@Razvan not so much, bear can go 18 int (and upgrade it to 20 with talents) and still has 70 points left for rest... im not saying other attributes won´t suffer - therefore its min-maxing I looove the fact beastmen and demons are ultimate min maxers; for example bear kin can have str20/dex6/con20/int9/per20/cha6 with +2 per from talent perks and then just max his survivability. Having three natural 20s might be serious advantage, but has big flaws as well - one will never dodge anything nor resist mental abilities. Or just go human and dont excel in anything...but also dont suck like min-maxed character
Min maxing this way is not always 100% win, only usable natural 20 attribute bonus for every class is perception, rest is situational (dex + str only melee; int mages only, cha is too random and con does nothing so far).

Posts made by asspirin
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RE: Give us Attribute Resets please
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RE: Give us Attribute Resets please
@Xzoviac Actually bear-kin can reach natural 20 int
But yes, and 2m tall guy with sumo wrestler body can try to be silent rogue, noone says he cannot. But truth is he will suck at it. However noone is forsing him to be anything. He has the choice. -
RE: Give us Attribute Resets please
@Gothix Well, according to charts gnomes are like half human height but you are totally right about their proportions - they´re pretty scary. Like giant toddlers with huge ears
My point was that not all professions are suitable for all races - I can easily imagine bear as warrior, but it sure would be harder for him to use a bow. Would be just as silly as a gnome with mace three times his size.
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RE: I hope your happy FRACTURED team!!! :)
Could you please, good sir, tell us what your specs on old computer were? Im one of those unlucky guys who did not manage to log into the game during the free weekend (I only have access to beta). Just to make sure I also dont need to upgrade ... pretty please.
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RE: Give us Attribute Resets please
@Jetah Yes, but luckily this is a game, so everything has to be balanced instead of realistic :).
And imo attribute bonuses should be somehow desirable for everyone - so that all stats matter no matter what archetype you´re building. And devs are making it well - strenght is not only melee damage stat, but also decides how long you cant fight (as so far it replaces health, so even mages might want to drop some points here), intelligence decides how many and how strong abilities you can pick and also gives resistances against mind attacks (which melee chars will also need) and lets you enchant (and melees will use it too). nearly all stats are both offensive and defensive, which is nice.
Equipment also gives you choice - if you went low strenght char, just wear bear head and bear necklace - out of nowhere +45% dmg= equivalent of nearly 22 strenght. Chances are youre stronger somewhere else - with low strenght race maybe you´re more resilient, smarter or agile. Strong race will have to increase resists and aim which the intelligent race might have, only high strenght doesn´t make you warrior. -
RE: Give us Attribute Resets please
@Jetah Bear will always be physically stronger than wolf, stats should reflect that (deer kin should be too, but for balance reasons they´re weaker
). At least we will not meet 80cm tall gnomes dual wielding 2 handed weapons like in wow
Im rolling necromancer/abjuration/warfare bear mage hybrid - who said you have to be pure thematic class
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RE: Give us Attribute Resets please
@Jetah Well, matter of taste then :). I didn´t mind in times of Diablo II, I will not mind now.
Btw you can look what you want to look like and so far your attributes are the only decision you make, all else is changeable ingame.
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RE: Critical strikes
@Nyquil44 Luck sure will be important, but only future will show how reliable "higher damage thanks to lucky rolls" will be. However luck is not only offensive stat, it improves your defence as well which is awesome. Perception on the other way is only offence and it seems super high aim has bigger diminishing returns than defences.
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RE: Memory worth of abilities
@Gothix No I mean fact, that each ability costs some amount of points - so Fireball takes more points of memory than Bleeding attack. And by memory i mean "28 memory points" player has with Int 18 (and 16 with int 6 wich makes sense - Bleeding strike costs 2 memory)...If I understand it correctly and if it actually works like this.
But if it does, its fine by me, because otherwise one would pick only most damaging abilities (in hope of nuking enemy down with one combo - for example Fireball is capable of 1250 dmg without critical damage and in case of build specialised on crits it would certainly be around 3000 endurance down per one spell so 4-5 such spells (and I guess every element will have at leas one such monster nuke) would probably erase any player opponent). This way (if every ability has its cost) you have to actually make decisions and pick some spammable spells and only few superhigh dmg spells (which replace non-existent "ultimate abilities") and it involves some tactics too.
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RE: Critical strikes
Great, thanks a lot ... so guild full dedicated tank/healer (aka paladin archetype) will not have any use for perception at all, right. Thanks
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Memory worth of abilities
Intelligence gives you bonus to memory, so you can pick abilities (10+INT).
