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Owl Inspector
Sep 14, 2011

Lunethex posted:

The max power of items depends on difficulty. Boxes from Normal only go up to 100 power, hard 200, Nightmare 300 (But I've only seen this on red) and presumably 400 cata. Leveling one character obviously has some sort of global modifier where crafting or opening boxes on level 1 characters gives you max power for the box you open, but you still need the appropriate character level on the other hero to get higher qualities like Blue and Orange.

Also, somebody posted some stuff from the source code.

https://docs.google.com/spreadsheets/d/1qO2oe8v0yX2rbR126UoDeIFQ7Eto5wMXmV-qKMHp3rM/edit#gid=1371971868

Some attacks have a ‘mass modifier’ for specific enemies - this is shown in the spreadsheet but not yet implemented in the ‘# targets’ calculation. (The modifier reduces enemy mass by 25% for that attack.) Staggered enemies also have reduced mass (25% again). These may account for discrepancies you see when testing in-game.

One thing really drew my attention in that there is a base crit rate of 5%, and the Elf Shade gets a hidden +5% bonus, and dual wield weapons get a +10% on light attacks. Guess I was right about Daggers being her ideal weapon there.

I’m very interested in seeing stagger information like this because it clearly doesn’t work as simply as the first game. And the one handed sword is so far the only weapon I’ve found with an actual infinitely-chainable infinite-target attack, which made me very confused based on how I thought they were trying to design this game but I was extremely happy to see it. I will probably be giving it a lot more use than the first game where I’d only use it on the wizard because the sword and shield was better

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Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
I need to gush about Bardin's career design. All three careers for him feel incredibly useful but totally unique to play and I can see an argument for each of them depending on team composition; Veteran Ranger is an ace special sniper who gives the team a steady stream of small ammo pickups and health draughts(christ that's a strong talent) who can provide decent wave clear with a grudgeraker. Ironbreaker is a nearly invincible tank who can no sell an entire stormvermin patrol or horde for 10 seconds at a time while his teammates get free kills and is a completely ammo-free horde lawnmower with the drakegun at the cost of the ability to snipe specials. Slayer is an insanely risky all-in class that provides basically unmatched melee power at the cost of all utility and provides enormous returns on damage output but only if you're skilled at dodging and weaving while you melee and have teammates who can stop you from getting flanked and can handle sniping specials for you. It's a really good dynamic that provides a lot of variety and fun despite all being built off the same class.

Sienna, on the other hand, feels like a kludgy mess. Her first two career paths, Battle Wizard and Pyromancer, feel nearly identical to play; both of them are ranged damage specialists who are going to be using the same weapons, with the only difference between them being Battle Wizard is slightly safer/easier to play due to the overheat vent and the blink while Pyromancer is more offensive due to the crit boost and the homing skull. I didn't really feel like I was shifting my playstyle or my approach when I switched between these careers at all. Unchained is different, but I'm not sure it's a good kind of different. It seems to be trying to incentivize the same type of play as Slayer, i.e. close range high risk/high reward play, but her melee weapons are serviceable at best and taking damage as Unchained is extremely dangerous(you want to be fairly overheated to get your damage boost and benefit from the overheat reduction on block, so if you take a hit while quite hot it's very likely that you'll be pushed into explosion). Since she doesn't gain a powerful new weapon type like Slayer and her F ability has an extremely long cooldown, it feels like you aren't being properly compensated for playing risky; while perfect play means you can vent your overheat quickly, you lose ranged damage compared to the other two careers so you're doing less damage for the same overheat spent while giving yourself another failure state(death by unplanned explosion).

I haven't put enough time into the other characters to unlock their other careers and play around with them, though I'm enjoying Kruber so far as I mess around with him.

Yardbomb
Jul 11, 2011

What's with the eh... bretonnian dance, sir?

Sienna, while cool, has always felt like the "The team... and this one too!" character unfortunately, so the role stuff doesn't surprise me a whole lot.

Fishstick
Jul 9, 2005

Does not require preheating

Orikaeshigitae posted:

it's been steadily increasing while i haven't changed my equipment, so i would think it counts the items in your inventory.

I think your actual level is also used as a mulitiplier of your hero level, so a level 1 hero with 400 power still does less than a level 20 with 400 power

Bussamove
Feb 25, 2006

Finally got around to messing with Saltzpyre and unlocked Bounty Hunter, my god is Locked and Loaded satisfying to use. And can carve off a huge chunk of a bosses HP if you have his auto-crit ranged cooldown up too.

