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VonMisk
Posts: 9475
Location: Hatredland
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Posted: Sun, 8th Mar 2020 15:07 Post subject: |
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I think it's a top sella' because it's online. If something is online, even if it's a turd people just go bonkers (all survival EA).
sar·casm | \ ˈsär-ˌka-zəm \
1: a sharp and often satirical or ironic utterance designed to cut or give pain
2a: a mode of satirical wit depending for its effect on bitter, caustic, and often ironic language that is usually directed against an individual
b: the use or language of sarcasm
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prudislav
VIP Member
Posts: 29148
Location: The land of beer and porn
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Posted: Sun, 8th Mar 2020 20:05 Post subject: |
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wasnt that obvious back in diablo days? that game was early access level for moths before they managed to salvage at least bit of it
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Nodrim
Posts: 9637
Location: Romania
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Posted: Sun, 8th Mar 2020 21:14 Post subject: |
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VonMisk wrote: | I think it's a top sella' because it's online. If something is online, even if it's a turd people just go bonkers (all survival EA). |
It's selling because people want a new Hack & Slash, one that has more complexity than diablo 3 and looks/flows better than Path of Exile.
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Posted: Sun, 8th Mar 2020 23:13 Post subject: |
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Well that's not going to happen til POE2.. and in the case of Diablo franchise, never going to happen.
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Posted: Sun, 8th Mar 2020 23:27 Post subject: |
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im not convinced though poe2 is gonna look that much better, i still massively crave a hellgate london kind of remake , something future scifi with like stalker/fallout/metro vibe, a game like that would sell bigtime if done right with exploring n good gfx n loot
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Posted: Sun, 8th Mar 2020 23:35 Post subject: |
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I prefer the look of POE, most you guys just want usual cartoon wow look.
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Nodrim
Posts: 9637
Location: Romania
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Posted: Mon, 9th Mar 2020 06:55 Post subject: |
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AmpegV4 wrote: | I prefer the look of POE, most you guys just want usual cartoon wow look. |
Oh, come on, the skills and skins in PoE are flashy as hell. The whole vanity shop is fully of juvenile skins gleaming in the colors of rainbows. Where is the the bleak atmosphere in this? Path of Exile 2 will have the same problems given the developers decided to keep it tied to the current game.
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xExtreme
Posts: 5810
Location: 43 6C 75 6A 2D 4E 61 70 6F 63 61
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Posted: Mon, 9th Mar 2020 07:48 Post subject: |
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PickupArtist wrote: | ...i still massively crave a hellgate london kind of remake , something future scifi with like stalker/fallout/metro vibe, a game like that would sell bigtime if done right with exploring n good gfx n loot |
Fucking this...I liked Hellgate even though with all its flaws, it was something else back then.
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VonMisk
Posts: 9475
Location: Hatredland
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Posted: Mon, 9th Mar 2020 17:05 Post subject: |
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Nodrim wrote: | It's selling because people want a new Hack & Slash, one that has more complexity than diablo 3 and looks/flows better than Path of Exile. |
yup that describes my sentiment perfectly.. oh well, guess i'll try out GrimDawn meanwhile.
thanks for the heads up guys
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Nodrim
Posts: 9637
Location: Romania
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Posted: Mon, 9th Mar 2020 17:19 Post subject: |
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Don't exclude Wolcen tho. In 6 months time it could be a pretty good Hack & Dlash. It definitely has a better base than many of these games at release. But it's in dire need of polishing and some more content (abilities, items and map variety).
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Nodrim
Posts: 9637
Location: Romania
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Posted: Fri, 13th Mar 2020 11:28 Post subject: |
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Sin317
Banned
Posts: 24321
Location: Geneva
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Posted: Sat, 25th Jul 2020 11:18 Post subject: |
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Quote: | Balancing plans for Wolcen
What's coming for Second Dawn and Chronicle I
Hello everyone!
We are currently working on a balancing overhaul that will affect every aspect of Wolcen character customization: skills, Gate of Fate, skill modifiers, items, and more.
Considering the size of the overhaul, we couldn’t complete it for next week’s patch but plan to release it with our first Chronicle.
In order to provide a better player experience in the wait of the big update, we worked on a smaller skill balancing patch that will come along with the already announced performance optimizations, bug fixing and quality of life improvements.
Skill balancing
The main goal for this patch is to allow for more skills to be viable in an endgame scenario.
The main modifications are about damage numbers:
The damage curve of most skills has been reworked so that they deal way more damage as the character gains levels.
The base damage and value of some modifiers of underused skills have been greatly increased.
Annihilation, Arctic Spear, Consuming Ember, Eclipse, Infinity Blades, Light-bringer, Parasite, Thunderstrike, Stings of Krearion, Slayer’s Flurry, Anvil’s Woe, Evasion, Wrath of Bäapheth, Flight of Gaavanir, Phantom Blades.
Some skills also have had more specific improvements that will all be listed in the dedicated changelog.
