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Quick question… Did you guys change up some of the Runesmithing runes? We did a bunch of testing last playtest and were starting to piece together the language, but when we did some more testing last night, I started noticing things were different. The initiate-combat rune, the get-hit-by-a-mob rune at the least, and it seemed like maybe some of the timing runes had changed. Are these still in flux, and should we hold off on further testing?

Hmmm…well, there isn’t any “initiate combat” rune, and there’s lots of different “get hit by something runes…” so it’s possible you just weren’t seeing all the variations before? But the underlying runes have not changed, no, and they should be good to go for testing, I’m not planning on changing any of the ones that are already in.

Sent via PM to avoid spoilers

In the canyon leading into Hurthine’s gate, the grass is disconnected.

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I get this too. I feel like this is when I’m likely to get the teleport glitch I mentioned. Where I teleport much further than possible, usually backwards.

My Musketeer Turret does not deploy/disappears near first steps in green lady forest and further up.

is it working correctly other places today for you?

are there any specific spots this happens (stuck while sliding) or does it happen at random places/ never same place twice? also what headset/controllers are you using?

yes if i back track to lake it works, once i approach bandit camp and beyond it disappears.
works in all other areas so far.

I believe this was the spot I was referencing in my post as well.

still seeing clones of players that disco’d, and the clones hanging around for maybe 30 mins

Can you tell me the names of the players? I can check the logs and see what’s going on. Thanks!

I can be bad with names, but I’m pretty sure it was nacho. He was playing as a hunter and we were attempting to get the escort donkey quest for him. Both clones were between the Guard tower and the goal town (Wenderwood?) One of the clones was his death spark. Hope that helps

Great, thank you! :slight_smile:

In about 5 minutes, I will be issuing a quick server restart. Thanks!

EDIT: Restart completed. Thanks!

Things I would like to see:

for warrior:

A ranged ability.

some type of Aoe attack, its difficult tanking multiple mobs because i can only hit a single target with my sword sweeps… and my shield died instantly anyways. Maybe make it so your sword does half damage to each consecutive target it hits after striking its initial target. anything helps.

A better way to gain aggro that isn’t the aoe horn.

and maybe different weapons for warrior that work the same but aren’t a sword, maybe axes and maces.

for runemage:

some healing spells so we have two class options for healing.

some long term buff spells that we can get from runemages. that would be awesome to have a firey sword or a health shield, or maybe something that just increases a stat by a bit or movement speed. whatever.

in general:

a larger variety of loot, even trash items. seeing eyes and tongues all day every day.

A sprint or dash feature would be cool, i wouldn’t want to add mounts, but something to make you feel like you’re moving fast would be cool. i’ll have to check out the speed potion… and i guess speed gear does this?

More potions to craft with same ingredients at different times would be cool. i can only make healing pots right now because i don’t have the mats for the other pots listed on the wiki.

the spell stones don’t transfer over to your book which kinda sucks :frowning:

more quest lines to follow randomly. I adventured a good bit and seem to find very few available quests. it feels like it’s just the main quest line (haven’t gotten far) and then a few random ones like that merchant kart escort. I am only lvl 8 so maybe i’m asking too much? :stuck_out_tongue: Is questing main quest line meant to be the way to lvl up? if i skip the questing aspect of the game will it be possible to get endgame? i wouldn’t want to miss important items from quests chained to main story quest.

i’d like for different sized fish to fight differently, that would be cool, also maybe make it so that when the line is red you pull the rod up. typically you want to only reel as you bring your rod down, maybe makes it more immersive. i love it how it is anyways though, just wish fishing could have some other relevance besides just some potion mats. idk what but maybe small chances at random items that are cool. maybe funky consumable potions and stuff.

i love to explore and I haven’t found a single treasure chest yet, are there any? :frowning: I want to come upon some cool item or magic or something unique! dram is good too.

a trading area people can go to and know others are trying to trade things. feels strange asking everyone if they want to trade for stuff i don’t know they need.

Draven made me some runetile sets that proc crazy often and I love the almost-perma damage boost. Did you plan on adding other procs besides damage? Like. . . Increased defense, crit %, or threat gen?

A few things, there are a ton of quests in the game, I’m estimating about 30-40 hours worth at least. I still haven’t finished all the quest. A lot of them open up as you complete the main quest. There are more potions, once you finish certain quest, they unlock. I think I can make about 10 different potions. I know there are more, just haven’t found them in game, and I believe more are coming.

