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    Posts made by asspirin

    • RE: Suggestion: Different spells have different armor requirements

      @Gothix said in Suggestion: Different spells have different armor requirements:

      If bag space is common, for everything, then I'll just stick to one set of armor, because I'll want rest of the bag free for other stuff, and that will definitely cut in on versatility that I can have while playing.

      I understand all this, but what does armour have to do with versatility ? If you want to make game easier (by carrying armour with resistances more fitting to upcomming fight), why not just pick ability that grants you the resistance (same for everything else - different spell element, more offensive / defensive abilities).
      For me it seems like 1) PVE only mechanic which also 2) lowers the difficulty of the game while c) making it more management dependant (imo having to care about your clothes - warm/cold weather - and food - so you dont starve and die - is enough management in full loot PVP MMO), we can even switch abilities and passives before every fight, isn´t this enough?

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

      @Gothix

      then you are heavily limited in versality because you need to take less gear to be able to farm more mats

      Your versatility comes from chosen abilities and talents
      Even if you go magic archetype, you can still be dedicated healer, nuker, dotter... whatever uses INT as main attribute (which is like 60% of all abilities). You can even further specialise on rest if you know what element your enemy is to counter him.
      I don´t really understand yet what you´re talking about 😞 To me it seems like you don´t want to roam the world and fight, but rather play "Item management simulator". Please don´t take any offence, but I still fail to see any reason to make the system so complicated (not difficult, as it´s actually making it easier for you .... just unnecessary tiresome).
      What will be the advantage or being able to bear 10 sets of armour? By "versatility" you mean to be able to say "im tank now", after 5 minutes "well, I feel like rogue now", dress accordingly and be completely different ? You have 400 (1200) abilities, passive talents and in case of Beastmen and Demons another passives / actives to use. You will probably still be limited by your attributes (unless you´re Human).
      Why not use one set of armour with enchants to make you specialist / to fill gaps in stats made via choice of attributes and "polish" the build with abilities (which define your gamestyle).

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: FINISH HIM abilities

      @Whisper

      I tried to cast Fireball using a Hammer, Axe, and Dagger

      Well I dont thing this was changed since first alpha, there daggers were caster weapons (unarmed too, but one used unarmed 🙂 . But if this was changed, my bad. It would be however weird if there were no 1h caster weapons - even shield can be used while casting spells (except Conjuration and Evocation schools), so 1h should be usable (small, not medium).

      Stun lock is not going to get into final game.

      • Can you link to the source of this claim?

      Well soon after first alpha, where enemies were stunlocked for whole fight, it was stated by devs that this is going to get changed, cant link that tho, sorry. Check content released on February.

      I 100% agree with you on that. I hope that humans get fire, and Demons gets one element and the beastmen get an element as well. To give the diversity and give people that extra push to travel to other planets.

      Well everyone will get everything, so you are actually right.

      I will say I also agree that 100% immunity is a bit much. 2 Memory is too little for 100% immunity in my opinion. In my opinion it should be tiered. 2 memory for a tier 1 fire resistance that gives a chuck of fire resist. Then a tier 2 for 4 memory that does more. Etc. Then finally a last tier that gives 100% but takes up the same memory as powerful moves (6?).

      But prices for slotting thesabilities will not affect everyone equally. Magic casting abilities - especially offensive nukes and disables likew Spider web - are WAY more expensive, while melee abilities are like 2 points worth. And melees rely on melee, so they wouldnt mind such abilities being more costly. Or they wouldnt even use them, if they were (as many melees are going to have low INT). Imunity abilities imo need rework.

      Or as a hard counter to that hard counter. They could just make dispell an ability that remove buffs.

      Then enemy would just recast aura (not sure how silence would affect auras, but probably wouldnt, its not channeled ability). Only solution is resistance reduction or penetration. Oh boy, immunities stink 😕

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: All-Backers Access & Apr 12 Cities Q&A

      Cool thing: im beta backer, I can get into the game
      Another cool thing: Im getting new graphic card, few more fps will be nice...
      Not so cool thing: ... getting new one because the old one doesn´t work any more
      Very uncool thing: New graphic card arrives next week 😄

      Who´s Bad Luck Brian? 🙂

      posted in News & Announcements
      asspirin
      asspirin
    • RE: FINISH HIM abilities

      @Gothix

      It's not a bullet proof build, it still depends on some factors.

