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All posts created by Smitty

Smitty

If the small holdings work like they do now … and refill the same amount of power they do now ..I will never worry about a camp for PvE stuff.. for PvP they - might be an option to bring one along but that is more of a team thing- so I still would never actually buy one ..

If they do what they initially said , I would at least be intrigued enough to try a few out , but if there is a free version ( probably 2 per monster hex at this point). I will just use those..
The one thing that made camps interesting to me is that small holdings would give back less power.. if I can still refill 500+ power at them I will just use the stuff already around.. ( sorry engineers..)
Smitty
Bob
Smitty
Okay - have to ask about this not that it matters much with PvE .. but in regards to how I continue to build my character- just looking for an update if there is one..
I tried to track down the GW post about dispelling and disrupted ( but after 30 minutes ..no sign of it and brain not telling me what thread it was in I gave up)..
From what I recall it read something like this - dispelling as it works right now - removes a buff and places the disrupted condition on someone…
If the buff being removed has a duration less than 1 round.. if the duration is longer than 1 round it is currently not affecting that buff nor applying the disrupted condition.

First is this still how it works ?
Second is it still not in line with how it should work.?.

How should it be working.?
Is it only suppose to remove supernatural buffs ?
Should it be reducing the duration of them anytime they are present and not just if they are under 1 round ?
Finally when disrupted is applied how long does disrupted condition last ? rest of the round 1 round etc ?

I have not actually tested this, but according to a bug in our database, that looks like a fairly accurate description of the current functionality. Basically, a bunch of supernatural buffs got boosted to last longer than one round, taking them outside the range dispel was originally implemented to handle, and we haven't had a chance to rebalance dispel to take that into account.

We plan to fix this such that dispel instead reduces the remaining time on the supernatural buff, and applies an equal amount of disrupted. Hence if it reduces the time by a full round, a full round of disrupted is applied. If only 3 seconds remained, then only 3 seconds of disrupted will be applied.
Thanks for the Response!

Was thinking this was this case but was checking before i spend more xp on skills that build off that assumption.
Smitty
Okay - have to ask about this not that it matters much with PvE .. but in regards to how I continue to build my character- just looking for an update if there is one..
I tried to track down the GW post about dispelling and disrupted ( but after 30 minutes ..no sign of it and brain not telling me what thread it was in I gave up)..
From what I recall it read something like this - dispelling as it works right now - removes a buff and places the disrupted condition on someone…
If the buff being removed has a duration less than 1 round.. if the duration is longer than 1 round it is currently not affecting that buff nor applying the disrupted condition.

First is this still how it works ?
Second is it still not in line with how it should work.?.

How should it be working.?
Is it only suppose to remove supernatural buffs ?
Should it be reducing the duration of them anytime they are present and not just if they are under 1 round ?
Finally when disrupted is applied how long does disrupted condition last ? rest of the round 1 round etc ?
Smitty
Smitty
@Bob
OOOO forgot to ask this last night…

What is the Fallow time for a hex that has a T3 escalation killed off?

In conjunction with thus any thoughts of making all fallow times 24 hours while escalations aren't spreading.
Smitty
@Bob
OOOO forgot to ask this last night…

What is the Fallow time for a hex that has a T3 escalation killed off?
Smitty
Think paddy is on the right track here.. with new player experience in regards to brand new person to game. I think what is needed for a brand new character is a package for the role they want to train..

Something like talk to cleric trainer.. who ask
Do you want to spend 250 xp to learn about being a cleric?
If they choose yes ..
give them some insight on the domains.. and have them pick one..
Have them choose a focus to use..
explain a bit about the orisons the package can include 2 primary and 2 secondary ( hopefully with some combos so you can demonstrate that aspect).
Have them pick one of the cleric armor feats - give some detail on each..
Have them pick a defense feat - toughness .. iron will etc
Pick a utility - channel ?
Load the character with
divine attack
base attack
will power
armor proficiency
Put everything that is needed for the selections to be a cleric onto the character … and then inventory the needed items..
medium armor
focus picked
a couple lesser tokens to explain how those work
Start a pop up slide show that person can interact with
Walk them through how to slot armor
How to slot utilities
How to slot defense feats
How to slot the focus and
how to slot the orision attacks
How to slot an expendable and how it works
Make it versatile enough so they click on tabs to get refreshers as needed ie attack tab .. feature tab.. armor tab .. - tell them which trainer is going to offer more abilities like these on those tabs..

I think the running around to find stuff was a novel idea.. but when in "what am I doing mode " seeing what these things are and how they slot to a character is more important than where things are located..
Smitty
If they wanted to keep a semblance to the stats .. leave a con gate of 19 but add an or to that restriction list and make con 19 or any other stat of 20 ( or 21 etc) .. Same with T2 have it be con 11 or any other stat at 12.
But…
That would be more complicated to explain to people though.. and a year from now someone will wonder why the oddities. (as opposed to a year from now wtih no change tot he system.. a combat character might actually be able to use a T3 consumable, and some one will care if their alchemist is high enough or apothecary is going to be used etc .. )

Making consumables gate off the characters primary stat just makes sense to me…

For now will await a Response and see what GW says ..
Smitty
Just from my TT background. . To drink a potion it doesn't matter what stats you have… it doesn't take any feats to use them.. etc

It takes feats and abilities to make them.. but not to use..

Currently the only meaningful choice is don't bother with alchemy because 95% of the population will not be able to use your products.
Edit-
Which trickles down to apothecary.. beyond varnish an ink… what will your refiner make that is used…
Smitty
Was a design question –

They created an alchemist and a ton of these tokens. Then put in a stat gate that will make T3 versions irrelevant for for 90% of the population for 2 more years or so.

Was wondering why?
If they change it so any person with any stat >= 20 could use T3 consumables , it would open up a market for alchemist r. Would make T3 tokens useful for all T3 characters etc ..

To me that feels like a better way to go to.. was just asking why they tied them to particular stats.. and wondering if that is something they have thought about changing.
Smitty
Since there seems to be some responses on design questions and stat gates here ..

This is as good of a place to ask as any..

T3 Potions and tokens require Con of 19 ( in some cases Dex??) - what was the thought process behind this?

T3 consumables are to be used by crafters that have high Con Stats?

Wouldn’t it be a better design choice to set a Min Stat of any Kind to use the Item – i.e if you want to use a T3 Potion you should have a stat of 19 in Any Stat ?

Just not certain I see how most classes will ever get to the point of using some of the consumables with a Stat gate of of con 19 ..