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    Posts made by spoletta

    • RE: Legends need to change

      I agree with this, but more than removing the material cost, it should be rescaled to the new drops.

      These summoning costs were fine with the old drops, when a spark of like or a Crystallized magic were common drops. With this beta, all drops have been remade, but the summoning costs have remained the same. This results in some very easily summoned legends like the queen spider, and some impossibly hard ones like the mountain troll.

      IMO, I would propose something like the following:

      Death Shaman: 50 goblin tongue, 10 shadow essence (instead of 10 crystallized magic)
      Queen Spider: 20 spider gland (instead of 10), 30 beast blood (instead of 10)
      Mountain Troll: 50 primordial dust (instead of 10), 20 primal blood (instead of the hardened troll skin)
      Wisp: 50 Primordial dust, 20 mandrake roots (instead of 10 spark of life)
      Earth elemental: 50 fertile dirt, 10 earth essence
      Treant: 50 dark splinter, 20 callous bark
      Ghoul: 25 plagued remains, 15 ghoul saliva
      ...

      And so on.

      In general they must be easier, and should not use the T2 armor materials or very rare drops like hardened troll skins.

      For the gems also, it would be nice if the altar provided 3 different possibilities in the UI. One combination which ends with 5 flawless gems, one which ends with 12 fine gems and one which ends with 25 chipped gems.

      This would increase accessibility to this content.

      posted in Discussions & Feedback
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      spoletta
    • RE: PvE & PvP Balancing Feedback Thread

      There's no taunt because there isn't a real "aggro" mechanic in this game. Mobs simply try to bash the first target that hit them, and they switch target to the closest one if they can't attack the first target for a while.
      I do agree that "tank" mechanics are a bit lacking right now. For now we don't feel it because Syndesia lacks the kind of hard pve content which requires a tank, but for sure it will be an issue for Arboreus.

      posted in Discussions & Feedback
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      spoletta
    • RE: PvE & PvP Balancing Feedback Thread

      Heavy armor provides impossibly high bonuses, which get balanced by lacking skills like this one. Anything which is related to mobility and threat range is severely limited to heavy armor users, or they would be unstoppable.

      posted in Discussions & Feedback
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      spoletta
    • RE: Feedback/Why I've stopped playing

      The balance right now is mostly in favor of PvE players, that's why almost all PvP players have given up trying to gank people. The limitations imposed are VERY harsh.

      posted in Discussions & Feedback
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      spoletta
    • RE: Question about Packs

      I wasn't around at that stage of development, but we have the features of old packs on the wiki https://fractured.fandom.com/wiki/Kickstarter/Knight

      posted in Questions & Answers
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      spoletta
    • RE: PvE & PvP Balancing Feedback Thread

      Ok, I guess I will be the first one.

      I will try to list all the skills that right now never get used, and why:

      Acid Shell/Fireball: These spells cost 3 memory points and they feel like weaker versions of their memory 1 equivalents. A fireball inflicts pretty much the same damage as a firebolt, but cannot crit, can be halved, costs a lot more mana, has a huge cooldown and has a longer casting time. The only advantage of the fireball is the higher amount of stacks and the area effect, but honestly even if both fireball and firebolt were memory 1 spells I would struggle to believe many players would go for fireball. Similarly for acid shell. Both of these spells need a bit of a push. Fireball for example could easily be a spell with an INT*30 damage and 60 stacks that decrease with the distance from the center, to make it more interesting.

      Cloak of whatever: Cool idea, but for the amount of damage and stacks they inflict, 40 mana per second is really too much. It could be lowered, but IMO these skills would be far more interesting if they were a bit more dynamic. Very low activation cost, like 50 mana, short cooldown (4 secs) and instant activation. Keep the 40 mana per second. This turns them into something that you need to activate and de activate as needed, at which point they become very interesting skills.

      Acid Arrows/Burning Arrows/Chilling Arrows: Yeah, it feels weird to put them on the "UP skills" list, because they are used by pretty much 100% of the archer builds. But let's be honest. Would we still use them if it wasn't to circumvent the strike wounds bug? Is an INT*2 additional damage really worth the 50 mana of the arrow? Maybe the chilling arrow because the chill stacks are indeed useful, but the burning one? I feel like they could easily be moved to 30 mana per arrow.

      Elemental touches: Same as arrows. Really too much mana required to be used effectively. Fists have also an higher attack speed than arrows, so they will drain you really fast. Ideally, I think that both arrow and fist skills should be changed in the way they work, they should be a cast which provides your next [INT] arrows/ [INT*1.5] punches with the effect. Too many toggles are boring, and they don't interact with the "casting a spell" effects. But that would actually require reworking the skills, so just reducing the mana cost would be a faster fix.

      Ricochet: This skill has simply no application or purpose. It costs mana, is used in niche situations, has not so interesting effects and the arrows don't carry any of the base attack effect. They can't even crit. I can't see a situation where an archer would put this on his bar. A possible way to change this skill, is by making the projectile stronger the more it bounces. 50% damage increase on each bounce? Auto crit on bounces? Adds 50% of the damage to the first target as pure damage? There are many possible ways to make this an interesting skill, and they mostly depend on making it an attack that you aim at someone which isn't your primary target, so that the bounce hits your primary target for additional effects.