      Yep - 1) is ganker going full in ( maxing only damage and accuracy), 2) enemy is not dedicated tank (who maxes resistances and luck 😄 )

      That build is something like rogues work in other MMOs... have patience, wait, wait, wait... when opportunity is good, attack, nuke, try to survive the aftermath until you can re stealth again, and wait again.
      I never found such builds fun to play. I have no patience to just stand around and wait. I like constant activity. 🙂

      Neither have I, i hate such guys (hated them mostly in GW2 - just waiting to finish you off, before you got to like 40% you literally never met a rogue 😄 )

      I don´t have problem with this, opportunistic ganking is in every similar game, but two such abilities seem quite strong to me ( just like if you had both Necrophos´s and Axe´s ulties on one character - DotA/DotA2 ).

      Also that build would be useless ain anything more than 1 vs 1.

      Absolutelly, but if you get surprised by such specialised dude 1v1 while farming wood/stone, say gbye to equipment 😄 This game would use some STUN breaker ability.

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: FINISH HIM abilities

      @Whisper

      To stealth you will need a melee weapon. When you switch to staff (To cast Fire Ball) you will become visible.

      Unarmed and one handed weapons are classified as "caster weapons" as well, no need to swap.

      You cannot assassinate unless you are close to your target. If you appear right next to someone you might get your fireball off, but they are going to stun you.

      Thats why ganker would stun first. If going glass canon build, accuracy would have to be maxed (as well as luck in case crit damage doesnt work for nukes).

      I assume most melee's are going the stun-lock route so with the AoE stun you would get your blast off then be stunned.

      Stun lock is not going to get into final game.

      You are 100% right you could get lucky and utterly destroy someone. But you also might not and get utterly destroyed yourself. From what I understand that is the whole concept of a glass canon and to me-That's okay.

      Absolutely agree on that.

      I imagine in PVP with Fireball being as strong it is we are going to see most people that can always with Protection from Fire up. Which turns that 1k damage nuke. To 0.

      My big hope is there will be at least one nuke of each element on level of Fireball (just as there is Fire totem and Poison totem). My bet is at least Lightning and some kind of frost ubernuke.
      To immunities in pvp - such mechanics have nothing to do in pvp (immunity to soke kind of CC at the cost of being more susceptible to other kind of CC would be bearable, but full immunity to damage element? In PvE game it would be cheezy tactics considering we can prepare for every encounter - aka going into fight knowing I´m 100% winning this because Im immune to enemy; for PvP game it´s even worse, literally making encounter just coin toss (he´s immune to my damage - Im dead / Im immune to his - he´s dead). Still hope immunities eoither won´t get into final game, or that they will not work on players (or at least with huge maluses).

      Which makes your gamble more of a gamble.

      Agreed, as said in text above. Trust me, i hated this concept the moment fire immunity aura was reveled 😄

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: FINISH HIM abilities

      @Whisper Well, although the game is loosely based on ADaD, there are no casting times for spells, they´re instant. You are only limited by 1) CDs, 2) your mana pool.
      In my post there is no tactic involved, no hiding, just straight up sneak close to enemy in stealth (just to be sure he won´t escape and i hit all my spells), cast my 5 nukes (first one with stun / other hard disable to be sure he eats all i throw at him) and when I see he is <50% hp, assassinate--->PW:Kill.

      I also don´t see anything wrong with it, but just two abilities virtually able to rip you on 50% of your hp is quite a lot in full loot game 🙂 Above I was talking about possible death in matter of seconds (if enemy doesn´t suspect anything). Combo would be even cheaper if there were "initiation" abilities - something like "Deals more damage the more endurance enemy has" (something like the Assassin spec of Shadow in Path of Exile has).

      And if you can get stunned and killed in matter of seconds, is there any passive talent / activable ability that breaks stun so you can react ? I wouldnt mind meeting such guy, but only if I got chance to defend myself - even if stuns cant be stacked, 3 seconds of helpless prey might be enough for glass cannon to kill.

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: FINISH HIM abilities

      @Gothix I meant rather "If i unleash whole combo on enemy, theres no need to hide again", cmon, even one fireball can nearly kill you on low lvl and if you go full nuker, you can have 5 such nukes. And you dt even rely on them to kill, you just have to get your enemy below half hp. I think these skills will be problematic to balance.

      posted in Discussions & Feedback
      asspirin
      asspirin
    • FINISH HIM abilities
      1. Will there be any limitation on finisher abilities like Power word: Kill or Assassinate ?
        So far if you would go heavy nuker build, you can insta erase enemy once he gets below like 50% of hp (with 20 PER you would deal 550 pure damage and if enemy is below 30% hp and you score lucky roll, he is dead - well this would work on dude with 2750 original endurance, if im not mistaken - it´s imo pretty high health pool, mages will go down even further).

