@Shivashanti yep, but the earlier it´s decided the better;
tho tooltip in Abjuration school says " typical user of this school is also good at disrupting the magical defenses of the opponents" - so it looks the school offers not only magical shields, but also debuffs and disables of resists; but still...

Posts made by asspirin
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RE: Immunity in pvp
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RE: Immunity in pvp
@Shivashanti Well that is right, but lets say I have Fire resist aura and Cold resist aura - so enemy mage I meet has instantly 50% chance to lose. Duels dependant on flipping a coin don´t sound fun.
Adding more elements / damage types into build is possible way to nullify effect of immunity buff, but then ability is useless for person using it (I lose one of 8 slots for abilities, but enemy one of only 2 slots for passive buff) and noone will eventually use it (except against some pve bosses, but we´re not discussing this here). I´d rather have something usable whether my enemy has the fire damage or not.
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RE: How important is choosing a race?
@hellzer yes, HEAVY restrictions. Actually RACE and STATS are only permanent decisions, rest will be learned by playing the game and can be changed any time (just rest near camp fire).
Whole world consists of 3 "worlds":
Tartaros - home of demons - full pvp all day everyday
Syndesia - people - middleroad - pve and pvp (also often under siege by demons)
Abroreus - beastmen - carebear paradise of pve, no bad guys allowed info fairytale land (actually yes, but under HEAVY debuffs)P.S.: Worry not, if you want to make evil beastmen, you can - you´ll become Abomination and are welcome in Tartaros
...or be good demon to become angel
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RE: Immunity in pvp
@Kralith Yes, but I´m not in alpha and free weekend is nice, but family takes all the time
Someone else will have to do the testing.
Thats what Im talking about. Game should be about skill of player, not paper / rock / scissors. While I agree that having "the right skillset at the right time" should be important, it should not and must not be the only factor. That way why would i bother fighting someone? Countering enemy is fine - but only skillfull way - so if there´s mage, Ill use blinding strike to silence him (while risking fireball into face), if there´s melee, I´ll kite him as long as i can (and hope I will not miss any slow and he will panic
), but I´m not fine with "countering" by full imunity to enemy - it´s not enjoyable by me and frustrating to opponent. I don´t want to say "Sorry, I hard counter you, surrender to not waste our time". There´s not even slightest sign of any skill in this mechanic. It´s just solely 100% luck (or bad luck if you´re one hard countered)...not saying I mind monster immunities, you can sleep and prepare for any monster, so I´m fine with it; but as you say, in PVP you can´t.
I have nothing against group buffs, but immunities? Each guy having one aura of different element / damage immunity, so whole zerg is immune to anything - doesn´t it really seems boring to you? Does it really need creativity? Just little of cooperation, but as the ability is "cast and forget" aura, It shouldn´t be too hard. I really hope it´s not aura (at least not one offering immunity).
And I´m glad one can only have 28 memory points so there´s also some strategy in choice of skills.
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Immunity in pvp
I know there was a thread about it here , but it mostly covered PvE part of the game. My question is about pvp.
In Alpha there is ability Protection from Fire learnt from goblin shaman. Maybe I remember it wrong, but game tooltip of the ability in one of the streams said "full immunity to fire damage". Is it planned like this, or is the ability still in developement as it´s alpha? Hope for the latter, as immunities don´t have place in pvp - I´ll mention Path of Exile with it´s immunities to stun, chaos damage, even to crits. Once you can be immune to something, opponent specialising in it has super low chance to defeat you, no matter the skill. In the old thread there were some nice ideas - for example concerning the ability Protection of fire - it might have passive shield absorbing some amount of damage with cooldown (so shield would grow back in few seconds) or similar effect. But please no immunity to something all the time.
But as abilities will not have different effects for PVE and PVP, i guess abilities such as this one will not make it to the final.And I hope it´s not aura (as two guys would be enough to ensure immunity to all the elements - if these would stack), but probably not, right.
And if this was already solved, sorry, but I didn´t find it.
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RE: Stats layout in Alpha 2 test 1
@Yitra It however depends whether all damaging abilities will have "+/- 25% damage random roll" like Fireball and Magic missiles, thus making difference between low CHA and high CHA up to 50% difference in damage, or if there will be also abilities with reliable damage dependable only on casting stat like Firebolt.
