@Znirf Sorry to bother, but a stupid question came to my mind. I know restorative abilities costing mana will be probably "spells", but will heal abilities be able to crit ?

Posts made by asspirin
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RE: Critical strikes
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Magic resistance?
Save vs spells is understandable, because everyone has probably played some ADaD game, but magic resistance is not clear to me.
Int should rise it (up to 36% on 18 INT, probably 50% with 25int), then abilities like Mage armor(23% at 18 int, 30% at 25 int). If these are additive, then only 1 ability might give you 80% resist to magic (if it´s not capped to like 50% or so).
As there are resists to elements, will general magic res simply reduce any non-physical damage? Let´s hope there will be enough debuffs to do it or that it willhave cap, otherwise mage vs mage might take a while if both regularly heal themselves
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RE: Will have any type of faction system?
I wonder how many players will each side have. Also im sure many guys plan to make beastment and after completing all the ability quests on Arboreus (even the "beastmen only" ones), they´ll convert to abomination to collect all the Tartarus quests and go pvp (because as devs said, beastmen are the worst choice for pvp, so they have no other possibility).
Can´t beastmen really participate during invasions? In that case they´re not lawfull/neutral good, but rather true neutral and it´s pretty sad they can´t choose to defend their fellow "goog guys" in fight, only attack them as abominations.
The simplest solution (in case i wanted to help humans) would be to turn to abomination and upon start of "invasion time" teleport to Syndesia and start hunting demons. Little overcomplicated, but would this possibility work ? -
RE: Why Magic users will be OP compared to physical users
@AlbusWolfer And why only schools?
Probably the only thing i liked about League of Legends was that many active abilitiesalso came with passives. I dont know whether Talents in passive talent tree will be gameplay changing like Keystones in Path of Exile (passives that gave something in exchange of something else - example: Blood magic - no mana, spells paid with life, Unwavering stance - can´t evade but can´t be stunned,...), or regular small stat bonuses (+5% hp, +10% attack speed), but i hope for the first variant. Or their combination. In case of the second possibility, passives in Abilities would deepen character customization or give more synergy to skills otherwise not complementing each other. -
RE: A few questions about the primal form mechanic.
Complementary question:
when shapeshifted to primal form, will you keep your stats, or will some of them be buffed (bear would gain more +X str, +X con and -X dex ) or will all the stats be changed to "default bear shape stats" independent to stats of humanoid form (like in ADaD with druid shapeshifting) ? I hope for first option,or second one to balance passives of demons (Maybe i understood it wrong, but are nightmare´s bonuses during night/in dark conditions and hellfire´s dmg reduction upon reaching X% of life passive abilities ? If so, they would have advantage of one free ability slot for more damage or defensive ability, wouldn´t they...unless the change into bear makes him significantly better than in humanoid form in full plate and with huge 2h weapon --> seems to me that for caster the shapeshift into bear will be "panic button" if melee gets too close, but will it have any positives for tanky 2H bear? Bear warriors for example might find passive ability of more toughness and self heal upon reaching some endurance threshold more usable - just like Hellfire´s "fiery veins resist" passive ability...same for deer kin - maybe passive movespeed on X% of hp, would do the same). One free slot in game with 8 slots might change a lot.
Concerning bear -kin - does regen bonus of bear primal form increase with more constitution? And does bonus regeneration gained on reaching natural 20 in constitution also improve further up to 25 con?
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RE: Attacks speeds depending on armor ?
@Xzait Of course clerics run in heavy, but they mostly support and heal - these you will encounter in Fractured too, we´re talking about nukers in plate armour.
Cloth with mag res>phys res and heavy with phys res>mag res would imo suck, if you had to have huge strenght to wear those. Magic res is already gained from inteligence, phys res from strenght, resists to elements from con.
And of course if two guys with same setup of abilities and same build, but each in different armor duelled, the one with armor "better suited for this fight" (ara plate user if both went melee) would easily win. Therefore no skill, but luck in choice of equipment. -
RE: Attacks speeds depending on armor ?
