Yep, but one can block s**t with 2h weapon, especially against stabbing opponent/s. Maybe give 2h users some kind of "If hit, attack around yourself like Axe from dota / or Vengeance from Path of Exile".

Posts made by asspirin
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RE: Heavy armor specific skills?
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RE: Heavy armor specific skills?
Being immortal for 5 seconds which is the time it takes you to kill a player is not balanced for a glass canon build.
agreed, such skill should have way lower duration - should be kind of circuit breaker to let you teleport away / stabilise yourself with healing / disable enemy aka used rather defensively, offensively it could really be way too OP unless enemy has any invisibility / any other way to survive the 5 sec rampage; and if used defensively maybe disable offensive casting or something, then it would not be as OP
Being immortal for 5 seconds on a tanky build that takes you 30 seconds to kill an enemy is certainly more on the balanced side.
balanced - yes, necessary? - no; that would be imo contraproductive - tank does all he can to get aggro and CC, if he takes immunity spells or super shields, why would enemy attack him? Such "immunity spells" are ment for dps (Black king bar in Dota for example - never picked by tank because it would make him a tank yelling "just ignore me"). And more armour/more reduction is awesome for healers - easier to heal guys with high resistances than high health pool, so looking forward to equipping heavy armour (unless pure damage attacks are meta or too OP).
Shields did nothing in the latest test beyond letting you use ONE ability.
So far with 25 CON you get to block 100% dmg every 2 seconds (also one of enchant stats is "Cooldown" - maybe will be presented in Talents or somewhere else and hopefully will also affect CD of block), including crits and effects (stun/bleed/anything) from melee / ranged attacks; it sure does nothing against spells, but as you have physical melee / ranged covered, you can invest in elemental/magic resist; imo its rather OP than useless.
Also except Invocation and Conjuration spells you could cast all you like with a shield - healers and supports can be in front line and feel little more safe (if nothing more it saves agains backstabs out of nowhere).
but wait, there´s more - unless something got changed even the tinest dagger is supposed to have exactly same DPS as hugest polearm (weaker hits but faster - which is nice for critting more often and also negates shield), I was frequently asking what do 2h users get to compensate (2x stronger enchants on 2h? more bonus dmg from STR like in WoW? anything?) for low speed, but dont remember there were many reasons to go 2h way because armour doesnt absorb flat numbers but percents. Im really curious how dual wielding will be solved however.
But it´s just me, might be wrong ofc.Restrictions = balance.
absolutely agree
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RE: Various damage types vs immunities
... Problem solved their resist will go down since skill it no longer toggled and it should probably go on some cooldown as well so they can't put it back on immediately but maybe not full because you are possibly shutting down two skills with one.
I thought you can only have one defensive skill toggled (like Shield block) and one offensive (like Bash) and switch between them with cooldown. If it is still truth Id rather stop defensive one ... not sure it would be fair however, enemy is losing a Toggle ability for my regular ability.
But i guess we can agree PvP with immunities is more gambling than actual skillfull fight. Or I´m missing something.
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RE: Various damage types vs immunities
@Tuoni
If there are Abilities as counters ( If im fire specced mage Id like some kind of ability to reduce resists or totally remove it at least for a moment ) Im fine with it. But being multidamage hybrid is boring - resist reducers for specific damage type cannot be used as I´d have to have one for each element/damage type and one resisted damage (against which enemy is immune) will uselessly occupy one skill slot -
RE: Various damage types vs immunities
I know we´re supposed to switch abillities / talents prior to difficult fights to make pve piece of cake, but I don´t see any problem in pve. Problem is in pvp. And it´s not "strong vs enemy / weak vs enemy" that seems not very balanced to me, its "immune to enemy / enemy immune to me" that i dont really like.
But we got quite offtopic.
it's pure damage and it's calculated from target's Endurance for bleed special effect.
So it all depends on enemy resist or amount of max Endurance and stats only reduce cooldown + bleeds stack; weapon has no effect on it, thanks for clarifycation
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RE: Various damage types vs immunities
@GorTavaro said in Various damage types vs immunities:
They won't make such a difference between PVE and PVP. If you are able to have immunity in PVE you have in PVP as well.
I know it, I just hope immunities will be somewhat tweaked, because immunities in PVE mean either impossible fights (oh, no, they´re immune to my damage) or trivial fights (lol, im immune to their damage) - nothing between. But i dont care about pve, I can always make a camp to turn impossible fight to trivial one, problem is pvp. If immunities are involved in PvP, there is no pvp.
Maybe make it like "fire immunity aura turns you immune for 3 secs and then is off for 6secs" or something like it, but permanent immunity? Cmon.Bleeding seems to be pure damage.