Fans
Jun 27, 2013

A reptile dysfunction

Tiler Kiwi posted:

sometimes they go down

Weirdly rare, they replaced all downward stairs with drops off short cliffs.

Johnny Joestar
Oct 21, 2010

Don't shoot him?

...
...



it's funny how i was doing way better with a power level 5 grudgeraker on the dwarf than i was with crossbows with much higher stats, but i guess part of that is because with the grudgeraker i can pretty solidly guarantee a kill with it with one shot even at medium range and i can reliably pop specials through a horde since it'll clearcut some of the chaos/rats in the way. on the flipside, the crossbow can't even bodyshot a chaos warrior and some of the chaos have helmets on anyways so the only real benefit to using it is kind of useless when landing a perfect shot and seeing the little armor symbol flash.

Tagichatn
Jun 7, 2009

VT2 is better because it has a spear. That is all.

Willie Tomg
Feb 2, 2006

Kanos posted:

Sienna, on the other hand, feels like a kludgy mess. Her first two career paths, Battle Wizard and Pyromancer, feel nearly identical to play; both of them are ranged damage specialists who are going to be using the same weapons, with the only difference between them being Battle Wizard is slightly safer/easier to play due to the overheat vent and the blink while Pyromancer is more offensive due to the crit boost and the homing skull. I didn't really feel like I was shifting my playstyle or my approach when I switched between these careers at all. Unchained is different, but I'm not sure it's a good kind of different. It seems to be trying to incentivize the same type of play as Slayer, i.e. close range high risk/high reward play, but her melee weapons are serviceable at best and taking damage as Unchained is extremely dangerous(you want to be fairly overheated to get your damage boost and benefit from the overheat reduction on block, so if you take a hit while quite hot it's very likely that you'll be pushed into explosion). Since she doesn't gain a powerful new weapon type like Slayer and her F ability has an extremely long cooldown, it feels like you aren't being properly compensated for playing risky; while perfect play means you can vent your overheat quickly, you lose ranged damage compared to the other two careers so you're doing less damage for the same overheat spent while giving yourself another failure state(death by unplanned explosion).

If pyromancer feels similar to battle wizard to you, you are not leaning in nearly hard enough on crit hit builds. The fire spear hits for more than a crit full charged bolt and has a 20 second charge time if you can crank out hits, and there's also a staff trait that vents on crit.

Unchained, I suspect, leans a little harder on the "charge your active on crit" trait but I haven't really touched it much since my pyromancer came online with some lucky crafting.

Willie Tomg
Feb 2, 2006

Johnny Joestar posted:

it's funny how i was doing way better with a power level 5 grudgeraker on the dwarf than i was with crossbows with much higher stats, but i guess part of that is because with the grudgeraker i can pretty solidly guarantee a kill with it with one shot even at medium range and i can reliably pop specials through a horde since it'll clearcut some of the chaos/rats in the way. on the flipside, the crossbow can't even bodyshot a chaos warrior and some of the chaos have helmets on anyways so the only real benefit to using it is kind of useless when landing a perfect shot and seeing the little armor symbol flash.

I still don't know how to feel about "power level"

1. I like traversing a power curve with a character
2. I really don't like locking people out of more rewarding difficulties based on power level
3. Power level doesn't seem to matter a whole lot, like you're pointing out.



Somewhere between those three sentences is my feeling on it.

Ad by Khad
Jul 25, 2007

Human Garbage
Watch me try to laugh this title off like the dickbag I am.

I also hang out with racists.
I like power level a lot more than when my friends started playing vt1 after the loot buffs and had several blues/oranges before even finishing the original 13 maps

Some of my friends had blue/orange trinkets they couldn't even equip because they weren't level 15/30 yet

Compare this to vt2 where my power level is still meaningfully going up after 80 hours played, where getting a blue/orange doesn't mean you're permanently done with that slot, where there are many more variations in the loot itself, where having a low power level doesn't even hinder you that terribly unless you are determined to play on turbo-nerd nightmare

They spent the entire lifecycle of vt1 experimenting with this model and it shows because it owns

Willie Tomg
Feb 2, 2006

Ad by Khad posted:

low power level doesn't even hinder you that terribly unless you are determined to play on turbo-nerd nightmare

Well. Yeah!