We expect that you will be able to pick in a much larger pool of viable skills during your high-level expeditions, leading to an increase in build diversity.
Chronicle 1 and further
The incoming patch focuses on skills and damage numbers, providing a short-term solution to the fact that most skills feel underwhelming when played in high-level expeditions.
There are other issues that we know are not addressed in this patch and for which we have advanced enough plans so that we feel comfortable sharing them with you.
Priority issues we want to address:
Character identity: we want to accentuate the impact of the choices you make. Currently, if a character fully invests in one damage type (lightning for example), then he only deals around 20 to 30% more damage in that damage type as opposed to others. We think it is far from enough.
If you mainly invest in lightning damage, your character must feel way stronger when using a lightning skill.
Damage scaling: we want to provide more ways to make the damages of a character scale when progressing. Active skill modifiers, the Gate of Fate, and the equipment should play a bigger role in how much damage you inflict.
Clarity: we want to make it easier to understand the impact of the choices you make.
Your active skill modifier increases the damage of your skill by 20%? It should(and it will) really increase the damage of your skill by 20% instead of having a different behavior depending on if it is a spell or an attack and either way only increasing its damage by 5% at most.
Now, about what we plan exactly:
Disclaimer: Please note that all may not come in the same update. Although we are confident in what we want to do, the shape of some things may change as the design process moves forward. Other balancing-related improvements are planned, and we will tell you more about them in due time.
For now, this section should cover the most important ones.
Bonus damage rework
Currently
Most bonus damage are additive. This means that if you have +50% damage from your attributes and +20% from your Gate of Fate, it becomes +70% damage overall.
Because bonus damage from attributes can easily go over 600% damage, it makes it so other sources of bonus damage are comparatively insignificant.
What we plan
Reduce the damage bonuses that can be obtained via attributes to a more manageable amount.
Make it so different sources of bonus damage are multiplicative. Multiple bonuses to damage from the same source are still additive.
Example: I have +50% damage from my Gate of Fates, +20% damage from my items, and +10% damage from my attributes. Since all sources are multiplicative with each other, I will have a final multiplier equal to (1.5 * 1.2 * 1.1) = 1.98. That leads to a bonus of +98% damage.
Bonuses to damage from nodes of the Gate of Fate, Active Skill Modifiers, and Equipment will then play a bigger role in the amount of damage your character will be able to inflict, allowing you to have much more control over how you want to build your character.
Spell damage rework
Currently
The base damage of spells only depends on the level of the spell as opposed to the attacks for which it is a multiplier of the base damage of the weapon.
It causes scaling issues when going at a high level because the spell level is capped but the weapon level isn’t.
It also doesn’t work very well with some specific magic effects: if you have a staff that allows you to cast Bleeding Edge and because the base damage of the staff is very low, Bleeding Edge’s damage will, for once, feel very underwhelming.
What we plan
Spells and Attacks will scale the same way: using the base damage of the currently equipped weapon.
Damage of summons will also scale based on your weapon damage.
Staves will be reworked in order to deal significant damage.
It will allow for spells to scale correctly in high-level situations, it will increase the impact of your weapons on how much damage you deal when using a spell, also allow for right-click build with a Staff and unlock some new spell + attack builds that don’t use a Catalyst.
Damage and Ailment effectiveness multiplier
Currently
If you have an item that adds 10 flat damage to your skills, then it will add 10 damage to each instance of your skill regardless of how often it hits. This means that skills that hit very frequently such as Anomaly will better use these 10 flat added damage than a very slow skill such as Anvil’s Woe.
Same thing for ailments: it will be easier to apply ailments with a skill that ticks very often.
What we plan
We will add a new “Damage Effectiveness Multiplier” that can have a different value for each skill. If a skill has a 120% Damage Effectiveness Multiplier, then all flat added damage applied to this skill are multiplied by 120% (increased by 20%).
A similar multiplier will be used for the Ailments: with a 120% Ailment Effectiveness Multiplier, the chance to apply an ailment is multiplied by 120%.
It can be used to reduce the damage and chance to apply ailment for skills that tick very often but also to increase these two traits for slower skills. For example, we could imagine that a skill that requires to be charged has a higher damage multiplier the longer it is charged.
Other improvements
Score rework: the formula used for the different characteristics that use a score system (critical chance, ailment chance, dodge, all resistance, attack, and cast speed) will change completely. We want to use a formula with which we can have more control, and make it so investing in these characteristics via attributes points always feels rewarding.
Ailment scaling: ailments damage will be able to scale with other characteristics than “Ailment damage”. For example, your bonus fire damage will also be applied to your burn damage.
Force Shield regeneration rework: currently, the Force Shield Regeneration works the same way as the Life Regeneration does. It is a flat value that is regenerated each second. We want to change it from flat value to a percentage of your maximum Force Shield.
Shield and block balancing: there will be one general block chance value that is applied no matter what weapon is equipped. Having a Shield will greatly improve your block efficiency.