Affixes: from my testing with warrior. All of these need testing on a level 20 dummy.

lifesteal: healing is too low. Constant trigger makes it great for tile sets but the increased dps from the procs does not make the healing worth it.

Iceheart: nice little dps boost and great to chain hamstring > 3 wound > hamstring. Keeps perma hamstring/ iceheart.

Unbending: situational. It works but seems to have no post-trigger immunity so it’s only feasible vs 1 opponent as long as you can block or heal before the next attack. Or run if you’re overmatched.

Bleed: dps seemed low but it did trigger

Giantkiller: haven’t faced any bosses with it yet/haven’t tested. Assuming it will add 5% damage.

Overall the affixes are really cool. Could be a little more powerful for supposedly being these important end-game drops.

One of the things I considered doing is basing what the “buff” is on the first/last tile you add to the set or something like that. Or maybe adding a slot that’s specifically for that.

I will say, it may be a little unbalanced right now if you are really getting all 3 possible procs going constantly. That’s 30% extra damage which is quite a bit more than I intended to have going all the time. So maybe the solution there is something like, instead of it being the same buff 3 times, it’s like a buff that levels up? So like when it first procs, it’s +10% damage. Then if it procs again while it’s still going, the timer resets and you get +10% damage and +10% defense. Then if you get a 3rd proc the timer resets and it’s +10% damage, +10% defense, +10% crit. That way I can better balance it without needing to worry about someone getting +30% damage constantly.

This is actually related to the above. One of the things I’m concerned about is the gap between “hardcore” and “mid-core” and “casual” players. I’ve said this publicly before, but I don’t want it to be such that if you are hardcore and have perfect affixes, tilesets, and the best end-game gear, you are twice as powerful as a more casual Level 20 player who has just okay gear and nothing else. Obviously you should be more powerful, but balancing those two things is important.

At the same time, though, if we don’t provide some level of advancement via those things where you become more powerful, then we can’t make the shard dungeons much harder than the normal Level 20 dungeons without people just skipping straight to the highest difficulty.

So if we consider all of the things that you can do to make yourself more powerful assuming you are already 20:

Standard Gear – By standardizing the “highest value” state (Attack and Armor) for all rarities, we can assume everyone Level 20 will get the max Attack for their level pretty easily.

Runesmithing – Should be pretty accessible to most people. Obviously there will be some difference in the skill of the crafting of the set, but generally speaking the tiles aren’t that rare in terms of making them, so we can generally assume that most people who make it to Level 20 will be able to get a decent set that will give them the buff a good chunk of the time. Therefore, we can safely make this bonus pretty big (e.g. +10% damage) because most people will get it.

Alchemy – Potions that give you things like increased Crit or Defense can be pretty powerful, because even though they do require some effort to acquire, you can buy them from other players, there’s not really much “luck” involved in getting the right drop to make them, etc.

Better Gear – By this I mean, grinding to get Epic-level gear that has the best secondary stats. Moderately hard to obtain via Wilds/dungeon play, so therefore we start to limit the difference between best and worst. So figure you can get about 5-10% more power out of this if you spend a lot of time grinding.

Affixes – Lots of grinding required to get the specific one you want, and if we’re talking Legendary gear that has two affixes, a ton of time to get it. Therefore we have to limit this to 3-5% additional power.

So as you can see, it’s almost like an exponential curve. The biggest bonus to your power comes from your Standard Gear, which everyone can get. Runesmithing is pretty accessible, so we can give a pretty big bonus to that as well. Affixes are some of the hardest stuff to get the “correct” thing for, so the power increase is more modest. It’s still worth it (because a 5% edge could mean the difference between completing a Raid or not for sure), but at the same time we don’t want it to be such that if you’re a Warrior who just hasn’t gotten lucky enough to get a Legendary Sword with Lifesteal on it, people won’t even take you on dungeon runs because that’s a 50% power increase you’re missing out on.

Of course I’m always open to feedback on the balance of those things. But to answer your original point, the Affixes I’m trying to balance such that they are strong enough to give you an edge in combat, and also strong enough that they make you want to adapt your playstyle to them (e.g. like you said working Hamstring into your rotation with Iceheart because it’s worth it), but not so strong that if you just haven’t gotten the right drop yet, you’re just stuck sitting on the sidelines.

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