Ad by Khad
Jul 25, 2007

Human Garbage
Watch me try to laugh this title off like the dickbag I am.

I also hang out with racists.
The only thing, the only thing, I don't like about power level is that now that I am nearing the level cap I am getting 6000-8000 damage dealt on every map, I can kill a rat ogre before its first attack animation even finishes (even on nightmare), I make the game so easy that my friends are actually kinda tuning out a little bit

But that actually has a fair bit more to do with Huntsman ult being stupid overpowered than item power level

1st_Panzer_Div.
May 11, 2005
Grimey Drawer
I just got 2. It's fun, I shoulda got 1 at release but 2 is almost released and the beta is fun.

Atoramos
Aug 31, 2003

Jim's now a Blind Cave Salamander!


Mendrian posted:

I assumed it was based on that character's level, not their Power Level. Ergo, it doesn't look at their actual inventory at all.

Do you have extensive proof of this or just a few drops?

Fatshark dev was playing in a game with a friend and answering questions, one of the things mentioned was that drops for any character scale with 'the power level of your highest character' but yes he could have easily meant level/items in inventory/only items equipped. Also it sounds like they'll be bumping up XP gains

Willie Tomg
Feb 2, 2006
That would be nice. I understand they don't want folk powerleveling in two days now that closed beta is done, but 10xp for a tome is bullshit.

At least gimme a grand for a full book clear of Champion.

Grondoth
Feb 18, 2011

Kanos posted:

Sienna, on the other hand, feels like a kludgy mess. Her first two career paths, Battle Wizard and Pyromancer, feel nearly identical to play; both of them are ranged damage specialists who are going to be using the same weapons, with the only difference between them being Battle Wizard is slightly safer/easier to play due to the overheat vent and the blink while Pyromancer is more offensive due to the crit boost and the homing skull. I didn't really feel like I was shifting my playstyle or my approach when I switched between these careers at all. Unchained is different, but I'm not sure it's a good kind of different. It seems to be trying to incentivize the same type of play as Slayer, i.e. close range high risk/high reward play, but her melee weapons are serviceable at best and taking damage as Unchained is extremely dangerous(you want to be fairly overheated to get your damage boost and benefit from the overheat reduction on block, so if you take a hit while quite hot it's very likely that you'll be pushed into explosion). Since she doesn't gain a powerful new weapon type like Slayer and her F ability has an extremely long cooldown, it feels like you aren't being properly compensated for playing risky; while perfect play means you can vent your overheat quickly, you lose ranged damage compared to the other two careers so you're doing less damage for the same overheat spent while giving yourself another failure state(death by unplanned explosion).

I... disagree, honestly. Pyromancer and Battle Wizard are actually built around two distinct playstyles. Pyromancer is for the people who run hot, who keep their heat in the "one more of this and I'll blow up range" with beam/bolt staffs. That's a really popular playstyle, if I remember correctly, because people love to be at the edge and shotgun rats with fire. Battle Wizard is for people who run cold, and who cast a bunch in bursts. I like to play like this, casting big aoe spells when I have to and then being forced to cool down, using conflag/fireball(listen, fireball got REALLY GOOD at the end of V1). Pyromancer rewards you for running hot by giving you a ton of crit rate, lets you cast quicker in the red zone by reducing your overheat generation and cooling you down faster, and gives you the old bolt staff on an F just like how Kerillian got trueflight on an F. Battle Wizard's mechanic is about heating up, then cooling off quicker by then fighting skillfully in melee. It gives you more stamina(so you can fight defensively while you cool down), lets you block for less, and gives you an out for if you get surrounded and can't cast an AoE spell or if you want to get in to mess guys up.

I actually think they're both really well designed, because they are rewarding for two distinct ways people liked to play the bright wizard in V1.

sushibandit
Feb 12, 2009

There is a way to start moving during the level intro flythrough again, and it's related to a chatbox again. Do with this what you will, but please don't get it nerfed because it's fun to save some time at the beginning of a match

Huntsman feels really underwhelming, which is a disappointment. Was hoping the elf would have competition. Working on unlocking salty's second class just so I can see how that plays before the wipe.

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
https://drive.google.com/open?id=12OQbgGiEsQBvqnsKQaZtjWdrcH-neZAy

Here's the phase 4 CBT script dump, if you are a nerd who likes to look at stats and hard information.

