about 3 years ago - /u/CreatureTech-PHX - Direct link

Hey everyone, we'll be live at 2 p.m PT for an hour or so to answer all of your questions regarding 1.5.3!

There will be writers, designers, artists, and best of all, a community manager (wow!), so if you have any burning questions, stop by.

UPDATE: Alright everyone, we have to go back to work! Thanks so much for all the questions. We answered as many as we could and we hope you enjoyed yourselves.

Until next time, Slayers!

External link →
about 3 years ago - /u/Ahrelia-PHX - Direct link

Originally posted by hitwithabrick02

How much will urska get nerfed and how?

The only change we're making immediately is reducing the health of the tail.

about 3 years ago - /u/Ahrelia-PHX - Direct link

Originally posted by M_Dogg260

With frostbite being so controversial, and with many people complaining about this escalation because of it, what are your plans with frostbite going forward? Will it stay the same, or will there be a change to it?

There are no major changes coming to Frostbite right away, beyond some improvements to the functionality of the avatars, and the return of the missing Lantern Power to the Escalation, that should generally ease the experience.

about 3 years ago - /u/jordanpowpow - Direct link

Originally posted by saltshaker167

Why did you make the runs between fights in Fresca so long?

Do you have plans to do anything about the frustration of multiple people building for the same avatar and then inevitably getting angry when somebody else takes it?

Yeah - we're looking at some options for quick communication using the Quick Chat or something else from within the lobby. Totally!

about 3 years ago - /u/Ahrelia-PHX - Direct link

Originally posted by tor09

Can we have any hints whatsoever regarding the type of content you’ll be working on after escalations have been finished?

We're starting to explore what bringing some of the Escalation experience out into the rest of Dauntless looks like.

about 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by VelTech_Enterprise

Nice work on Fresca for initial release. You're going to hear this a lot.

When is that Urska tail HP getting nerfed?

When is that Urska tail HP getting nerfed?

We will be making it easier to break in a future patch!

about 3 years ago - /u/Ahrelia-PHX - Direct link

Originally posted by Gid_Ramirez

Any idea of the Repeaters turret being added to the game? Saw it on experimental and was awesome! I read somewhere that was discarded... Any plans to re added to the game at some point?

The Turret was an early concept that never made it past prototype at the original arrival of repeaters. However, I'm currently working on another playstyle for something similar to an avatar in the future that may use 'gadgets' such as a turret like this, so things like it could show up again.

about 3 years ago - /u/jordanpowpow - Direct link

Originally posted by VelTech_Enterprise

Nice work on Fresca for initial release. You're going to hear this a lot.

When is that Urska tail HP getting nerfed?

It'll go down faster if you get stronger!

Haha I kid, I kid. We're watching the win rates and will continue to balance, no immediate changes coming in 1.5.4 though.

about 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by Thedeacon01

When are you gonna fix the timeout problems on ps4? I mean its been on the trello page since august!..why do I have to restart the game to get quests, dailys, and huntpass xp to update????....

We have about 4 devs working on this issue, but it's been tricky and has many different elements. We're rolling out incremental fixes, but would like to have it addressed in spring.

about 3 years ago - /u/jordanpowpow - Direct link

Originally posted by tor09

Can we have any hints whatsoever regarding the type of content you’ll be working on after escalations have been finished?

our next Behemoth's code name is Glitter.

about 3 years ago - /u/jordanpowpow - Direct link

Originally posted by EnteMitRespekt

Why is the Update called 1.5.3 and not 1.6, i mean its a big update, wouldnt make it sense?

This is a weird one -- has a lot to do with our production process and how we organize "seasons." Interestingly enough, internally, the current season is 12B :)

But those kinds of numbers don't mean much to players. So we named it Realm of Ice.

1.6.0 is going to be big, too!

about 3 years ago - /u/jordanpowpow - Direct link

Originally posted by rainycakee

Do you at least get a little bit of enjoyment from people's frustration trying frost escalation 10-50 alone with no power boosts?

uh...

:D

about 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by saltshaker167

Why did you make the runs between fights in Fresca so long?

Do you have plans to do anything about the frustration of multiple people building for the same avatar and then inevitably getting angry when somebody else takes it?

I know our environment artists wanted to increase the sense of adventure during an escalation run. We did this by adding more breadth to the area itself so it's a bit more of a journey for the player.

Basically, it was to make the destination feel like a real, precarious place.

about 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by RagenautBladehelm

Can we get an option to hide the cape and wing effects on the realm of ice hunt pass cosmetics like how you can hide your helmet? I know the wings are supposed to get reworked, but it would still be nice to enjoy these beautiful armor designs without the weirdly short, clipping cape and the completely out of place "wings". If not, could we get versions of these armors without the effects?

I've seen this idea before and I passed it on. No plan right now to make capes optional, but who knows. Maybe more variants will come out!

about 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by Madzorman

Any update on the timeout issues?