      Situation: Im full glass cannon Deer kin - natural 20 on INT, PER, CHA: i have slotted 1 invis ability to sneak apon enemy, 5 heavy nukes (Fireball with 20 INT and luckiest roll does over 1000 dmg not including crit...if it can crit...multiply it by 5. Luckily we´re limited by INT, so other spells will not be so powerfull, but with some luck / or if spells can crit / I might get enemy to 50% hp---->Assassinate--->PW:Kill . 100-0 In like 3 seconds, luck will probaby still have some role. Depending on spell ability to crit one woul either take luck enchants and equip or crit ofc.
      Not talking about scenario i meet dude grinding mobs at 50% hp 😄 One will probably really need some teammates.

      Can you store as many finishing abilities as you wish in your hotbar (being limited only by your intelligence), or can you have only one such ability (but in that case it should have label "Finisher ability, can slot only one").

      1. Will different magic / fighting schools have access to such abilities (so far we have CHA and PER finishing abilities, will melee STR non mana user hase access to skill like Cull the weak from DOTA ? How about other attributes (CON will sure have nothing)).

      2. Can such abilities CRIT (and can "spell" abilities crit, or can you crit only with weapon using abilities) ? Hope they can´t - in case of PW:Kill its obvious, with some luck its insta death, but how about skills with numbers involved like Assassination - would crits increase potency of such abilities?

      posted in Discussions & Feedback
      asspirin
      asspirin
    • RE: Week 115 - Weekly Drawing Winners

      Oh yesss, congratulations to everyone lucky (also looking forward to upped wolfie ❤ ).

      posted in News & Announcements
      asspirin
      asspirin
    • RE: Games that didn't make it

      @Tuoni Couldn´t be more obvious scam - after all those years they only released short lara croft-like demo. If there was no corona, it might have continue for years 😄 Looked primising tho, too bad they never got further than "planning the features phase" during those 6 years.

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

      Also I wonder whether Blood magic will be DotA-Huskar like (burning spear: removing my hp to deal dot / ulti: remove X % of my hp to remove % HP of enemy health bar), AoC Dark Templar like ( cast spells at the cost with your health - similar to Huskar) or Guild Wars 2 - Necromancer like (Conditions -debuffs- you cast backfire on you, but you can transfer your conditions to your enemy as well and debuffs/dots can even heal you ❤ ).

      posted in Questions & Answers
      asspirin
      asspirin
    • RE: Armour damage absorption: procentual, flat or combination?

      @Jetah 2h axe has centre of gravity too far - not usable; 2h mace is even worse in this matter - not usable; 2h sword - although better balanced than axe, still not very usable because any 2h weapon in one hand is extremely slow (weights like 2kg); 2h pole weapon (spear for example) - problem with range (same as with spear used in both hands = if enemy is closer that 1,5m, drop your spear and use sax/axe ). Also pole weapons (axe, spear) are easily grabbed; if 2his used in one hand, you basically give your weapon to enemy 😄 Also no matter how strong you are, you cant stop your 2h weapon mid swing and whats worse you can´t feint neither. If you attack unarmed guy irl with two 2h weapons the unarmed dude will have upper hand.

      ...not mentioning narrow spaces, where you cant even swing

      I know, it´s a fantasy game, but please don´t make it full anime.

      posted in Questions & Answers
      asspirin
      asspirin
    • RE: Armour damage absorption: procentual, flat or combination?

      @Jetah Well, in WoW it´s called Titan grip, youre right, not sure where I heard it before 🙂
      However using even 1kg 1h sword or axe is exhausting as well after a while, using 2h weapon in one hand looks ridiculous 😄

      diablo 3 has higher enchant power for 2h, iirc. so there could be one!

      So does GRIM DAWN, hopefully enchantable bonuses on 2h will be increased.

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

      @Gothix Yes, but I was referring to Health in Fractured. Health pool from other games is replaced by Endurance (gained via STR), which basically makes Health (from CON) nearly pure PvE stat. So far Health has no purpose in pvp and neither does CON (except Fortify saves).