@deusex2 Yes, you´ll probably see many "paladins".
So you want to be a caster with low casting abilities, because you want to wear heavy armor ? Dont think it would broaden your possibilities, it would rather thin them - malus would either be on cast speed (easily interruptable - youre dead), or mana regen (cast few spells and wait/run/die) or mana cost (same case). In the worst scenario the damage. As mages in this game are suppossed to be glass cannons (due to being limited only to cloth), in heavy armor you wouldn´t be glass, but you wouldn´t be cannon either
So i don´t really understand what role you would take in your team (if fighting in bigger battle). You wouldn´t do much as dps with your lowered offence and you wouldnt tank either.
Devs stated, that spells uncastable in medium / heavy armor will mainly be damage spells, not sure about buffs other than restoration and protection (which would make you paladin / cleric from ADaD). However it would be nice to see some debuff casters in heavy (Dark Templar from AoC or Antipaladin from ADaD, generally "death knight"), who would deal melee damage.
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RE: How should shields work? WoW vs. Vermintide style
@orical-the-exile There were no "smaller viking bucklers", nor "viking bucklers" :P, only 80cm+ broad shields. Used mainly against arrows and spears as 2-3 well aimed hits with dane axe would destroy it. In pre alpha video there was late medieval shield, but i sure hope for early medieval ones.
I hope for skills like "for 2 seconds you´re immune to attacks, projectiles and non-dot non aoe spells" or at least passive with "every Xth attack is blocked". Or at least passive bonus to defence (even if you don´t actively block with shield, it protects your body from knee to neck). Yet it slows you down as hell, so maybe give activable blocking, but slow movement speed during it (basic melee units of Human in Warcraft 3).
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Favourite skill from moba / rpg / arpg (you would like to appear in Fracture
As this game is planned to have moba like fight system, is there specific hero you would like to recreate from any moba / RPG you´ve ever played or skill they have you would love to find in Fractured (not regular fireball foundable in any generic fantasy game)?
For example i love:
Dota 2 - Atropos/Fiends grip - channeled disable+nuke stealing mana
Pudge - The hook (says all), his aoe rot is nice too (health draining aoe slow + dmg); Nerub. weaver - skill that takes your HP and MP back where they were X seconds back
Smite - Kumbakharna - Epic uppercut - disable knocking enemy up for few seconds,
dealing damage on attack and aoe on landing
Fenrir, Xiang Tian - Ragnarok, Whirlwind of Rage and Steel - both skill grab you and you can decide where to throw /move them (for example on spot with your aoe ground ability)
HotS - Witch doctor - Plague of toads - slowly jumping exploding frogs with passive giving them more
dmg on each jumpHow about your favourites?
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RE: Character Customization?
@Yitra for 10 minutes, before you make helmet
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RE: Attacks speeds depending on armor ?
@Jetah Then it´s ok i guess, didn´t really play WoW since Burning Crusade so haven´t met those
Your previous reply seemed like they can facetank with ease while massacring opponent. As long as you can have either godly damage OR impenetrable defence (or little of both in balance), everything is fine. My post was rather about deusex2´s post (who would like to see mages in heavy armor)
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RE: Character Customization?
But little portrait of you and your teammates as in Neverwinter Nights would be nice (just like in prealpha demo). If these would keep minimal size, and everyone could have only up to 3 characters, maybe everyone could upload their hand made portrait. And to character customization - i´d understand it in 3rd person game, where you can see your avatar from close, but in isometric game? GRIM DAWN has the best character customization even with 2 guys - woman and man, that´s it. It´s armor you see from above, not moustache, tatto and piercing. More armor skins >>>> more 0,00001 pixel tattoos on my character.
And if game does well, why not add "face skins" like in ESO as vanity items for those who demand them. But later, lets now concentrate on important things.
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RE: Attacks speeds depending on armor ?
