Anthem

Anthem Dev Tracker




05 Feb

Comment

Originally posted by Nestroit

Thank you for the quick response. Can't wait to see how strong my interceptor will become in the end(game), I know that the demo version is the low point and everything will be better and many things are going to be fixed. Looking forward for new abilities as well to keep the builds/javelins fresh, but I guess that's 6 months to 1 year away?!

Hey Nestroit! Yeah lots of things planned and in the works for javelins. Not sure about timelines yet but we’ll keep y’all updated.

Comment

Originally posted by DreadOp

/u/BiowareBen any chance you able to spread some love on this topic?

I choose you pika... I mean u/Biocamden

Comment

Originally posted by AetherMcLoud

So if I understand this

Have a different un-combo’ed status effect applied.

right it means its by design the Interceptor can't detonate the status effects it spreads by doing combos (and I guess neither can the Storm)? Cause I never got a combo once off the Intercepter aura in the demo, even when applying it to fresh enemies.

That’s correct currently.

Comment

Originally posted by Shinsoku

Just to chime in on your chime ;)

Have you thought about something like Diminishing return on higher difficulty levels, or status effect lasting shorter? Of course not until it won't have any effect at all, since comboing is the major source for high dmg output.

Yup this is already the case. Creatures have different resistances to not only damage types but also primers and status effects. For example if you try to freeze a frost wolven it’s harder to do and doesn’t last as long.

Comment

Originally posted by sharp461

So does this mean if I flamethrower and combo off it with my colossus, only I am locked out of doing a combo again and my storm friend can lightning strike him? Or does my friend have to apply his frost primer first to be able to combo?

Only one person on the team can combo any given primer. New primer is needed to combo again.

Comment

Originally posted by MisjahDK

Interesting, thanks for clarifying!

I actually thought the primer status number stacked on enemies and a combo would take away from that number and require an fixed amount.
I also thought that maybe harder enemies had a resistance against primers making it harder to stack enough to combo.

So that’s close yeah. But once you reach the threshold the creature will receive the status effect. Detonators don’t subtract but just trigger off whether the creature is or is not able to be combo’ed. The status effect itself plays out regardless of combo status once that threshold is reached. Different creatures do require different amounts to apply primers.

Comment

Originally posted by AbaddonX

Hmm, but when playing Storm I'm 100% positive that I could detonate multiple times, because I would often detonate with an ability and then detonate again immediately with my melee. I can't remember if this also worked with Colossus, so maybe the Storm's detonation ends the current effect and re-applies it, making it technically a "new" effect?

Yeah I can’t remember exactly what rules and states were in place in the demo, I’m mostly speaking about intended current functionality on launch. Sorry for the confusion there.

Comment

Originally posted by Sunnycyde

Didn't you just say above that air to air melee had been changed especially with ultimate? I'm confused. See below

  1. Air-to-air melee attacks. This allows the Interceptor to more effectively and repeatedly hit enemies in air, especially in ultimate mode.

Right the air-to-air melee is done by jumping and melee’ing or falling and melee’ing. We have not added flight to the Interceptor Ult.

Comment

Originally posted by Mind-Game

There is a lot of conflicting information and questions in this thread about how much damage combos do as well that would be great to get some clarification on.

The two big questions I have are:

  • Does detonating a combo with a skill do more damage based on how much damage the detonator did? And is the combo damage the same damage type as the detonator?

  • Do storm and interceptor combos do any damage at all to the target besides the detonator damage? Or do just colossus and ranger get a damage bonus? Do you have any numbers of the relative strength of the rangers single target damage combo compared to the colossus' AOE (and the storm and interceptor if they do any damage at all).

Detonating combos do a flat scaling damage value, it’s not based on how much damage the detonator or primer did.

On launch only the Storm’s detonator will not do additional damage (on top of the detonation itself). Interceptor will do ticking damage for each tick of the aura. I don’t unfortunately remember the scale between Colossus and Ranger.

Comment

Originally posted by Calistron

<Edit: I just want to say thank you to everyone who jumped in to talk about this topic, as well as a special thanks to BioCamden and the generous soul who gave gold for this thread. I can't wait to investigate more in the full game!>

This post intends to investigate the following:

- Internal Cooldown on Combos

- Some basic builds from the demo weekends

- In an optimal group what class should be the highest priority for detonators?

