured.gamepedia.com/Shadow_Demon

      Shadow Demons are agile and evasive creatures, aces of disguise and illusion, naturally proficient in the use of traps and poisons. Attuned to obscurity, they enjoy a wide array of benefits during nighttime or when moving through dark environments.

      Not sure anything else is known about it yet, but looks like fine choke point defensive skill.

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: Map clarity

      @Jetah said in Map clarity:

      personally, unless the avatar visits then the map should be blank. unless you have some cartography points it should be very basic. if you wanted to see roads and passable areas then you'd need more cartography points.

      Allright. But it only hides the map before i visit the place for the first time. Any time after that I´ probably know the place. It doesn´t add more fun imo, just makes it more complicated (or "realistic" but it´s not reality, it´s game with magic).

      but that takes effort.

      yep, same as above - it does take effort, but only on first visit. Demons will surely soon know all the important spots and will rush to the closest one the very moment they´re teleported on furryland.

      posted in Discussions & Feedback
      asspirin
      asspirin
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