Frustrated
Jun 12, 2003

sushibandit posted:

Working on unlocking salty's second class just so I can see how that plays before the wipe.

I thought all progress was being kept at this point?

Atoramos
Aug 31, 2003

Jim's now a Blind Cave Salamander!


Frustrated posted:

I thought all progress was being kept at this point?

nope, one more wipe before the 28th, then no more wipes

Ad by Khad
Jul 25, 2007

Human Garbage
Watch me try to laugh this title off like the dickbag I am.

I also hang out with racists.

sushibandit posted:

Huntsman feels really underwhelming, which is a disappointment. Was hoping the elf would have competition. Working on unlocking salty's second class just so I can see how that plays before the wipe.

Huntsman dps is absolutely untouchable, but it's high risk high reward in that you gotta give up a lot of the damage reductions the other two kruber specs get

My group this morning walked up on a pack of 4 Northlander knights and I killed them all before my ult was even finished, and thanks to the con potion my ult was immediately ready to go again if I needed it. I did not.

Tenchrono
Jun 2, 2011


The huntsman ult is absolutely insane. If you are good with headshots you can spec yourself to have unlimited ammo, or if your are a team player you can spec yourself to make your headshots crit and debuff the enemies as well.

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.
I like how tiny the huntsman dps aura is.

The range is about as wide as a door.

Coolguye
Jul 6, 2011

Required by his programming!

Third World Reggin posted:

I like how tiny the huntsman dps aura is.

The range is about as wide as a door.

Kerillian’s crit aura is the same. It’s like why bother making it an aura

toasterwarrior
Nov 11, 2011
Whoops, thought the beta would be good for pre-loading but it's a separate entry in Steam. Oh well, at least I'm good to download once the 28th hits.

Tenzarin
Jul 24, 2007
.
Taco Defender

Kanos posted:

I need to gush about Bardin's career design. All three careers for him feel incredibly useful but totally unique to play and I can see an argument for each of them depending on team composition; Veteran Ranger is an ace special sniper who gives the team a steady stream of small ammo pickups and health draughts(christ that's a strong talent) who can provide decent wave clear with a grudgeraker. Ironbreaker is a nearly invincible tank who can no sell an entire stormvermin patrol or horde for 10 seconds at a time while his teammates get free kills and is a completely ammo-free horde lawnmower with the drakegun at the cost of the ability to snipe specials. Slayer is an insanely risky all-in class that provides basically unmatched melee power at the cost of all utility and provides enormous returns on damage output but only if you're skilled at dodging and weaving while you melee and have teammates who can stop you from getting flanked and can handle sniping specials for you. It's a really good dynamic that provides a lot of variety and fun despite all being built off the same class.

Sienna, on the other hand, feels like a kludgy mess. Her first two career paths, Battle Wizard and Pyromancer, feel nearly identical to play; both of them are ranged damage specialists who are going to be using the same weapons, with the only difference between them being Battle Wizard is slightly safer/easier to play due to the overheat vent and the blink while Pyromancer is more offensive due to the crit boost and the homing skull. I didn't really feel like I was shifting my playstyle or my approach when I switched between these careers at all. Unchained is different, but I'm not sure it's a good kind of different. It seems to be trying to incentivize the same type of play as Slayer, i.e. close range high risk/high reward play, but her melee weapons are serviceable at best and taking damage as Unchained is extremely dangerous(you want to be fairly overheated to get your damage boost and benefit from the overheat reduction on block, so if you take a hit while quite hot it's very likely that you'll be pushed into explosion). Since she doesn't gain a powerful new weapon type like Slayer and her F ability has an extremely long cooldown, it feels like you aren't being properly compensated for playing risky; while perfect play means you can vent your overheat quickly, you lose ranged damage compared to the other two careers so you're doing less damage for the same overheat spent while giving yourself another failure state(death by unplanned explosion).

I tried the brightwizard after playing the dwarf and I hate it, most of this is pretty true. I got to lvl 7 on the bright wizard and I just feel worthless in a game all the staffs do poo poo dmg and aoe and trying to do spell dmg ramps up your heat and makes you poo poo with a melee weapon. Unchained should be unlocked first and all the bright wizard staff insanely boosted in dmg and aoe.