Also devs didn´t state you will always roll better damage, only " you're more likely to roll it", so I wouldn´t count on luck too much - in case of melee fighter I´d rather pick Bear Claws Pendant instead of Rabbit Paw Amulet unless Im tank (although both offer passive bonus as if you had 5 more points in respective stat) - better chance to resist status effects due to save rolls is always valuable and tanking pets sounds nice.Also concerning the role of luck as DEFENSIVE STAT:
high luck, low resists, medium health
high luck, medium resists, low health
low luck, medium resists, high health
low luck, high resists, medium health
medium luck, medium resists, medium health
medium luck, high resists, low health
medium luck, low resists, high health--> which of these will offer most "effective healthpoints" ?
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RE: Two Handed Melee build
@Yitra difference between metal and flint weapons are mainly durability, but i assure you flint is sharp as hell...and mace with heavy stone on tip will hurt just as much
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RE: Owlsane's Feedback / Suggestion / Questions about Alpha 2 - Test 2
@OwlsaneGaming To be honest, it takes valuable position in your ability bar - you only have 8 slots. Warriors have heavy armour so they dont need such ability and while its is little better to go mage armour instead of than leather armour, youre 1/8 weaker as you could have one more nuke/buff/debuff/heal instead this. Also you need HIGH Int to actually make mage armour worth it.
Armour buffs could either:
a) reserve some of your mana (so you use only let´s say 70% of your mana pool limiting your nuking ability)
b) mana shield that costs flat amount of mana per second to keep active (thus making you manage your mana more carefully and also limiting your nuking potential, especially during long fights)
c) part of damage doesn´t go into Endurance, but directly into mana (again lowering your mana pool - lower nuking potential)---> in these cases armour ability should be considerably stronger than just "more armour and some mag. resistance"
There sure will be "shield bubbles" that absorb damage, mage armour is different, acts as substitution of physical armour, so imo it´s fine as it is.
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DOTs
Are DOT (damage over time) builds going to be viable? Seeing "remedies", that can remove poisons every few seconds makes me nervous
(and certainly many more sadistic guys who want to wear enemy down slow and painfully). Is it really so simple to remove all the dots with remedy / purge-like spell , or do "negative status removers" remove one negative status / dot at time?
And in case there are dots (so far I´ve seen Bleeding strike (damage not specified) and Poison (only poison lvl known, dmg not specified), will these be able to crit? And if so:
- if first tick of dot crits, all rest are crits
- every tick has own chance to crit
- can´t crit, dmg only increasable by reducing resists
Do same DOTs stack? For example Bleeding strike duration is (with high perception) longer than its cooldown.
And I hope DOTs are not considered debuffs, so CHA is not important. -
RE: Two Handed Melee build
@Tero-Kaze You sure are right, I was just sad seeing 4 minute staring contest instead of fight. See
02:52 - 02:58. Two guys killing bear in 6 seconds. i know it´s pre alpha footage, but damage numbers aren´t too high, bear just has lower health. 03:23 - 03: 30 two boars, now its 7 seconds. This is nice looking combat and I wouldn´t mind learning less knowledge from these monsters, if there were more of them to make up for it. I´d rather kill 40 bears (240 seconds) than stare one goblin to death (240 seconds).So yes, it´s still alpha, but prealpha looked more entertaning imo (due to lower health, even if they had higher damage).
P.S: Hope you can enchant 2h with twice strong enchants than 1h (as 1h will probably have advantage of choice from two enchants thanks to offhand).
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RE: Two Handed Melee build
@Tero-Kaze Imo damage should grow with % - if i have knowledge of him 30%, then 30% more dmg up to double dmg on 100%. Would be less tiresome to grind resources from monsters.
