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All posts created by Seraph

Seraph
Caldeathe Baequiannia
Seraph
Auspicious Critical will never give any more or less than 4 power for every activation of every attack*/buff/heal/expendable.
Saving taking second level, at which point it gives 6, not 4.

* I think you should look very closely at attacks. I don't think attacks that do not generate a critical are providing a power buff. That's why I make the statement I did earlier. The difficulty is that with characters that have T2 or better attacks, finding one that doesn't generate a critical isn't always easy. And finding a Cleric level 12 (required to take A.C.) who doesn't generally use all T2+ attacks, makes it a little harder.

That doesn't seem right. There's no way I'm getting a critical hit every single time I attack an Ustalav boss knight with my level 4 Dawnflower's Caress.

As far as getting more power back at higher levels than 1, you might be right, I haven't tried it.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Duffy Swiftshadow
One of our clerics tested it way back to report a little more exactly what was going on, it's still based on critting but a single proc can sometimes trigger for several hundred power instead of the couple of power it was supposed to do. Best guess is something that was supposed to be controlling the scale of the effect is borked, or I suppose some just straight up bad math could be involved. Hard to tell from here why it's happening.

That's incorrect. Auspicious Critical will never give any more or less than 4 power for every activation of every attack/buff/heal/expendable. I think I explained this misconception in a previous thread about the issue, but the yellow number that pops over your head that says how much power you get is displayed incorrectly when the power you used also heals you for hit points. This is not to be confused to giving hundreds of power, it still gives 4. This is easily demonstrable in game.

(Unless it works differently for other people than me, which is unlikely.)
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
I agree and second pretty much everything Duffy has said in this thread. This isn't about auspicious critical – the feat is really just a great stop-gap measure that makes the current encounters able to be tackled at a reasonable rate with a reasonable number of deaths in the way combat is balanced right now. Even having auspicious critical and a 6-man party is not sufficient to take challenging T2 encounters without significant cheesing of the mechanics.

To me, that means that auspicious critical might as well stay until combat balance can be fixed. Sure it's a bug, and bugs should be fixed, but a bug that makes the game better for a lot of people by addressing PvE combat imbalance is not the sort of thing that should be a priority – the combat imbalance is. I want it to stick around for now, but much more I want to not need it anymore.

We need aggro control mechanics, we need to be harder to kill by the types of attacks we're strongest against, we need significantly better power- and consumable-free healing. Or we need to ramp up our damage (or cut monster hp) so encounters are shorter, if we want it to feel more like tabletop. Combats in tabletop tend to be short and dangerous, and combat healing only happens in an emergency because usually you're better off contributing damage or crowd control.

Caldeathe Baequiannia
Jokken
Auspicious Critical is broken because it is regenerating power on every attack roll, instead of only on critical hits.
I'm not certain this is the real issue, or that S.C. is as "broken" as it looks. Part of me suspects that a choice was made to simplify treating different categories of actions on the bar by making anything with positive effect to self have either a huge bonus to hit, or some other effect that means every time you cast "agile feet" or "guidance" or "cure" you actually are generating a critical as far as the combat system is concerned. It's possible that A.C. is working as intended, but the rest of the combat system is broken in relation to it. That would provide a reason why it is taking a long time to fix.

It could be that all "beneficial" feats count as crits, but you also get 4 power back when you make a weapon attack or use an attack expendable, so that's not the whole issue.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
To you doubters – I think it's pretty clear that this is going to happen. I know the waiting is tough, but the fact that Newcorp spent the week in the Goblinworks office makes it clear to me that both parties are fully invested. Everyone all around is going to lose a lot of time and work if it were to fall through at this point.

I agree that it would be nice to hear something more concrete. I'm mostly playing just to stay invested in my settlement and get some playtime in so I'm not paying a sub just for XP. But I think this is exactly the wrong time to give up and leave if you legitimately are interested in this game's potential – you've waited this long and now we're (hopefully?) less than a month from development starting up again in full.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Auspicious critical is the feat that makes expendables useable. No one is going to pay the amounts of power that lots of these cost for their effect if it means sitting around at the inn for half your playtime. The buffs on the buff spells are too marginal, and the damage on the damage spells is too low for that kind of limitation.