We're working on these. We saw an uptick with 1.5.3 and our team is investigating.

Expect more improvements on this issue in coming patches

about 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by Accurate_Detail_5763

it freezes, it pulls me out or bugea does not allow me to advance in the icy climb

You should write into Dauntless support. They can look into this!

https://support.playdauntless.com/

about 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by SwaggerGay

Will you be adding Shock behemoth variants in the future?

This is something we'd like to do, but time is a constraint. Likely if we added Shock variants, they would land in Hunting Grounds.

about 3 years ago - /u/jordanpowpow - Direct link

Originally posted by Darkmight6

1) With the Blaze Escalation we got a Flameborn Gnasher and when the Terra Escalation came we got a Sporestruck Embermane, what was the thought process for giving those two Behemoths another variant with the Frost Escalation ?

2) How was/is everyones day ?

Answered above I think, but it really came down to wanting to do three (in terra we got feedback about there only being two) and wanting to make sure we had the space to make some that were very different (Embermane, Skarn).

So we landed on one bronze, one silver, and one gold variant in terms of complexity - to get best of both worlds. As for specific Behemoths, those choices really come down to which Behemoths have strong designs that the designers are excited about.

My day is great! How is yours?

about 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by MrRazzi

Mainly aimed at PC players, but will there ever be a push to talk option for our mic's added to the game?

That isn't't the plan right now, but I'll pass this on!

about 3 years ago - /u/situatedmango - Direct link

Originally posted by llMadmanll

Two questions mainly

  1. Why were embermane and gnasher re-used as elemental variants? Wouldn't unused behemoths like kharabak and stormclaw be more fitting?

  2. Any chance frostwolf can get a retcon as a new behemoth in the future? We had a discussion about this on the lore discussion discord.

  1. Part of the reason is that we saw some feedback about Terra only having two variants, and we wanted to provide more while also being mindful about our team size and constraints. So we decided to go for three and went for a easy, medium, and hard variant in terms of scope.
  2. There have been some early conversations about that. When we were building "Frost Wolf" it started to feel a lot like its own behemoth as it became more fleshed out. However, we got early feedback that if it were its own behemoth instead of a variant, it would need its own weapon, armor, etc., as well or it wouldn't resonate well and that was way too much for our team to handle. I can't promise that it'll be its own behemoth in the future, but it has kicked off some interesting conversations about behemoths in Dauntless.
about 3 years ago - /u/jordanpowpow - Direct link

Originally posted by WIIU_Awesome

I have to say i was dissapointed from 1.5 but things getting better and better. I m having a lot of fun and have lots of things to do, from leveling weapons,completing slayer path, lots of rumours to do , ice escalation and hunt pass. Thats looots of things and i like doing them at my own pace.

My biggest complaint is that i feel a bit letdown from the island rework. We have such beautiful escalation environments so when i heard about a rework i expected it to be massive in difference. I get what you meant by rework was not much visually but more of adapting hunting grounds mechanics to the existing islands.

I just hope sometime in the future you will revisit the islands and improve them, i mean they are still technically the same islands we had since alpha.

I feel all islands need to be twice as big as they are right now and host 6-7 behemoths, also to have a bit variety aesthetically on the same islands will be massive. As it is now everything feels the same which is a bit messy navigating them for new players.

We definitely have a list of islands we plan to go back and revisit from an art perspective. The trouble is balancing that work with making awesome new things for players to enjoy. We'll continue to update the hunting grounds over time!

about 3 years ago - /u/jordanpowpow - Direct link

Originally posted by kSai_

whats the teams opinion on which behemoths are gold, silver, and bronze?

Embermane, Skarn, Gnasher - gold, silver, bronze.

about 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by Mannex29

Hey team LOVING the direction with fresca... great idea with the avatars giving kind of a class/roll system. Also opened up the possibility for weird builds that actually work because of the avatars. Love it... however....

Main concern with fresca are part health on Urska (tail specifically but also paws)

I do want to say please do not nurf frostbite it is manageable as of now while adding a little challenge. If you nurf it to make it easier it will make it essentially non existent. No threat.

I crafted and powersurged the Urska sword as my first weapon not realizing the 15 paws needed to powersurge was a mistake. Is this being fixed and any plans to refund the extra paws those of us unfortunate enough to build sword first spent to powersurge it?

Lastly for fresca... why can't we jump when next to another player? This has made me fall into the depths SO many times. It's funny... until it's not anymore.

I as well REALLY want to know what's going on with this huntpass armor... the designs are great... except those weird looking paper/plastic wings/tissue paper cape thing and headdress... are these being addressed/changed and if so HOW did they make it into live like this?

The numbers on the crafting of Urska's sword has some issues with the crafting numbers. We're going to adjust these in the future to the correct numbers. Sorry for any confusion!

We're also redoing the wings on that armour set and making Urska's tail easier to break.

about 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by Asymmetric_Harmony

How come earning hunt pass xp in hunting grounds was removed?

