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Pantheon: Rise of the Fallen
Stream #4 Summary
Created by: Nicholas “NickHotS” Wuollett
Twitter: http://twitter.com/NickHotS
Discord: Nick#6970
Stream #4 VODs
CohhCarnage Monk PoV: Twitch // YouTube
Past Stream Summaries
Pantheon Stream #3 Summary
Other Useful Links
Pantheon February 2017 Roundup
Pantheon January 2017 Roundup
Pantheon December 2016 Roundup
Disclaimer:
The footage seen is taken from an early pre-pre-alpha build of Pantheon: Rise of the Fallen. All art and animations should be considered placeholder.
Official Social Media:
https://twitter.com/pantheonmmo
https://www.facebook.com/pantheonmmo
Comments
What is the group size?
Will the game allow third party modding?
How will the game play out for a solo player?
Are pet/slow and kite classes better soloers?
How will ranged classes be handled and how will ammo work?
Will there be any ranged weapons for casters like wands or totems?
Is it possible to tell if a mob is an alarmist?
Can rogues use crowd control?
What classes can crowd control?
On Rogue crowd control
On group makeup and tactics
Group makeup
Will Warriors have two handed weapons?
Will there be diminishing returns on crowd control?
Will there be visual hand to hand/fist weapons?
Can you remove floating combat text?
What is the stance on ‘boxing’ (playing multiple characters at once)?
Will automated gameplay macros be allowed?
On hotkeys
Can players level up by grinding mobs only?
Will there be long camps for rare drops and placeholder NPCs for mobs?
Will there be any reason not to become a keeper?
Is there going to be a consider system?
Will perception be more like crafting or will it be trained?
Are spells casted on the move or stationary?
Is there a Sneaking mechanic?
Will you be able to twink?
Can Feign Death fail?
Can you train mobs? Do mobs leash?
Is there out of group buffing and healing?
Will Monks have a weight limit of any kind?
Will there be mounts in the game? Can you meditate on them?
How do you know if you can use an item or not?
Will the spawn rates be similar at launch as it is in testing?
How can low and high level players play together?
Are zones instanced?
How will long range travel work? Will it be easy, or something you have to work towards?
Acclimation
A way to respond to the challenges of harsh environments.
Infusions are injected into different parts of your body to acclimate your character.
Climates are based on a Tier system, from 1 to 5.
Lower tiers are fairly attainable
Higher tiers come from raiding and epic style quests.
Can mix and match Acclimation types.
Infusions last through death until you remove them, but you can apply them again using the Acclimation window.
There will be environment combinations. Examples:
Crater: Scorching/Toxic
Mountains: Frigid/Windshear
Underwater: Pressure/Anaerobic
Acclimation Window (1)
Acclimation Window (2)
Cohh’s Monk acclimates himself for the Frigid climate of Amberfaet
Monk
Monk spells
Monk actions
Updates
Build listed as PantheonClient_0.5.85.2:
Combat log split into your hits and misses on top, other hits and misses on bottom:
Alarmist type of mobs immediately alert others:
New combat music.
A new zone, South Saol Peninsula, lies in a forgotten corner of Kingsreach. Due to neglect of the area, it was colonized by an outside group called the Seraph, brought here by Soo-jha Tahl, the Reckless Magician, and his personal loyal army.
Two animators working on the game.
Many new spell effects and animations.
Can’t memorize different spells in combat.
Several UI improvements, such as brighter group directional indicators:
Classes
Cleric, Druid, and Shaman are “priest” classes.
Wizards have familiar pets to buff spells.
Rogues are a DPS class, but have some crowd control. “Smoke and Mirrors” utility/CC emergency situation ~75% stamina chance to fail 30 second duration CC.
Shamans have a mana regeneration line.
Shamans don’t have resurrection.
Shamans don’t heal as well as Clerics, but have a lot of other utility in damage, buffs, and debuffs.
Ranged classes are true ranged classes, and their ammo won’t be overly tedious to acquire or use.
Your group class makeup dictates your strategy and tactics.
The classes played in the live stream were:
Monk
Played by Human character Cohh (Ben “CohhCarnage” Cassell), and is the PoV of the CohhCarnage stream.
Rogue
Played by Hyman character Kilsin (Ben “Kilsin” Walters).
Shaman
Played by Human character Joppa (Chris “Joppa” Perkins).
Warrior
Played by Human character Machail (Ben “Machail” Dean).
Wizard
Played by Gnome character Zynxs (Sierra “Zynxs” Rush).
War Wizard
Lore only class only played by Human character Aradune (Brad “Aradune” McQuaid).
Currently close to the Warrior class, with more of a damage and spellcasting focus.
Isn’t a planned player class.
PvP
At least one dedicated PvP server at launch.
PvP and PvE will be separate.
PvE and PvP balance mechanics and formulas will be separate.
There will be consented duels and certain areas designated as PvP arenas for PvP on PvE servers.
Changes can be made to class abilities for PvP without disturbing the balance in PvE, and vice versa.
Screenshots
Click thumbnail for larger view
Why are they still making games for 2004 though? Call me when devs remove their rose colored glasses.