      All stats except PER and CON serve offensive and defensive purposses (str gives melee dmg and endurance, endurance regen and armour, DEX lets you dodge more spells and attacks and also gives you attack speed etc.
      Perception is purely offensive attribute, gives you literally zero survivability, but makes up for it with bigger accuracy, crit chance and even crit damage.
      Constitution is purely defensive ... but gives one save, some minor resists and thats it.
      While PER enables you to go uber crit build with 3x damage crits, CON gives you 20% damage resistance to only few damage types.

      Also abilities - PER based abilities look nice (damage enhancing and accuracy increasing Death Mark, mages and CC specialists might need some PER too to hit CC, also Hunting and Assassination depends on it, probably also Unarmed and some schools like Divining.
      CON based: probably few in warfare - so far mana and fatigue draining temporal speed up (Frenzy) and panic heal which actually depletes your 1/3 of health to refresh endurance...also has huge CD (Second wind). Hope Necromancy blood spells will somewhat work with CON or Health to make the attribute desirable 🙂

      Thats what the topic is about 🙂

      posted in Questions & Answers
      asspirin
      asspirin
    • RE: Armour damage absorption: procentual, flat or combination?

      @Jetah lets hope Monkey grip will not get into Fractured, it looks super silly 😄
      And thanks for the answer.

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

      Little off topic, but still will post it here:

      All the natural 20 attribute bonuses are beneficial for all the archetypes (luck is fine for everyone, so is health and mana regen, higher accuracy and chance to dodge attacks) with exception of STR (only melee damage). How about making it similar to INT (bigger endurance regen instead of damage), but move half of endurance bonus to CON and increasing damage bonus to like 5%/STR. Probably stupid, right 😄 But so far CON and STR share HEALTH and amount of stuff you can carry. STR seems too strong now (it offers endurance which is your healthbar, endurance regen and even armour), lets give some STR bonuses to CON.

      posted in Questions & Answers
      asspirin
      asspirin
    • RE: Armour damage absorption: procentual, flat or combination?

      Now after watching the gameplay with "Shield block" ability it seems to me that power difference between 2h and sword and board further increases.
      SB ability blocks attack once in like 6 seconds, which impacts mainy assassins ( who probably attack from invis for some nasty backstab ... if such ability will be blocked) and slow attacking dudes with 2h. Lets say two characters (one with 1h+ board, other with 2h, both having same attributes and tier of equipment) attack each other.
      They should have same dps, but even now dude with shield has advantage with armour from shield. If he also uses SB, he blocks some of attacks of 2h user. Whats more, 2h attacks are slower - lets say at 50% of speed of fast 1h. If 1h would do 10 attacks and one is blocked, he still deals 90% of his damage, however slower 2h deals just 5 attack during same moment, so if one of these is blocked, he misses 20% of dps. If shield users have Shiled block, will there be similar toggable abilities for 2H users specialised for damage (something like "every 6 seconds deal guaranteed double damage / crit", or "toggle to add 15 - 40 damage to your attacks" or soimething similar to WoW ability Overpower - "if enemy evades twice in row, next attack hits" - because low attack speed also handicaps you against high evasion enemy - every missed swing hurts you twice more than twice faster 1h user.
      Im really curious about how dual wielding will be solved, it most probably will be "damage oriented setup". If so, 2h builds might suck (unless high crit specced).

      P.S: When enchanting, do 2h weapons get twice stronger enchants (like 24% melee damage instead of 12% etc.) or twice more slots for enchants? Does anyone know? Thank you

      posted in Questions & Answers
      asspirin
      asspirin
    • Cooldown

      Just a question about cooldown - during enchanting of items there´s also possibility to lower your global cooldown. Most if not all the the other enchantable stats aby also provided by attributes (melee dmg with STR, mana regen with INT etc.), cooldown is not.

      Cooldown is pretty important and very powerfull stat, so will it be only accesible via enchants on items / through talents / abilitis, or will it appear on some attribute as well (as at least CON is going to be changed)?

      Edit: Cooldown could appear on Talents as well...if it´s not there allready.
      Just a question: are cooldowns always active no matter on weapon switch (ex.: nuker mage has staff with offensive enchants, casts offensive spells and has 1 defensive ability - block, he sees enemy melee, switches to shield and 1h, blocks initial attack from stealth, CCs enemy with non invocation/conjuration spell, blinks to safety distance, switches back to staff, continues nuking).

      Will Shield block cooldown stop if not wielding shield or not?

      posted in Questions & Answers
      asspirin
      asspirin
    • RE: Mele combat need and improvement to hit targents in movement

      @Eigus or at least like in DII with ranges 1-5

      posted in Discussions & Feedback
      asspirin
      asspirin
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