Well yeah, most of the players are playing without issues. Check if that fix works for you.
Posts made by spoletta
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RE: Fractured Online - Free Week
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RE: Fractured Online - Free Week
A player managed to make it work with this:
if you go into your glyph settings and enable beta client updates then logout of glyph close it and re login you should be able to get it to install for free. This worked for me, in case anyone else askes you the question in the future. Game is installing now.
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RE: Fractured Online - Free Week
Some players are having this issue, we have to wait for a fix.
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RE: Fractured Online - Free Week
Close Glyph (make sure that it is really closed and not running in background) and restart it.
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RE: Fractured Online - Free Week
Just download the glyph launcher and install the game from there.
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RE: Current issues with build diversity
The battlemage set definitely needs to be looked at. In my view, it has 2 issues (apart from being too strong):
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It is too easy to keep the buff up. You just need to throw a spell every 10 secs. Any spell is fine. Compared to the scholar set which requires it every 5 sec, or the ranger armor which requires you to actually hit something every 10 sec, this bonus set is definitely a lot less restrictive. In fact going around with the bonus maxed is very easy.
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It doesn't keep in any consideration all the mana spent on toggled spells, which seems kind of counter intuitive for the purpose of the set. The mage-warrior hybrids use a lot of toggled abilities.
I would propose to have its stacks deplete by 5 per second instead of having them disappear after 10 seconds, but also let toggled effects charge stacks.
Edit: After a quite constructive discussion I have come to reconsider this. It wouldn't solve the set problem (the fact that it is focused on attack speed) and it would make it too cumbersome in pvp.
Also, I should explain what I mean by "too good" because it occured to me that I used that definition without explaining what I mean by it.
In my view, if a set bonus is such that you feel "forced" to have it for your build in pvp or pve, then that set bonus is too strong. A player should feel capable of playing in tier 1, and the tier 2 equipment should provide an edge but not a solution. While the game is now integrating equipment progression due to popular demand, let's not forget that this is still technically an horizontal game. Winning by pure virtue of equipment shouldn't be part of this game.
That's why I defined the scholar set as the right basis. I bit of mana reduction and a decent but not oppressive bonus damage allows players in tier 1 and tier 2 to play the same game. -
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RE: Legacy- no longer works [DPS][Unarmed][Light Armor][Solo] Shocking Touch of the Shadow Dancer
@Radamand said in [DPS][Unarmed][Light Armor][Solo] Shocking Touch of the Shadow Dancer:
@maze said in [DPS][Unarmed][Light Armor][Solo] Shocking Touch of the Shadow Dancer:
-Light armor - ghoul leather (has lots of stealth; stealth means pure damage)
Why does stealth mean pure damage?
As I said, that build no longer exists, and that's one of the reasons.
Previously, we had a skill which turned 1/4 of your stealth value into a bonus pure damage on your attacks.
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RE: Legacy- no longer works [DPS][Unarmed][Light Armor][Solo] Shocking Touch of the Shadow Dancer
The build explained here no longer exists, since shadow dancing no longer works like that.
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RE: New Players & Tutorial Island
It is actually 3k if you skip literally everything.
If you just kill the 10 wolves and the 5 bandits it asks you to, you are losing 2.5k.
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RE: Regarding Crowd Control
I'm quite sure that right now when you receive a second crowd control, it doesn't add. It just refreshes to the new effect.
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RE: New Players & Tutorial Island
This was discussed by the devs already.
They fear that if you add even more stuff to the tutorial, players will simply skip it.
Instead they were considering adding some pages to the knowledge book which explained additional topics.
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Current issues with build diversity
After one month and half of test, a few issues which are limiting the viability of many builds have become apparent.
Going in order they would be:
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The current thick skinned talent (reduce physical damage by 8/16/24/32) is applying to all kinds of damage. This means that if an archer hits with an arrow, it will take 32 from the arrow piercing damage, 32 from whatever elemental conversion the bow has and 32 more from the burning/chilling/acid arrow skill. This completely kills the damage capabilities of archers in pvp and also limits a lot the viability of mages.
