raics

Feedback and Suggestions

187 posts in this topic

Quick question about Vicious Assault on Griph/Dragons. I can see the Augment element skills on the creatures but how is the elemental attunement gained via the weapon as per the description.

Also, I am testing Beastmasters, how do the beasts/dragons compare late game now?

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When monsters gain elemental attunement via their resonance skills it wouldn't do anything in vanilla because it requires a weapon to provide bonus damage, those assault tokens just act as a weapon.

Beasts seem fine to me, their role is to take a lot of damage and then spam their special moves as they aren't burning all of their TP away anymore. At low levels they have high starting stats and at high levels they start outscaling equipment, which keeps them viable.

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I think Double Attack (and its variants) are just as over powered as before. I think it should be removed from the game to be honest or at least restricted to one or two classes (maybe just Lord and Ranger) since it basically forces players to stick with two 1-H weapons whilst making the 2-H weapons seem redundant. The differences between Thrown weapons and Blowguns doesn't seem to much and I always prefer the Thrown weapons due to their better range and better attack which are the two most important factors. The install weapons feature is pretty cool and makes having the Augment Element skills feel much more contributive towards damage. 

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2H weapons do a good job of punching through armor, which is their primary role, they're generally lighter and faster than two 1h weapons, do more damage with finishers and their stat bonus or status chance are higher, they have their perks and I can always tweak the numbers some more if needed.

Yeah, the main role of blowguns are status effects, they have a strong selection and high proc chance, damage is mostly incidental so if that's what you're after thrown weapons will obviously be better.

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5 hours ago, raics said:

2H weapons do a good job of punching through armor, which is their primary role, they're generally lighter and faster than two 1h weapons, do more damage with finishers and their stat bonus or status chance are higher, they have their perks and I can always tweak the numbers some more if needed.

Despite that though it still seems they can't compare to double attack. Especially the fact that DA is free to use every turn.  I might try and do this run without it since IMO it is really broken. Also this is more of a personal preference rather then for balance but why do Knights no longer have any 2H weapons?

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I can understand Knights not having 2H weapons, since they're supposed to be tanky and you kind of want to give them shields.

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Talk about 2H weapon, I noticed Berserker can't use 2H Sword anymore.. the consolidated changelist should be corrected and updated.

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56 minutes ago, Viz said:

Talk about 2H weapon, I noticed Berserker can't use 2H Sword anymore.. the consolidated changelist should be corrected and updated.

Thanks, I missed that one.

8 hours ago, SleepingBearZ said:

Despite that though it still seems they can't compare to double attack. Especially the fact that DA is free to use every turn.  I might try and do this run without it since IMO it is really broken. Also this is more of a personal preference rather then for balance but why do Knights no longer have any 2H weapons?

It ultimately should be better, it costs a skill slot and 2H is free. It isn't as simple as having 1H weapons do half the damage of 2H because using a 1h weapon with a shield will be too weak and if I jack up 2H weapons too much Warrior will get a bit too good with his Double strike.

Most straight tank classes like Knight and Hoplite don't have access to 2H weapons, yeah, shields provide a ton of defense and are a part of what defines their class. There will be something in next patch that expands their options a bit.

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16 hours ago, raics said:

When monsters gain elemental attunement via their resonance skills it wouldn't do anything in vanilla because it requires a weapon to provide bonus damage, those assault tokens just act as a weapon.

Beasts seem fine to me, their role is to take a lot of damage and then spam their special moves as they aren't burning all of their TP away anymore. At low levels they have high starting stats and at high levels they start outscaling equipment, which keeps them viable.

Wait, wait. If you use an Instill, the element is applied to the weapon? So even if you're not using a weapon of that element, you can use an instill to make full use of the augment skill?

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1 hour ago, Valenhil said:

Wait, wait. If you use an Instill, the element is applied to the weapon? So even if you're not using a weapon of that element, you can use an instill to make full use of the augment skill?

Not really, it's applied to the character but kicks in only if you make a weapon attack. It won't give your weapon elemental property or change it to a different one, it just attaches bonus damage which has an elemental property.

Some things about attunements are a bit weird. For instance, if you equip a fire weapon and use instill air you can level fire and air augments by the same attack, but using an air weapon instead won't level augment air twice.

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the blood price tp charge always gets stuck at exactly 160 even after using the skill with 150 tp

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I've changed it for the next patch, it costs no TP and charges the amount equal to the life it removed, life cost should be enough. Skills remove their TP cost after the effect is done so you can never charge your TP to the max with them.

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