Yep, but we´re not sure. We don´t evenknow how the damage is counted - from attribute like Concussive strike? From weapon damage? If it´s counted from weapon how spell damage for such damage type would be counted?
Oh boy, Im so looking forward to some kind of talent/skill/abilities calculator
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Various damage types vs immunities
So far in PvE there are planned enemies with immunity to at least one damage type (and I hope immunities will not make it into PVP), so physical damage fighters will probably get some kind of "enchant" to their weapons that will convert some kind of damage to different (like in Path of Exile), assassins will have poisons and possibility to do pure damage and casters can use different elements.
So to question: will all damage caused by weapon be classified as physical ( i mean pure damage from Concussive Strike isn´t stated as blunt nor physical, but is applied by physical mean and by blunt weapons. Same with Strike wounds - stabbing weapon.
And what about Bleeding damage - it it considered physical damage or own damage type (like in Grim Dawn). If damage from Eviscerate and Bleeding strike scales from weapon is it considered physical damage or pure damage or some kind of straight % hp removal? And if bleeds are physical, which armour reduces it - does it depend on weapon that caused bleeding (piercing/slashing)?
Also - will all damage types be available to all archetypes (aka bleeding damage attacks as Spell abilities for casters etc.)? Or will physical damage be mostly available to warfare, assassination and hunting? And will all damage types be available for all Attributes (bleeding scaling not only from PEN and CON but also others)?
Thank you
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RE: Minimum system requirements
But it´s quite weird to have 25-29 fps (in the wilderness without any players/npcs nearby) on GTX 1070 (3vent gaming version), i5 7400 (not newest, but might be enough) 16 GB DDR4
Hopefully optimization will help a little. -
RE: Support/Healer type builds
@Razvan This is correct for most people. In fractured however it looks like supporters can go pet hybrid way (so far CHA and INT are necessary for support and as healing cant crit and you dont need high accuracy to heal, my bet is if you meet petmaster, he will also support/heal you 24/7). Summoners/pet masters tend to be way stronger solo as well.
However I sure hope stats of caster do affect the power of buffs/heals in the end, or your own buffer slave will be useless
Imo best way "holy trinity" was presented was in Guild Wars 2, where everyone was fully independent.
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RE: Buffs are based off the RECEIVER'S stats.
I believe it´s due to state of the game - alpha. If it was planned to be final state of buffs, it would make as much sense as counting my melee damage from enemy´s strength.
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RE: Support/Healer type builds
Not necessarily nerfed (lowered healing, making cd longer), but changed. Working just with numbers is boring, if all heals are just about "X health restored" and "X cd", they´re the same. Give them something to differentiate heals - give different conditions for healing from potions, from bandages and from spells.
For example making bandages channeled (irl i dont just look at bandages and get bandaged instantly, so lets make it 1 second channel to actually heal for little bit and another 1 second to heal for full amount. Make it disruptable (so it takes skill to heal, not just press one button, but also time it well, use your stuns so you cant be disrupted while healing etc.) and if you get disrupted during bandaging, get it on cd (just like in Guild Wars 2).
Or mechanic from Fallout tactics - probably not very usable in mmo, but just for illustration:
If you bandage yourself too many times (like 4 or 5 times´) you got "Bandaged" which could only be removed with Doctor bag.Potions could be way stronger than other means of healing, but would take time to actually start taking effect (have to be digested first). Again - we would have to plan and think when to use potions, just left click monster and bash health potion button anytime enemy gets lucky crit is not skillful.
Spells are already different - they scale with casting attribute (mostly INT), so lets just adjust their efficiency. Also I hope Fractured will feature health/endurance stealing spells (probably necromancy) or some kind of life leech from attacks or something similar.
And about Second wind - at current state the Ability reads like "Panic button, only press when low on endurance, no mana and bandages on CD". It does instaheal, but eats huge chunk of one´s health with humongous CD (which is only for better, as against poison + plague dot caster Second wind user would actually kill himself using it ... and is also not very PvE friendly as you will have to camp often). Just reduce its CD depending on endurance lost or attacks received - in the end it´s warrior/tank ability. Or keep it like this, but give us something like "Cannot die 5 seconds after cast" or something thematic.
And one last thing: in MOBAs (Fractured is supposed to be MOBA inspired game) having abilities which reduce healing received are imho necessary. WoW has them, Guild wars 2 has them, SMITE has them. Hope I´ll see them in Fractured, but considering each school of magic will have like 30 or so abilities (each in 3 versions), well have cca 90 Restoration spells. Some healing abilities are even in Abjuration school, so magical heals will surely play important role, let´s not forget this is alpha.