@Jetah Yet "real" dps should outdamage those if both specced fully into offensive, if not, something is wrong, yet it sure happens often - for example in Pillar of Eternity : warrior (tank) would (with proper weapon, stats and passives) outdamage everyone, while being the tankiest dude in party. In singleplayer games it doesn´t matter, it´s about fun. In pvp this would cause serious disbalance and as Farlander said - who would run around in pyjamas, while you can wear heavy armor without penalties? Everyone and their moms would wear heavy armor, any medium / light would be for roleplay reasons only. Lets hope devs balance the choice of spells well, but plate user doesn´t need damage spells, he can facetank, so let him smash enemy melee, what he need is heal, purging debuffs and self buffs so he can keep close and deal damage - these spells will remain usable even in plate, so whats the problem.
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RE: Week 93 - Weekly Drawing Winners
Hooray, looking forward to see my
riding a
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RE: Completionist Titles
Or gain title that will also appear after your name depending on your most valued deed ( Potato the Guardian - for saving party member from certain death, Potato the Alpha of the pack - for having 3 minions on max strenght, Popato the Cunning - for kill stealing x frags with 30% hp or less, Potato the Juggernaut - for tanking x damage in x seconds, Potato the Hated - for killing one person x times in x minutes etc.). And various stats would grant minor bonuses further defining your role (tank / dps / heal / control) - if titles would be easy to acquire, progress would be horizontal (they would be same as abilities - you would have to meet special conditions to gain them).
And those, who wouldn´t like to show such title could hide it and still keep the bonus. -
RE: Attacks speeds depending on armor ?
@deusex2 From balance point of view it´s understandable, isn´t it (ADaD had it same way). One can´t be both tank and dps. Mages will have Abjuration school of magic that specialises in protection; my guess is you will be able to make spellcasting tank, but your dps would suffer. Or do you prefer it for the looks? It was stated, that you should be identified as caster / assassin / warrior (light / medium / heavy) on first look. And also heavy armor would probably be too heavy for mage to wear (or you would have to buff your stregth but also lower your casting stats or gimp defensive ones, so you would still be only half mage). Just opinion.
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RE: Attacks speeds depending on armor ?
@Xzait Those passive stuns could also have internal cooldowns (let´s mention Barathrum in DotA), why not. No matter, was just an idea.
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RE: Critical strikes
And question about CC: will crits offer any bonus to CC abilities? Will for example stuns be able to crit? And if they can, will they last longer ? Or will crit CCs be harder to save against? Or does it affect only damage abilities and autoattacks ?
Wil criticals with various dmg types have different effects (cold->freeze, fire->burn dot, poison -> reducing damage, melee crit -> bleed etc)? or will crits only increase damage?
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RE: Attacks speeds depending on armor ?
@Jetah Imo it´s logical, as plates / rings in chainmail make little more noise than lets say gambeson. And you´re right, chainmail slows you quite a lot, but it´s a fantasy game
And probably heavy plate users with all stats on STR and CON will have hard time dispelling all the slows and other movement impairments anyway.
Concerning disability to cast spell with heavier armors: what exactly is spell - will abilities have tooltips that they´re spells? Or will you not be able to cast anything with mana cost (this would be weird as many abilities even in warfare consume mana) ? Or will mana dependant abilities not considered spells keep their maluses on mana costs like in alpha, increasing with armor tiers (i dont know whether hide armor in alpha that had maluses on mana and dodge is considered light armor)? Or are spells only abilities with save bonuses depending on INT? I hope heavy armor users will have means to purge disables non-magical way too.
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RE: Upgradable Pets
@Jetah Yep, i thought so, however description of abilities would use some detailed informations - Path of Exile did it well, you know what weapon it needs, its range, cast speed, passives that improve it´s damage, gems, that can improve it etc. Description of Death mark (and im sure many others abilities in near future) is little confusing, as it is self buff, but part of the ability is also "cursing" the enemy to be dealt more damage by you (seems to me like Amplify damage of the Necromancer - but it´s not stated what it amplifies. In case of Diablo II it specifies that only physical damage is amplified. Here we have to take a guess. Let´s just hope Necromancy will offer some form of curses.