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Fighter builds scale a lot better than casting builds. This is caused by 2 factors. The first one is that fighters have many instant skills which also apply the weapon damage, which means that improving their weapon improves their overall damage by a lot. 2h users highlight this issue, since the instant skills allow them to apply their big weapon damage without being impaired by the usually slow attack speed. The second factor is that mages don't interact with their weapon, apart from gaining a mediocre auto attack. These combined mean that at mid-high equipment levels, casting builds have a huge handicap against fighter builds. This is aggravated by the next points.
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Maxing evasion is way too easy. All builds can reach incredibly high levels of evasion (and usually some block on top of it).
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Elemental Stacks don't really matter right now. The decay rate is too fast. There is no way to apply stacks with fist and arrow skills. A caster can throw a lot of spells at a target and never reap a real benefit from all the stacks. In general, stack decay needs to be a lot slower. Builds focused on elements are currently made unavailable by this.
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Some set bonuses are clearly better than others. The weakest one is currently the scholar (and is probably the only one at the right power level for a set), while battlemage, slayer and warlock are dominating over the other ones. Hunter set is also incredibly powerful but due to the limited scope of it, it probably isn't an issue.
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Strike wounds on arrows currently works only if you have an elemental arrow skill active. This hurts a lot the longbow builds and imposes a really steep mana cost on the shortbow builds.
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Poisoner talent does not work on arrows, so if you wish to use poisons on archer builds, you have to face an impressive resource consumption.
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Entangling web is a memory 1 skill, which means that it can be affected by Cantrip Expert. With this, the cooldown becomes lower than the duration, allowing a permanent snare of the victim. It should be a memory 2 skill considering how much better than entrapping net it is.
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Poison is hugely OP but it is getting reworked so it isn't an issue.
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RE: Mage abilities and equipment needs a change
Indeed I think that the following changes would make mage play more entertaining:
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(Optional) The staged spell channeling changes I detailed in another thread.
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Special property of all mage staffs (and wands in the future) - Spell Weaving: Works in the same way as the current Battle Mage bonus set, in that it provides stacks based on mana used, but those stacks provide mana regen instead of bonus damage. This helps mages with their mana issues. Technically you could do the same with a simple mana regeneration bonus on the staffs, but then everyone would just keep a mage staff as a secondary weapon and switch to it to recover mana. It is better that the mana recovery triggers only when you actually use the staff to cast the spell.
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10% spell damage bonus on all staffs (including primitive). In addition, elemental staffs add another 10% to their element, and apply 10 stacks on hit.
In short, there should be a difference in casting with a scimitar or with a mage weapon.
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RE: Patch Log - b.0.1f - IMS Zeuz Transfer
Run some test yesterday. Desynch appears to be a lot less present.
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RE: Patch Log - b.0.1e (Crafting Taxes, Harbor Protection & Bug Fixes)
I don't want to come off as rude, but if devs go in a certain direction, and multiple veteran players tell you that it is indeed a good direction, maybe you should reflect on the fact that you are possibly not considering something and you should spend some time looking for possible mistakes in your arguments instead of telling people that they are clueless about what they are doing.
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RE: Patch Log - b.0.1e (Crafting Taxes, Harbor Protection & Bug Fixes)
The amount of gold matters only when related to the amount of persons doing it.
Yes, a big group will farm 40k in an evening, but they will also need a lot more gold than a solo player, so I still fail to see your point.
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RE: Tutorial KP mobs
The tutorial monsters are not on the knowledge book, so if what you want is to have 24/24 beats, then sorry that's not the way to do it (you can't right now).
I agree though that on leaving tutorial, you should automatically max the knowledge on tutorial mobs.
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RE: A Rant on Crafting and market economy problems.
Market has been "global" for a test, meaning that you could buy stuff in a market from another market.
Mind, you still had to go to said other market and collect the items, and this will not change.
The game design is quite adamant in never allowing items to travel by themselves.