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RE: Is being a Demon all around negative?
correct
Beastman:
- get one stat to 25 and rest to average/low or
- get 3 stats to natural 20 and rest to super low
Human:
can get 4x 18 (of which one can be turned into natural 20 any time in the game, further making it 22 with items) or 6x 15 or anything between.So beastmen / demons are VERY specialised and once you go race you have to follow its archetype (bear- tank, deer - nuker etc.) and stay like it forever.
Human race on the other hand can completelly respec on the go from mage to warrior to assassin by just switching gear and redistributing talents at camp. You can go into dungeon like a dedicated healer and crawl out like assassin.I´m still convinced that giving human race further improvements (in form of active abilities like beastmen or passives like demons) would make them way too strong. Looking forward to their technology however.
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RE: Is being a Demon all around negative?
Then human race would be too OP, as they already have 20% more stat points to compensate for no shapeshift / passives.
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RE: Is being a Demon all around negative?
@Razvan My wild guess it technology = firearms + steam tech aka "what dwarfs would get in any generic fantasy mmorpg. Devs stated humans will have access to steam powered mounts...this might be just a mount skin however. Anyway firing the arquebus is easier with 5 fingers than with hooves, so my bet is on this.
@Nekrage Demon races are only one who get access to passives - beastmen get active shapeshift (useless if you dont plan to use them for whatever reason) and human race gets nothing - yes, they get more points, so you can be above average in more fields, but you can get only one natural 20 in stats. Beastmen can get 3 natural 20s, so they can specialise much deeper, but they´re also forced to some roles. Demons can specialise just as well as beastmen, but their passives seem to be always usefull without being forced to have a shapeshift skill occupy one of the 8 precious ability slots.
And imo the assassin demon seems pretty stong (during night ofc - dont know the actual bonus you get, but it´s free damage and his bonuses on STR and PER are pure offence bonuses so he might be best glass canon backstabber). Tanky brute demon also seems competent (with his passive dmg resist and maximum STR and CON). Looking forward to see them on battlefield
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RE: Video: "Epic" PVP Battle
Nice video. Damage and healing still need a LOT of balance tho.
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RE: Hello and little help please
I´d just add some info to horizontal progression:
- KNOWLEDGE instead of XP - you get what you kill (kill wolf with bleeding attack --> learn bleeding attack), 400 abilities each with 3 variants (so like 1200 abilitis)
- also it´s sand box - you dont loot equip, you make it or (as its full loot game) you take it from dead enemy player
)
- skill should be important ( more moba-like gameplay)
But as others say go check forums, I´d recommend this one.
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RE: Suggestion: Different spells have different armor requirements
But I doubt it, because gear/enchanting would become irrelevant then
In literally every rpg game ever you have abilities and still gear is alpha and omega. If nothing more, gear gives you rasistances you lack - here you can improve your survivability by choosing what your stats cannot offer you - low health? enchant hore healt, low reflex save ? Reflex save enchant etc. Enchanting is supposed to improve what your character sucks at or to further specialise him in what he´s good at. It even defines your role: high STR ? You will need heavy armour to endure melee beating. Silent, fast and precise ? Use medium, you will be melee, but need to move quiet. Caster? Use light armour, they´re not going to reach you alive anyway. Oh boy.
but "strength" of those skills will not be as powerful, to make us able to withstand environment challenges on it's own (without the need of using appropriate gear/enchants), because that wouldn't make sense
"Stuck between a clan of bandits and a raging river? Animate the waters to protect you, or freeze them over to cross to safety – then melt them to drown your foes! In Fractured, the natural elements around you can always be exploited to defeat your enemies, even when all hope seems lost.
Fractured is out to break the boundaries of the MMO genre by bringing the combat style you’ve loved in single-player Action RPGs into a complex sandbox universe. Learn to aim, dodge and master over 400 abilities and 40 unique status effects: only your skills and tactics will lead you to victory!"
...this was stated by devs. I don´t see any "only your backpack full of armours and cheesing through the content will lead you to victory"
Sry buddy, one will probably have to use skill.
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RE: DOTs
Still thank you. Btw poison scaling seems procentual (even if would depend on current health/endurance) as so far severity of poison is measured on scale 1-5 (probably not 1%-5% hp , but might be calculated from it). However there´s no such thing on Bleeding strike, but it can be stacked, right.
Would test it, but 1) graphic card died recently, waiting for new one, 2) only have beta access
Have a nice day
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RE: DOTs
Hello there, another nice portion of informations
So poison is procentual, right? The Bleeding (which has not stated its damage) is probably the same case.
Maybe also Blight, which streight reduces health. Then It would make sense no one has seen those crit.
But then resists would probably not affect it much.Thank you.