      Volley: Similar applications and issues of Ricochet. It doesn't have a real application. It can technically be used in some particular builds as a shotgun shell, but in reality it is just never used. It should probably get an additional effect on those projectiles. Fear? Confusion? Strip buffs? Lower armor? Lower evasion?

      Energy blast: Useless in pvp due to the long charge time and equally useless in pve since in 4 seconds I can do more than INT*32 and for surely less than 400 mana. Cool idea, but the channeling time should be halved (and it would be nice if there was a visual effect where the blast is charging).

      Static discharge: Worse version of energy blast. This one is even player centered, 3 memory points and can hurt your allies. This skill can't be easily fixed with numbers alone. It should probably become a spell like explosion, just self centered. You activate it, and 4 seconds later you release the discharge. No need to channel.

      These are the skills that currently really feel like they need some help.

      There's a lot of other skills which are very rarely used right now, but they are mostly tiered to big fights which we have not seen yet, so we can't judge them properly.

      As for actual UP builds, I don't want to speak about that yet, but I can for sure name one. Bleed and poison builds. Really nice effects and potentially strong, but as long as the remedies work like they do and as long as they can be used from inventory, these builds will never have a place in pvp.

      posted in Discussions & Feedback
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      spoletta
    • RE: The White Lotus is looking for members!

      You still need 20 in the settler group. What Olive means is that they can be just random people which don't care about joining the city.

      posted in Guild Recruitment
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      spoletta
    • RE: Hi! Im Tifyu!

      Welcome!

      posted in Welcome to Fractured
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      spoletta
    • RE: Enchanting Tier threshold issues?

      I'm quite sure that I enchanted leather armors with mana regeneration 2 without issues.

      posted in Bug Reports
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      spoletta
    • RE: June 7 Patch

      An hotfix has been announced already for this issue.

      posted in News & Announcements
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      spoletta
    • RE: Ciao a tutti

      Benvenuto, ci siamo già sentiti su Discord 🙂

      posted in Benvenuti a Fractured
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      spoletta
    • RE: Not enough

      Let's keep it realistic without asking for changes to the whole system
      I think that we all agree that getting kp for resources over a longer time instead of just on first discovery, would make it more interesting to focus on crafting/gathering, and it is already probably a change far too big to implement at this point of development.

      posted in Discussions & Feedback
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      spoletta
    • RE: Suddenly can't log in?

      Update

      A few more people are having this issue, and it is being currently investigated by the devs. So far the only solution that worked was to reinstall Windows, but it seems like an overkill, so I would wait until a solution is found.

      posted in Discussions & Feedback
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      spoletta
    • RE: Patch Log - b.0.1e (Crafting Taxes, Harbor Protection & Bug Fixes)

      After having the new players experience this system, the biggest issue they have is in it being applied to the items crafted in your own house. They don't have an incentive to build the crafting stations in their houses.
      I can agree with this, and I would propose (if technically possible) to lower the base fee (not the taxes) associated with crafting by 35% for tier 1 and 15% for tier 2 if you craft from your own crafting station.

      posted in Discussions & Feedback
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      spoletta
    • RE: Suddenly can't log in?

      Someone on the discord reported the same issue. It is probably something related to Glyph patching you with old data, since that's the only way you could get the "Alpha weekend has ended" message.

      You could try reinstalling Glyph and Fractured.

      posted in Discussions & Feedback
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      spoletta
    • RE: buying a game

      There are a few RU players in the game, so there has to be a method.

      posted in Questions & Answers
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      spoletta
    • RE: Not enough

      First of all thank you for taking the time to express feedback, which is the thing that the game needs the most at the moment.

      That said, I agree and disagree with your points.

      I 100% agree on making wood/plant/ore and any kind of resource something that goes on a 1-100% scale instead of just being a discovery. Makes the job of miners and gatherers more rewarding.

      About gating quality and yeld behing high knowledge... eh, not sure.

      posted in Discussions & Feedback
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      spoletta
    • RE: Temperatures & Weather Feedback Thread

      Upon further experience with the weather system and its effects, I would like to propose an immunity to it for players under the young player status. Fractured has truly an astonishing amount of mechanics to learn for a new player, and getting chain frozen by a winter wolf because you didn't notice that temperature was a thing, could a bit too much initially. Also, new players have very few tools to combat the effects of weather.

      posted in Discussions & Feedback
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      spoletta
    • RE: Fractured Online - Free Week

      The issue with the standing corpses was just fixed, but if you prefer to wait for a more polished state, I understand that.

      posted in News & Announcements
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      spoletta
    • RE: Maybe the dev can introduce a command line tool for players to unstuck themselves

      Currently we are managing fine in that regard. Now that the GMs were given the necessary tools to deal with it, those stuck requests are dealt quickly.

      posted in Discussions & Feedback
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      spoletta
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