New Patch: 3.60

Can we change the musketeer super to instantly regenerate the turret as well or is that too powerful?

I’m noticing an increase in crashes with this patch, as well as a new issue where when I attempt to log in with my character, I become stuck in the 'loading screen" (Not the steam VR loading, but the in-game loading screen.) The ‘Game is not responding’ pops up not long after.

Sometimes takes a couple tries to get back in-game.

Okay, please send me your output_log and I’ll take a look.

Keep up the good work guys

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Love it. Keep up the great work.

A new minor patch will be going out in approximately 30 minutes to the client and server. In particular:

  • Slightly increased the rate at which the Warrior and Musketeer gain Super to bring them in line better with the other classes.
  • Modified the Ranger Super charge rate. The penalty is now not nearly as severe for fighting up-close targets as those at long range. In addition, arrows using an ability (e.g. Poison Arrow) will now give a small bonus amount of Super, and using the Charged Shot will give a larger bonus of super as well. See notes below as well.
  • Fixed a bug which could cause you to accidentally purchase the wrong item when shopping in a new 24-slot stall when scrolled down the list of items.

General Notes on Class Super Abilities

I touched on this yesterday, but just expanding on this, the Supers are all intended to take around 60-90 seconds of active combat to charge for each class, and they are meant to provide a temporary "boost’ of effectiveness which can be used e.g. during a boss fight or to get out of a sticky situation.

The most effective way to charge the supers:

Ranger: You get a bonus for hitting targets without missing (up to 5 shots in a row), a bonus for hitting targets at a longer distance, and a bonus when using your ability arrows and Charged Shot. As long as you are firing at least 1 shot per second you are gaining the maximum Super rate.

Warrior: You gain Super for every strike on a target, and bonus Super for executing successful combo attacks. You also now gain a bonus when blocking attacks with your Shield.

Musketeer: You gain Super for every successful attack with an ability orb based on the number of targets the orb affects. So for maximum Super gain hit multiple targets at once with your orbs.

Runemage You gain Super for every successful spell cast that strikes an enemy. You gain bonus Super for casting a variety of spells rather than the same spell repeatedly.

Thanks!

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Thanks Riley for being so patient with us and always listening to the community so well. I didn’t even have time to test the super changes that you already fixed it ! Haha.

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The server-side patch is now deployed. We are still working on getting the client-side patch out the door. So the super changes are now active, it’s just the Market Stall fix that hasn’t gone out yet. Thanks!

Thank you Riley. How involved you and the Orbus team are with the community is really amazing.

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Just a minor note, some quick testing shows that a Warrior takes 40 Provoke combos for a 100% Ult charge and 38 Wound combos for a full charge. Wound takes less combos as it also takes more strikes with Provoke at 120 strikes and Wound at 152 strikes.

Runemages sit at between 10-20 successful spells for a full charge depending on spell selection.

The Runemage is the last one that may still need to be balanced, I am gathering more data on it. That said, something to keep in mind with the Runemage Super is that the receive very large bonuses right now for successfully casting spells without getting a “miss”, and even for experienced Runemages there is going to be some missing going on during actual combat. In addition to that, they only get credit if the spell actually hits an enemy target, and again missing the target does happen.

But don’t be surprised if it gets adjusted in the future as well.

Finally, as I just said in the post, the Warrior now gets a nice bonus for their Super from blocking attacks, so you are going to have to test it while getting hit by enemies to get a real sense of how long it takes to charge.

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So we’ve hit a snag on this that is taking longer than I hoped to get resolved. I will keep working on it tonight but this may not go out until the morning, sorry about that.

Okay we finally got the client side part of this patch out the door. Sorry for the delay. This should fix the problem with buying the wrong thing in the market stall. If you want to get it right away just exit the game and restart your Steam client, otherwise you should get it the next time your Steam is idle. Thanks!

Also there is a bug right now where the collision box on the Practice Dummy in Highsteppe is like way too big. I was using that to test the new sliding mechanics and accidentally left it in. I’ll fix it in the morning.

Thanks!

Is the new sliding mechanic a fix for that? It would be awesome Range of arrows

i thought you changed the low lvl dummy so that lvl 20’s couldnt destroy it, thought it made sense to restrict that one to low levels i dunno lol

A new server-side and client-side patch just went out which:

  • Fixes the collision box around the Practice Dummy in Highsteppe
  • Fixes an issue where removing someone from a Fellowship wouldn’t remove all instances of them from the list.
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With this new patch, I can’t log in now. I keep getting this error. Anyone else getting this error?

image

I have same problem with Johann