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RE: Two Handed Melee build
Im not in alpha but just watching videos is enough to see something is wrong
Just watch this 00:24:50 - 00:26:22 (one and half minute to kill monster in two people) and even better the following fight 00:26:22 - 00:30:30 (over 4 minutes to kill one monster). I know this is not Diablo where you slew the main boss in 10 seconds and regular mobs vaporize instantly, and most of the fight it was 1v1 and monster used healing few times, but 4 minutes ? If it was interesting fight with huge DMG numbers, where you had to dodge and time your attacks (which would take skill) and take 20% hp in one swing, why not. But standing 4 minutes and keep holding LMB knowing he cant even scratch me would probably make he go grind someone else.
I hope they will keep bonuses on active melee skills like on Heavy blow with up to 250% increased dmg depending on strength, instead of +50% dmg no matter how strong you are like it was earlier (but question is if for example Hellfire demon with 25 str (massive melee dmg) and high perception hits someone cursed with Death mark (+50% dmg taken) with 2h axe (probably passive crit damage), while buffed with Strike wounds (+30% dmg per debuff on enemy) with skill Heavy blow (250% dmg) and luckily crits (with greywolf headdress +50% crit damage), will he one shot him?).
Melees with 2h need nukes too, because if all weapons have same DPS, 2h guys will suck as 1h can have shield aka more defence while having same damage output - at least in pve, because you will not have to go camp as much... Or just give 2h weapons +50% dmg bonus from strength so with str 18 you would have melee dmg bonus 48% (should be +100%, you use both your hands :D)Could be solved by reducing damage if you go shield +1h, but then it would take eternity to kill something, rather increase 2H damage.
Please, give monsters that heal themselves some kind of visible indicator that theyre going to heal themselves. Then It would take some skill and timing, to stop their heal (and in case of successfull disruption of heal, give them 5-10 s cooldown on their healing).
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RE: Healing (spells / potions) with casting time?
@Tero-Kaze Imo problem is the Endurance is your actual health and Health itself has no use at all until devs finetune the health/endurance system. I´ll survive with 1000 endurance and 1 health, but at 1 endurance im dead and I can have 1000 000 000 health, still i lost. And bandages seem to OP (no cast time, short CD, no mana costs and easily to create large number of bandages / remedies - why would i use spells to recover endurance, when bandages can do it more often for free?).
And when we discuss "health: as "blood magic" was mentioned many times, but has no own magic school - was however mentioned in description of Necromancy school, so i guess its just type of ability that uses casters health instead of mana. Is Second wind blood magic ability then, or can we find blood magic spells only in Necromancy?
In case blood magic offered offensive spells as well, would INT be main stat for purposes of chance to hit / damage calculation of the ability, or would it be for example CON ? And if so, will warriors be able to cast blood magic spells in armour otherwise not allowing you to cast spells (medium/heavy)?
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RE: Owlsane's Feedback / Suggestion / Questions about Alpha 2 - Test 2
-What is the Willpower and what kind of bonus it gives?
-What is the Fortitude and what kind of bonus it gives?Ever played newer versions of Advanced Dungeons and Dragons ?
There are three types of "saves" aka resistances to certain attacks - Reflex, Fortify, Willpower.
For example classical fireball had reflex saves depending on agility - in Fractured its probably dodge save dependant on Dex (but it looks more like melee chance do dodge) which - if successful - lets you evade the fireball or reduce its damage. Willpower gave you resists against mind affecting abilities like Charm (and also answers your question about Magic missiles: check wiki and there it´s stated "The victim is entitled to a Willpower save throw to negate the damage of each projectile")and Fortify saved you against attack with huge power or illnesses and spells / abilities affecting your physical body.As devs used older version of saves from ADaD (wand, spell, death etc.) Im sure this is the same case.
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RE: Healing (spells / potions) with casting time?
Let´s just hope bandages and remedies will have at least 30 secs cooldown, co they can be only used on emergency, not every 5 secs for no cost, so every DOT build is worthless and healing spells don´t have reason.
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RE: Stats layout in Alpha 2 test 1
@Absolit Not really, then we could say Perception increases melee damage (skill Assassinate), but it doesn´t, it´s only the ability damage that gets increased. Melee is increased by strength and in some phase of developement your character had also some modifier to magical damage, maybe via int. In tables there´s no such thing. Will it remain that way?
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RE: Stats layout in Alpha 2 test 1
So there is no increase of spells damage with stats (INT) right? Only way to do it is reducing enemy resists and crit damage?