Owl Inspector
Sep 14, 2011

Did they nerf the flamethrower staff? Haven't seen it used in this beta yet but in the last one it looked as OP as the hagbane, and just as necessary for levels to not take 40 minutes due to that one's hosed spawns. I just sort of participated while the players with those weapons killed everything

Willie Tomg
Feb 2, 2006

Digirat posted:

Did they nerf the flamethrower staff? Haven't seen it used in this beta yet but in the last one it looked as OP as the hagbane, and just as necessary for levels to not take 40 minutes due to that one's hosed spawns. I just sort of participated while the players with those weapons killed everything

They bumped up its heat usage a lot, which isn't crippling since 2/3rds of the BW subclasses turn heat into a desirable resource, but it does mean one needs to use things other than the flamestrike staff now.

Tenzarin
Jul 24, 2007
.
Taco Defender

Digirat posted:

Did they nerf the flamethrower staff? Haven't seen it used in this beta yet but in the last one it looked as OP as the hagbane, and just as necessary for levels to not take 40 minutes due to that one's hosed spawns. I just sort of participated while the players with those weapons killed everything

Generates a gently caress load more heat than an ironbreaker dwarf and it is a smaller and shorter aoe duration. Dwarf can keep hordes at bay alot longer and can just hide/fight behind a shield weapon with red heat and live. Brightwizard has like 3 stam on a pretty slow swing weapon without red heat better hope you got good teammates.

Tenzarin fucked around with this message at 23:43 on Feb 25, 2018

sarr
Mar 24, 2008

Praise the Sun!
Anyone know if the test on the 28th (where the progress will stay) is gonna use the closed client we are using now or the main release client? (in steam)

sarr fucked around with this message at 00:23 on Feb 26, 2018

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
It will probably be the main game to be installed. It'd probably be a massive headache to transfer between clients.

Owl Inspector
Sep 14, 2011

Tenzarin posted:

Generates a gently caress load more heat than an ironbreaker dwarf and it is a smaller and shorter aoe duration. Dwarf can keep hordes at bay alot longer and can just hide/fight behind a shield weapon with red heat and live. Brightwizard has like 3 stam on a pretty slow swing weapon without red heat better hope you got good teammates.

Can any BW careers not use the 1h sword? It infinitely CCs an infinite number of non armored enemies

Tenzarin
Jul 24, 2007
.
Taco Defender

Digirat posted:

Can any BW careers not use the 1h sword? It infinitely CCs an infinite number of non armored enemies

Red heat makes you swing alot slower.

Frustrated
Jun 12, 2003

Lunethex posted:

It will probably be the main game to be installed. It'd probably be a massive headache to transfer between clients.

so is post 28th essentially pre-release then? Are we going to have more than 3 maps?

Orv
May 4, 2011

Frustrated posted:

so is post 28th essentially pre-release then? Are we going to have more than 3 maps?

You'd think. It'd be pretty weird for people to level everything to max on three maps and then release the rest.

Orikaeshigitae
Apr 28, 2006

never kiss a gun street girl again
game got stealth patched. i haven't explored the rest of the keep but kerillan moved from her makeshift tent in the lobby to a room out by the tree in the courtyard. also the xp gains are buffed slightly.


Fatshark_HedgeCommunity Manager10h
The latest patch contains the following adjustments:

Increased the experience for map completion
Increased the experience offered for collected Tomes and Grimoires
Decreased Quick Play ‘loot bonus’ boon
Increased Tome ‘loot bonus’ boon
Increased Grimoire ‘loot bonus’ boon
Lowered max ‘loot bonus’ offered by Ranald

sushibandit
Feb 12, 2009

Ranald bonus is effectively worthless now. I don't think I've gotten more than 1 bar's worth from it since the change, whereas before I would occasionally get a full 2 bars, but most often 1-1.5 worth.

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.

Orikaeshigitae posted:

game got stealth patched. i haven't explored the rest of the keep but kerillan moved from her makeshift tent in the lobby to a room out by the tree in the courtyard

When you get a character to level 10, they move out of the center into a room.

Dwarf goes to above the forge, empire knight goes to into the armory, and fun witch hunter man goes to the dungeons.

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I dont know
Aug 9, 2003

That Guy here...

Third World Reggin posted:

When you get a character to level 10, they move out of the center into a room.

Dwarf goes to above the forge, empire knight goes to into the armory, and fun witch hunter man goes to the dungeons.

That's a neat touch.

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