Anthem

Anthem Dev Tracker




06 Feb

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Originally posted by tiranu_abendwolf

DISCLAIMER: It could very well be that everything I talk about here is actually in the game. I just haven't found any information on this, so I wanted to raise this discussion.

So what makes legendary gear exciting? That moment it actually drops, for one. Also all those situations when your build finally clicks together and you obliterate the enemy. And then there's...VISUALS. Stuff that other players can see. Fireworks that make you go "OH I WANT that thing!!".

For legendary weapons, exciting visuals are somewhat "easy". The gun looks different than other guns, more flashy, easily distinguishable. But by now, we all know that abilities are where it's really at.

I really hope that legendary abilities come with more than "just" interesting perks. There are so many ways in which legendary abilities could stand out from their "base" versions, especially in a game without PvP (and therefore no nee...

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So this is something that we talk about a lot and it’s certainly an important aspect to these types of games. One thing we did get to do some of, but nearly as much as we wanted, was unique VFX and audio for the Masterwork gear. Some of the have unique models or color variants.We also do have the gun colors/meshes for Masterworks that you mentioned.

That being said, we do want to spice these up if we can.

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Originally posted by shadowkijik

Hmm that’s entirely fair. Is there a way to code it where if status applied by Inty aura then enemy=primed? We definitely don’t want the exploitation, just would be nice, all the same though, with these other changes and Inty ult being the an hero ult, I’m not bothered without it.

Thank you for the response boss, you (and everyone else at BW) absolutely are rocking it and it’s such a huge difference for us all.

Not sure if we could support something like this, but potentially. And thanks for the kind words shadow!

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Originally posted by TrendK

u/biocamden

Are pilot trees still a thing or has the idea been scrapped?

So Pilot Skills as previously implemented won’t be in for launch. We largely redesigned the components system to fit that need for power increases and build defining support stats. We may revisit this system in the future.

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Originally posted by Real-Salt

Doing the Lord's work, friend. I didn't have the cohones to do it myself.

We talked about this today. The work that Respawn did with this system is incredible and very intuitive. Certainly good inspiration.

I can’t speak to any immediate plans, but improving in-game communication to teammates (in whatever form that is) is something we want to do.

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Originally posted by DreadOp

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

Hey yes this is something we are aware of and have addressed. At the moment I can’t remember if this made it in for launch or for shortly after, but it is a known issue.

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Originally posted by shadowkijik

So to double check, even team mates can’t combo off of Inty aura? So as Inty, I go and drop a venom bomb on a scar scout, get the acid aura by combo’ing that myself, then zip over to that legendary enforcer with the aura, and apply the acid to him, that elemental effect can not then be detonated by anyone to include my team mates?

I understand not being able to combo it myself because then I would have a permanent acid aura, however it would be very good, tactically, if my team mates could combo off of it, particularly since inty aura should theoretically have the best chance of applying status/primer to boss level mobs. One could open a fight/damage phase on a boss with int comboing to get the aura to keep acid on the boss for as long as possible and then the ranger could detonate for the damage, otherwise it effectively plays out that on boss fights Inty is lacking.

Though if it’s by design that elemental spread doesn’t allow another combo I understand ...

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That last part is exactly why we limited it. A single Storm player could freeze 5-6 legendary enemies down permanently with very little effort.

However, the limitation on teammates may be something we reconsider. But again then you could lockdown with two Storms. It just gets a little too exploitable.

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Originally posted by red7silence

Why wouldn't you make it so if you reapplied the same effect, but after being comboed, that would allow it to be comboed again? Having to wait for an effect to fall off wastes time, especially when you get into grand master difficulties.

In practice this doesn’t seem to be a problem. At least from what we’ve played/tested so far. Most of your primer gear pieces are close enough to that status effect duration that it’s maybe a couple seconds between. Time you can fill with melee, guns, alternate gear, etc. The only time this really plays a factor is when multiple teammates are running the same primer type. If this becomes a problem we could take a look.

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Originally posted by Viperions

I am kind of saddened to hear this - the ability to constantly chain combos and shut down adds at the cost of being in the thick of it because you're reliant on your melee was my favorite part of storm - it encouraged very aggressive play, versus its sounding like this change will encourage floating up in the rafters.

But that risk-reward wasn’t restricted to melee. You could permanently lockdown 5-6 targets at nearly any range by rotating the combo over and over. It was pretty broken.

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Originally posted by Aezoc

I encountered some confusing behavior with interceptor auras in the demo and I'm hoping you can clarify.

  • With an aura up, it didn't seem that I could trigger combos, even on status effects that had not been comboed (e.g. fresh effects using different elements and applied by teammates). Is this intentional? If it's not, would the aura from the new combo overwrite my existing aura or stack with it?
  • Interceptor ice and acid auras behaved differently from one another. I could apply ice, combo and trigger the aura, apply ice to a second target via the aura, and then combo that second target once my aura wore off but the target was still frozen. Substituting acid for ice, I could not combo off the second target in the same situation. Which is intended?

The first one is something we need to look into. This doesn’t sound like it’s working as intended to me. My guess would be we want to always allow combo and you’d inherit the aura of the last primer you combo’ed. I’ll double-check.

This second one is not working as intended. When Storm and Interceptor apply additional status effects via their combo, those targets are not able to be combo’ed. This is because it was extremely easy to lockdown ~5-6 creatures with 1 Storm by just rotation the combo chain over and over, forever.

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Originally posted by Tarplicious

Are there any concerns about how this might discourage use of gear that extends the duration on these effects since letting it fall off to reapply (in the case of a very high health target like those that would be found in higher difficulties) would be preferable with how devasting and necessary combos are?

Like if you increase the duration of the flamethrower’s burn, wouldn’t that lower damage to the target since they’ll be primed for combo less frequently?

Potentially, but we haven’t quite hit that point yet but it’s a good call out. In nearly all cases it’s still pretty beneficial to have the status effect on the target. It may not be optimal like you said but currently it doesn’t appear to be reaching that tipping point. If it does we’d likely review this again.