Combo Internal Cooldown

I spent a fair chunk of the weekend playing a Flamethrower/Lightning Coil Colossus and (while cackling maniacally) I began to notice a pattern. High health targets appear to have some kind of internal cooldown on how often then can take combo damage.

Before we delve too deeply into this, let’s cover a few basics about Combos. Combo’s occur when a detonator ability is applied to a mob to which a primer abi...

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Just to chime in and help out. There isn’t a hard restriction or cooldown on when a target can be combo’ed again, however the target either has to

  • Have the current (already combo’ed) status effect fall off and reapplied.

Or

  • Have a different un-combo’ed status effect applied.

Basically the rule is you can’t combo the same status effect twice. If you combo off flamethrower and then keep applying flame, it is still the same (already combo’ed) status effect. So in theory you could have multiple combos go off very quickly in succession on the same target assuming they are all different status effects.

Comment

Originally posted by I_Am_King_Midas

Have they said anything about new ultimates or new javelins yet?

No we have not.

Comment

Originally posted by JeebsFX

What with micro transactions being such a sensitive subject in the gaming world, wouldn't it be better to be upfront about the model for them prior to a release? People at least know what they're walking into and those that will complain can get it out of the way early.

*Edit more refering to pricing I think it would be a good PR move to have this information in the open before release, PR wise the information we currently have on micro transactions Is great but there's always room to improve, I think slapping the pricing out in the open would be a bold move and be great for PR.

Comment

Originally posted by drwiki0074

There has been some feedback about weapons and the fact that they all look the same, even for masterwork weapons, will we potentially see more designs in the future that offer more variation and "wow" factor when you posses them?

Can't really talk about the future, but we definitely leaned more into personalization of your Javelin, as that is the character you are staring at in a third person shooter. Typically weapon appearance is more obvious in a first person shooter, as it is the most visible representation of your character.

Comment

Originally posted by On-Swift-Wings

There's an alliance cap per week, but is there a cap to how much one individual can contribute to that alliance pool per week?

Yes - 'fairly high' still applies.

Comment

Originally posted by ODTray

Do our combos generate less Ultimate Meter than other classes because we only get 1 combo per 10 seconds at best while other classes can combo many times on groups of enemies to refresh their ultimate faster?

I’m not sure, but theoretically that may be the case at least versus Storm and Colossus. I’ll bring it up with the team.

Comment

Originally posted by Mind-Game

I'm a little scared that you guys seem to be addressing the balance of the game due to feedback from a limited demo like this. I hope that you guys are only making changes that you recognize from your internal build, because the demo is extremely limiting for the following reasons:

  • It's mid level content so the power levels at end game are probably completely different

  • a lot of people don't even have access to all of their skills let alone have enough time to have tried them out and properly build around them

  • 4 days total playtime is not nearly enough to understand what roles are best for each javalin and how to build for those roles

  • gear is completely broken with almost no random inscription stats being meaningful (where as in the final game they're clearly very powerful).

  • no powerful gear rarity levels are even unlocked let alone obtained in such a short play time

  • most people are play...

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The changes I mentioned were mostly kicked off from internal balance testing, user experience testing, game changer feedback, and internal Alpha testing. Just so happened that a lot of it lined up with feedback folks had from the demo.

Not only that but feedback about how something functions is usually still valid too. But yes you’re right that balance feedback shouldn’t be at a glimpse or a snapshot of content.

Comment

Originally posted by Nestroit

Is there a reason why we can't fly during the ultimate attack? I mean the timer is the same, it would solve the problem of not being able to hit targets in the air. It's an odd design choice that ironically you are the least mobile when you are ulting.

We’ve gone back and forth on that. Probably something we will talk about again.

Comment

Originally posted by Nestroit

secondary: yeah please take a look at all the abilities, I will probably run an acid grenade and detonating strike combo, I think this is going to be the strongest combo. The explosion of the detonating strike is MASSIVE, the tempest strike pales in comparison.

Yeaaaah detonating strike is crazy good for AoE. Tempest is much better for single target.

Comment

Originally posted by Stoppablemurph

I keep wondering, what is this little transition thing with the hands? It seems kinda out of nowhere..

I’m not entirely sure but I believe the thing on the hand is essentially a type of ignition key for your javelin. This scene I think is to kind of simulate waking up/suiting up, I think?!