<blockquote restore="" "="">Greetings fellow pvpers
This is a short update to let you know what we’re currently working/testing, for the upcoming earth patch.
Big disclaimer note: All of these numbers and changes have not been finalized so they are subject to further change.
Apart from the earth school we’re also testing player regeneration. The changes we’re looking at are:
- Enabling regeneration while sprinting. - Having the same regeneration regardless of how low or full your stats are. (Currently the lower your stats the faster you regen).
- Stamina cost for sprint significantly reduced. The results we got from this is the obvious increased sustainability, but it also meant if you were close to 0 it is harder to recover, possibly making stamina drain builds more viable.
A very big change is how booster affects skills, mainly damaging skills. What we are working on is:
- Removing all damage bonus from the booster component for all skills that deal damage. 66% of the damage bonus is transferred to the base attribute.
To shed some light and bring some examples: Let’s say that booster was giving approximately 15 points of extra damage on a skill. For example Magma Bomb was getting 15 extra points of damage if you had 4xINT booster.
After the change, INT booster will give 0 bonus damage to Magma Bomb. And at the same time, base Intelligence attribute will give it 10 points more damage than before.
This means that no matter what your booster is, you will do almost same damage with Magma Bomb, as if you had full intelligence booster. The 5 remaining damage is “vanished” to help with the TTK.
We expect this change to affect in a positive way skill selection, removing essentially any second-thoughts about using hybrid skills into your loadout. You will do same damage with Lacerate if you have 4 wisdom boosters or, 1STR+3INT boosters. You will do same damage with Magma bomb if you have 4 STR boosters. You will do same Melee damage (white hits) if you have 4INT booster. Your transfers will be (almost) same strong as if you had taken 4 WIS.
Similarly for dexterity, the increased speed bonus will be transferred to the base attribute.
Another thing to note is that damage coming from the base attribute will be frontloaded. This was to counter the change made in boosters, which was helping new players witness significant results into their progression and effectiveness early in the game, by simply purchasing a booster.
Another thing we are investigating is the jump mechanism. For that we are still testing the following changes:
- Removed jump delay. Jumping immediately after landing has become much more consistent now.
- Removed sprint delay after landing, to increase overall combat speed and fluidity.
This will obviously affect jumping repeatedly to gain distance using skills such as dash. For that reason, the player now receives damage if he travels at great speeds and lands in flat surface (known to some as “Horizontal fall damage”).
We’re still tweaking values there to find a good balance for risk-reward mobility but at the same time not penalize normal skills such as Evade.
Few more changes we’re working on:
- Buffing all Theyril gear, and setting the requirement to 140.
- Tweaking animations for more accurate and sharp movement (sliding problem)
- Slightly reducing speed magnitude of leather armor (approximately by 2%) Last but not least, there are several skill changes, which will be covered in a different update.
Thanks for reading
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