Anthem

Anthem Dev Tracker




05 Feb

Comment

Originally posted by hamsterkill

Do you know if there are improvements to this we can expect for release or would it be for some time after? The filter in the demo was frustrating because it felt like I had to choose between seeing the UI and seeing the actual world.

Likely not for day0 - but I think it's something we'd like to address soon after. I'll poke some folks again and make sure it's on their radar. 😊

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.