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All posts created by Flari-Merchant

Flari-Merchant
We have not shouted out enough about it. Not in some time, at least….
Flari-Merchant
Nice to see the possibility of life down there. I wish you the best! smile
Flari-Merchant
Edam
Bringslite-Dominion Soldier
Paddy Fitzpatrick
I just want to be able to live in my own settlement again lol.
Well, crafting a Keep to +5 is still a pretty rough job, don't get me wrong. Compared to crafting all the other buildings you want to support lvl 20 + a Keep is… ridiculous

But by all accounts, it sure is going to look pretty.

The concern at Keepers is not making these structures, its how much bulk we are going to need to support crafting at our current level.
Both are concerns for Dominion settlements. You are on the money though about the ongoing cost of Bulk vs the cost of the actual buildings which have an end cost.
Flari-Merchant
Paddy Fitzpatrick
I just want to be able to live in my own settlement again lol.
Well, crafting a Keep to +5 is still a pretty rough job, don't get me wrong. Compared to crafting all the other buildings you want to support lvl 20 + a Keep is… ridiculous
Flari-Merchant
Paddy Fitzpatrick
One other question, do adventurer cottages offer higher training than normal or do they offer higher support than normal for the owner and/or their chosen skill?

OP
•Adventurer’s Cottages and Crafter’s Studios have personal Mentors who offer training to the building’s owner relevant to their chosen skill. Training is offered 4 levels higher (maximum 20) than what would otherwise be available in that settlement (currently that translates to 4 levels higher than the current Settlement Level).

Nothing about support. I am hoping that The Crew just save themselves some trouble by making the focus for support hang on how advanced your Keep is. Leave all the building costs where they(I mean in the original wiki for that phase) are and even the upkeep if you like.

This would take less Dev work, be a simple solution to possible "support anxiety"(at least make it feasible for more settlements) and (best of all) possibly encourage ALL OF US to interact with each other to secure training for the feats we want and the crafting speed we want…
Flari-Merchant
Congrats to Bob and Cole, + any unknown helpers. Really looking forward to the live release. smile

P.S. Lots of annoying things are remedied here. Thanks for that! Housing sounds Awesome
Flari-Merchant
You know, a day or so ago Iram did ask me if knew of any French speaking players. Mist, you have been working and away so much I had forgotten(not you) that you do!

Apologies to you both! smile
Flari-Merchant
Mistwalker
Can anyone refresh my memory.
Once ammo is in, will some mobs be dropping charged gems for mage and/or cleric ammo?
They drop both "salvage arrows" and "salvage charges" which are a bit weaker than T1 +0 ammo
Flari-Merchant
Bob
A new version of EE 14 was just deployed to the test server. For this build, attack feats and ammo have been rebalanced so that attacks using any level of crafted ammo are generally a bit more effective than those attacks would have been in EE 13. That may vary a bit from feat to feat, since there was a lot of rebalancing done for other reasons, and sometimes those changes may balance each other out to different degrees.

This build is a Final Candidate for EE 14. If we're satisfied that it's ready to go after testing it out today and tomorrow, it will be deployed to the live servers on Thursday, November 9 during Daily Maintenance (9-10 AM Pacific).
That bolded part is good clarification. I had just tested a miniscule part of the new build with only one type of attack. YMMV with other combinations and so takes a bit of the value of my comments in the Ammo thread away.

Thx, Bob! smile

P.S. I was only using Vital Strike 6. Short on time and only wanted a clear comparison between ammo strengths.
Flari-Merchant
Tested only with a pretty advanced skill and gear Archer: couldn't be bothered to mess with various builds on limited time

Having taken another look at the EE14 build (fresh today) concerning only archer aspects, not testing in so many places with difficult LoS, variously updated damage spreads and vs. a few different critters:

1. The "slowed by 50% for 2 sec condition" did not seem so clunky in open terrain but I still feel it is more like a hamper for 3-4 secs.

2. The way that I was trained and geared made even "Salvage Arrows" seem as effective as they are in the real game now. At least on bandits and gobbos and wolves

3. Obviously, it looks like T1 +0 arrows are either exactly equivalent to current "no ammo required' game play or really close.

4. Higher strength enemies (Ogres, Eles, Bandit Captains) there is a clear power hike for higher tier higher + arrows.

Have to see the new numbers but if they are consistent with what I have seen, I would be careful about making arrows any more quick/cheap to craft or melee will be really pissed off. OR at least put in an interrupt mechanic against ranged attackers that are toe-to-toe with melee attackers.