All that may feel a bit abstract to some of you but we feel that it’s important to share more about our intentions for this short-term patch, as well as our plans for character building and customization for the following months. Don’t hesitate to share your feedback!
Thank you all for your support and stay safe! |
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Posted: Sat, 25th Jul 2020 13:28 Post subject: |
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Good for them but it will be hard to get people back playing again now, this game is allrdy all but forgotten and if ppl still remember it it's most likely because of the bugs.
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Nodrim
Posts: 9637
Location: Romania
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Posted: Sat, 25th Jul 2020 14:13 Post subject: |
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Well, you can't get people back if you have almost nothing to show for in 5 months.
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Ke1N
Posts: 2403
Location: Bulgaria
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Posted: Sat, 25th Jul 2020 15:00 Post subject: |
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So I guess this still has shit-ton of issues?
That sucks cause I want to try it but will probably wait for the Winter sale. I will give them some more time to fix the bugs.
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Sin317
Banned
Posts: 24321
Location: Geneva
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Posted: Sat, 25th Jul 2020 15:09 Post subject: |
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This isn't just an update, it's like a major overhaul of everything, as far as I can tell.
We will see.
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briangw
Posts: 1754
Location: Warren, MN
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Posted: Sat, 25th Jul 2020 19:02 Post subject: |
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So prior to playing the release, I played this back when they had I think maybe the first act in, I think 1 year, maybe 2 years ago...I honestly can't remember. I just remember you got to this town and were given a message that this was all that was in the game for now but it was a blast. Like it definitely hooked me in, similar to how Last Epoch has hooked me. And then something changed. They must have made some big overhaul change that I didn't read about. So I hope they make it fun again.
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Sin317
Banned
Posts: 24321
Location: Geneva
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Posted: Sat, 25th Jul 2020 19:51 Post subject: |
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Code: |
Month Avg. Players Gain %Gain Peak Players
Last 30 Days 571.2 +3.8 +0.67% 1,107
June 2020 567.3 -430.0 -43.11% 1,186
May 2020 997.3 -1,268.9 -55.99% 2,289
April 2020 2,266.2 -9,293.8 -80.40% 5,643
March 2020 11,560.0 -20,186.5 -63.59% 49,571
February 2020 31,746.5 +31,030.8 +4335.81% 127,542 |
It also went from a peak of 127k players at release with an average of 31k online to...
1107 peak/571 avg. currently...
There must have been some mighty hype around this game beforehand.
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Posted: Sat, 25th Jul 2020 20:07 Post subject: |
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Sin317 wrote: | Code: |
Month Avg. Players Gain %Gain Peak Players
Last 30 Days 571.2 +3.8 +0.67% 1,107
June 2020 567.3 -430.0 -43.11% 1,186
May 2020 997.3 -1,268.9 -55.99% 2,289
April 2020 2,266.2 -9,293.8 -80.40% 5,643
March 2020 11,560.0 -20,186.5 -63.59% 49,571
February 2020 31,746.5 +31,030.8 +4335.81% 127,542 |
It also went from a peak of 127k players at release with an average of 31k online to...
1107 peak/571 avg. currently...
There must have been some mighty hype around this game beforehand. |
They chose the perfect time to release it. It was ~1 month before the start of a new PoE league. Every big PoE streamer was playing it. Most of them didn't last long, but I'm sure they caused a few "hype buys".
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HIz
Posts: 2187
Location: Wrong_Timeline
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Posted: Sun, 26th Jul 2020 07:04 Post subject: |
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this game still not fixed i have it installed from the release and waited for fixes ,, i guess next year 
Yeah, well, that's just, like, your opinion, man. 
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Posted: Tue, 28th Jul 2020 04:26 Post subject: |
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Go play Last Epoch and be happy.
This game blows donkey
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Posted: Tue, 28th Jul 2020 08:57 Post subject: |
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Last edited by Yondaime on Mon, 2nd Dec 2024 15:30; edited 1 time in total
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briangw
Posts: 1754
Location: Warren, MN
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Posted: Tue, 28th Jul 2020 15:30 Post subject: |
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Yondaime wrote: | jackasshole wrote: | Go play Last Epoch and be happy.
This game blows donkey |
Speaking of Last Epoch, there's no multiplayer functionality yet right? |
Not yet but you are required to be logged in to play right now. By default you see the annoying online chat on the left but that can be turned off in the settings.
I've been playing but have been getting bored of the Acolyte class. There are some changes in beta as of today so hoping they spice some things up. Also they don't have their last class, the rogue and its two masteries in yet.
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Posted: Tue, 28th Jul 2020 16:57 Post subject: |
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Wolcen.Lords.of.Mayhem.Update.v1.0.16.0-CODEX
Quote: | No previous update is required.
You need the following releases for this:
Wolcen.Lords.of.Mayhem-CODEX |
chill out man, life is beautifull...
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Sin317
Banned
Posts: 24321
Location: Geneva
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