How it their "price" chosen? Depending on damage /overall power , or are high memory costing abilities only spells reserved for most intelligent mages ? Im just asking whether even warrior with int 6 will be able to pick enough abilities ( in case of healing he can always go bandages and remedies, right, so he has 2 free slots).
Will memory cost of abilities be changed in future depending on their popularity, or will overused abilities be nerfed and underpicked ones buffed ?
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RE: Critical strikes
One more question about critical hits:
are crits full random, or pseudo random like in, for example, DotA2?
Would be bad for me to not crit 10 times in a row with 25% chance to crit...and bad for enemy to get critical 10 times in a row due to luck. -
RE: Give us Attribute Resets please
@Jetah "having races with static starting attributes goes against the core design of the game" ---> if you could change everything including starting stats and passive / active abilities of races, why would we need races, one race would do, right. If you want totall freedom, just roll human with 15 in everything and then just enchant your equipment to be stronger or smarter depending on situation. Talking about stats - Abilities don´t have any stat req´s, so you CAN be anything you want any time. So then it seems you want this only for appearance.
It´s same as with some guys saying "we want to cast attack spells in full plate" - solely for the looks. There will be vanity items, these should cover it. You´re not forced to pick "caster race" and make a warrrior, but you can.
In mobas like DOTA you must know who youre facing, or you have low chance of victory - moment of surprise is strong advantage. Here you can be everything at any time, so Im glad I can tell whether enemy is caster or melee at first glance thanks to armour or race. And as mr. Gibbx says nothing will ever satisfy everyone.
If there´s big update / change of abilities, i´d be glad to have chance to reroll so I can still play what I wanted, but aside of that, it´s my responsibility.
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RE: Week 98 - Weekly Drawing Winners
Thanks and gratulation to everyone !
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RE: Give us Attribute Resets please
@Razvan said in Give us Attribute Resets please:
In Albion if the healer left, one of the dps could trade the gear and they became the new healer.
In fractured if there is any "mage" guy left, he can just rest by camp fire, pick "healing spells" and voila. He doesn´t even have to be mage, you can cast healing in heavy as well.
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RE: Is there any lowest chance to hit ?
@Znirf Cool, so mages will - instead of wearing armour - simply go monk way and block / evade all the things (as unarmed is also "caster weapon"). Thanks for reply !
P.S.: Does it also mean you have to have at lest 2x the amount of accuracy to reliably have chance to hit same amount of defence (evade, will, fortify) ? Looks like accuracy is more important for casters as they can mostly contribute to fight with skills on CD and if the spell is saved, they cant do much until CD is off (unless there are ranged caster weapons or they´re melee / ranged hybrids) and melee guys have abilities that cannot miss. -
Is there any lowest chance to hit ?
Im reffering to GRIM DAWN, with system offence vs defence --> if your defence way WAY higher than your enemy´s, you would literally never got critted, chance to hit you might be as low as 4% and even then the damage would be severely reduced. So in later patch this was changed, so that the lowest possible chance to hit would be 60% (and reduced damage). Im asking this because in older videos guys with dagger had problems hitting enemy with dagger. - I know it has beel already solved and skill Death mark got nice bonus to aim, but Im curious as there is still large amount of skills we dont know (so far not even 8% of abilities have been revealed and all will have 3 variants).
Lets say we have Chadra / Shadow with natural dex 20 (300 evasion + unknown amount of evasion thanks to natural 20), natural charisma 20 (with active Inspire 240 evasion + all resists) and better rolls to evade due to high luck + Fox tail amulet + 80 evade = at least 620 evasion.
Then we have Martial arts - school probably heavily specialised to evading (just like monks in ADaD). And Marksmenship - even harder to hit as it´s ranged school. And maybe there will be abilities reducing the aim of enemy, who knows.
So if there is opponent with Perception 6, how much chance will he have against such build? Will he have some guaranteed chance to hit even against some build specialised on dodges, or is it necessary to put 100% of bonuses from equipment and armour to aim?
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RE: How should shields work? WoW vs. Vermintide style
@viziory True the game is heavily influenced by ADaD, but devs stated they would like to have "reactionary" or "skillfull" blocks - aka aimable blocks. ADaD only has increased armour class - passive defensive bonus. I absolutely agree with you on Guild Wars 2, the game that got the active block right - skill that absorbs some damage, but has cooldown, so you´re not invincible.
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RE: How important is choosing a race?
@Gothix I too hope schools of magic will demand secondary stat as well (as 11 out of 14 schools are int based), nonetheless all races except hellfire demon, wolf and tiger can get natural 20 in Inteligence, so almost everyone can go pure mage path (not that int 20 is a requirement for it).