Power is definitely not in a good spot. I like the 2% suggestion for inn recharge – faster recharging from the current is the very minimum we need. Personally I think we need more than that, more of a complete redesign of the sort of resources you consume using expendables.

The only thing really worth it right now would be heals, IMO. You need heals in this game if you're taking threat in T2 escalations. You should be able to fight T2 escalations without a party of 6, and you should be able to take even the boss camps with a party of 6 without using all of these cheese tactics that we frequently employ (even with access to things like auspicious critical). You can't do that… T2 mobs do too much damage, especially if the armor you're wearing isn't suited to the type that they're doing. Sometimes we still have deaths when using cheese tactics and casting Divine Power / Greater Cure every combat thanks to auspicious critical.

That becomes more about combat balance than power, though. I think the real solution to power is something like a cooldown system. There's a reason why most MMOs use it. Give expendables a cooldown in minutes of (1 + expendable level)/2. That means the cooldowns range from 1 to 5 minutes. There's no reason for an MMO to keep you from using an expendable you paid a ton of XP for less frequently than every 5 minutes unless it's game-shatteringly powerful.

Redesign the power feat that we've all sunk so much XP into to reduce the cooldown by some % based on the feat level.

Alternatively, make power regenerate a lot faster on its own than it does now, and have the power feat increase that rate as well. Having it completely regenerate every hour for a serious spellcaster seems quite reasonable – lots of people will still end up having to go to the inn if they're using high-level expendables.

Leaving power the way it is now begs two things:
1) bring power-free healing back into the game in a form better than minor cure is now
2) make non-healing buff and damage expendables more powerful to justify how limited they are in accessibility. Even if a T3 expendable could knock half the hit points off a whole group of T2 mobs it might not be worth 90 power – winning one encounter just isn't worth that much
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
I think repair is the way to be able to pay to maintain your gear without buying a new set. Anyone who can craft a given armor should be able to repair it, and it should cost some amount of the same resources used in crafting it. The resources used to repair it from 1/20 to 20/20 need to either be lower than the cost to make a new suit or the time it takes should be less, or else there's no advantage compared to just making a new one.

Insurance shouldn't exist as a game mechanic. If you want insurance, make a deal with your crafter. Maybe he'll take 7 silver a week from you as a premium, offer a 3 silver deductible, and replace your T2 armor if you should break it. I wouldn't pay that as a combat character, I die infrequently, but someone who dies 20 times a week gets a deal out of that. It's the same risk model as real life insurance.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
We might not have a lot of gear churn right now, but there's no PvP happening consistently right now. When there's a lot of PvP, there's plenty of churn. As the PvP mechanics and incentives get ironed out, I don't think churn will be a problem, even to the point where threading gets to be a negative experience.

Lots of people like to throw around "meaningful choices" as a phrase when the choice they're alluding to is between two bad things – like being forced to stay close to home or losing your gear. I'm all for meaningful choices, but they should be more like choosing your favorite two reactive feats – the meaningful choice being that you can't run all of them and need to pick the ones that work the best for you. This is a positive choice rather than a negative one.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
I'm pretty happy with where escalations are with our current population. They seem to fairly match our investment – there's almost always something to do, but we don't have to rush and grind 6 hours on something as soon as it spawns or else it floods our territory.

As the population rises, tuning escalations back towards where they were before and then past that will be necessary, but I don't think scarcity is a problem right now.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Someday it will be useful! And if you invest now, you can start using it right away when it is.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
I agree, Caldeathe. A rule like "you have to have a holding in order to feud" is a game mechanic that only makes sense as a game mechanic. A rule like "having holdings makes it easier to get influence because you look less like a roving band of marauders–and this affects your allies as well" is a game mechanic that makes sense from an in-world perspective and still accomplishes the same goal if it's sufficiently difficult to build influence with few-to-no holdings.
Seraph
Cleric of Sarenrae
Brighthaven