Because no one else is and there's demand for it?
We've had our fill of cash shop dps bunny jump jamboree... Oldschool FTW...
Yeah it does sound like that's more about locking content behind a gear grind than an interesting climate feature. If that's the case.. Boo, I'd prefer a survival type game element over that, leading to more downtime and an easier death.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I think what's being missed is that no one said the tier acclimation is confined to one set spot or that it's like an on/off switch of whether it affects you or not. It could be a whole dungeon or zone. The protection might only mitigate some of the damage so you don't die immediately. The survival type game element would still apply in that case. Most likely these "road blocks" would have some type of lore attached to it. Like a Lich hiding its Phylactery in an underwater dungeon for protection or trying to kill a Fire Giant at the bottom of a Volcano.
The graphics are still impressive. I'd dub these as the not-quite-as-placeholder-character-models-as-before version. I did like the character models, but they seemed equivalent to other games, such as ESO. The animations were good, and the characters were detailed. This seemed to be the most improved area. There were all sorts of mystery things on the screen, most notably, the upper right corner. That seemed like a placeholder for something in exactly the place where other games have implemented a radar-like mini-map. That was one of the things I thought Pantheon was going to stay away from. Guess we'll see.
The really big complaint I have is against the game play. It is still the basic play as we saw in EQ1. A group engages a single mob, while extra mobs are pacified and a healer tries to keep everyone alive. From a CC perspective, whatever CC method (rogues, I believe) lasted far too long. In one instance, one mob waited for more than 2 minutes, and was instantly taunted to the tank. I suspect that the mez and the taunt are both overpowered. That can be adjusted, and desperately needs to be. I'd like to see mez increase the hate against the mezzer the longer the mob stays mezzed.
One thing I suspect from this particular stream, is that the game will be magnitudes more difficult if the group doesn't have voice chat. That means we will see how the MMORPG.com community will adapt to that, with a decided prejudice against in-game VoIP. How social can a game be without PUGs? We may find out.
Still dislike (personal preferences): behind the shoulder camera, mouse-look, icon size (a little small for my eyes), floating damage.
Logic, my dear, merely enables one to be wrong with great authority.
That could certainly be true, I just hope they don't go the typical MMO route of the past "how can we turn this cool feature into a time consuming chore"...
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Are you talking about Cohh's in-game advertising? The streamer put that up there. It's not part of the game.
If that's what you really wanted, needed, you would still be playing it. There are reasons we move on. It's the same as old girlfriends. Fun to think about, maybe even alright to go back and stick it in once in awhile but there is a reason they are ex's.
I hope I'm wrong. I hope this, hell any indie mmo for that fact, turns out to be great and a blast but I think we all know better deep down.
Yeah frostfall is an awesome mod, as well as wet and a few others. There are many ways they can tie climate to gameplay, even taking queues from games like Divinity OS would be great. How elemental changes effect skills and the like, (EX- being in a snow covered area reflects on frost magic, a volcanic area reflects on fire etc..). Anything is better than the age old MMORPG approach of just using gear and grinds to get it, as their main game-play focus.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
All cool ideas, I was thinking it would be good for elements to effect elemental magic as it does in Divinity OS. Water turns Lighting spells into AOEs, Rain causes fire spells to lose their potency, Being in a frost covered area, ups defense to fire, yet creates more weakness to frost magic. Campfires warm you up making frost defense lessen and strengthens the effects of fire magic on you.
It could also effect offensive spell strength like volcanic areas making fire magic more potent etc.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I agree with you. The other thing that wasn't clear is "why would I ever take an acclimation off"?
They said it lasts as long as you want. So why not get the best acclimation infusions and be done with it? IN which case they have a game system that is really over shortly after the player starts.
Why not keep the system but instead of these infusions make the player wear warm clothes in cold areas, put a salve on (that wears off, but maybe after 30 minutes or an hour) in poisonous areas, and maybe a similar salve in hot areas? Or maybe players have to strip down which means no armor (which adds interesting game play in my opinion).
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Yea but then once you get to a certain level you are done. At least a consumable means that harsh conditions "should" always be a consideration. Unless of course you can keep an infusion forever in which case why bother?
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Yeah i don't think it's something one should ever be able to skirt the effects of. A slight defense through skill allocation would be okay though in my eyes, a northman fares better in the snow than a southerner after all.
I just don't like the idea of tying it to an item for a character slot, as it implies grind to me. Or at least a minor annoyance, as is typical of many MMOs. They seem to think all things have to be tied to some chore for people to remain interested I just don't think that's true.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
It shouldn't be easy, it should take a really long time to achieve that cap. but the idea of injecting something to acclimate to weather is kinda weird. Now if you had to get some really super rare epic potion to achieve those last few skill ups that would be cool. RPG's mmorpg's of yesteryear were all about making your guy stronger through his or her trials and time commitment, not about keeping stocked up on consumables... But if this is the way Pantheon is going I'll still give it a go for sure, maybe we just don't have enough details yet to see what they are really going to do with this system.