This is the first I've heard of this! You should still be getting HP XP from HG.

about 3 years ago - /u/jordanpowpow - Direct link

Originally posted by Thought_Left

why does the aurora effect look like how they do currently? was there an issue with making em or were they rushed and why do they have physics?

Some issues discussed in another thread - but you can expect to see them in their final, true form in the next patch. The VFX isn't there and functioning properly.

about 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by StormerGaming

Will Frostwülf ever be named Frostwülf when given a gear set? Cuz it being an Embermane just.. no. Lions aren't wolves. Ya'll may take your time on that one, but c'mon we all know Frostwülf is a new behemoth, and an awesome one too! And i just hope there would be a mission that involves an area in the Skaldish, Frostbite and the fearsome Fenri. That would give the cleansing pylon more use, and you can add some modifiers to make the fight challenging, but fun.

The reason why this Behemoth is a variant is because of time constriction and scope. We simply didn't have the bandwidth to add two full Behemoths with unique sets of armour and weapons.

I guess we shot ourselves in the foot by making it so unique that people now want full sets. Whoops!

about 3 years ago - /u/jordanpowpow - Direct link

Originally posted by EnteMitRespekt

do you have any plans on adding deepfrost behemoths into the hunting grounds?

We haven't sorted out if/where they go exactly yet, but we did want to keep them unique to Fresca for a little while. I imagine they'll find their way to the colder Hunting Grounds in the future.

about 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by Thought_Left

why does the aurora effect look like how they do currently? was there an issue with making em or were they rushed and why do they have physics?

It came down to time and some difficulties with tech, but also we shared the concept art which looked dramatically different so that didn't help.

We have heard the feedback that it isn't up to player standards and we're redoing it :)

about 3 years ago - /u/Ahrelia-PHX - Direct link

Originally posted by Vladimmir

Are we going to get the lantern power power/defense fixed for fresca? besides still having +0/+0 at esca lv 19, I'm really enjoying this one.

Yup, this will be fixed for the next patch.

about 3 years ago - /u/jordanpowpow - Direct link

Originally posted by kSai_

Can I ask what was the reason behind the differences in variants this Esca compared to the others?

  1. What happened to the trend of doing 2 of one elements and 1 more of another? (I know that Terra Esca doesn't quite fit this trend, but the 2 behemoths given variants are of the same element, so it kind of fits)

  2. Why is Frostwulf so radically different in design and, while having similar moves, attacks different enough to be considered its own behemoth, but is still a variant? I could honestly see you retconning Frostwulf into being an new behemoth related to the embermane, give him armor and weapons, and not change the design or move set and the community would have no problem with this.
    TL;DR: why does Frostwulf look and act different enough that some could consider it it's own behemoth, yet isn't.

  3. Is it true that Deepfrost Gnasher was originally meant for Frostfall? I heard rumors that it was originally called Frostfall Gnasher, but then changed to a Deepfrost Behemoth.
    Also, what is its other name? Like Deepfrost Embermane is Frostwulf and Deepfrost Skarn is Isgryth. There is a bug in its description calling it Isgryth as well, so I'm curious as to what its other name is.

Sorry this was so long, just a lot of questions about Fresca. LOVE IT BTW! Keep up the good work!

It's interesting, often the trends players find in these things aren't on purpose at all!

For every variant, we choose a Behemoth based on the designers ideas and plan to make an awesome experience. There are some more detailed responses from Anthony, the designer, above.

Frostwulf is a pretty deep change for a variant, yeah! It's not a separate behemoth because we know there's an established pattern with Behemoths having gear, mastery pages etc. And this Behemoth didn't currently have that. There's no reason we can't add gear for variant Behemoths in the future, though!

Deepfrost Gnasher was never originally meant for Frostfall. Kaltauga, the Skraev from that mission with Linnea was though! It was moved into a separate release sometime after the concept, but before any work had been done on it in the game.

about 3 years ago - /u/jordanpowpow - Direct link

Originally posted by MrClawsX

How did you guys come up with the idea of Urska? And what was the most challenging part of making Urska?

The pillar moves were the most complicated part since it has the Behemoth, the player, the environment, and all those pieces working together.

Coming up with Behemoths is a team effort between the combat designer, the artists, and our whole content team. Usually starts with either an idea for an encounter from the designer or with some concepts from the designer -- usually a combination of both.

Eventually we get to a look we like that we can get into the game and start playing with!

about 3 years ago - /u/Ahrelia-PHX - Direct link

Originally posted by HaryuDalaiLama

Amazing escalation overall, love the frostbite concept, even if it is a bit fast on the latest stages of 10-50 (the fight against urska isn't as enjoyable as it could be), and that encountering a shrowd/reza is equal to death 90% times.

Putting that aside, there are some bugs, especially the fact that powerboosts don't seem to work (I know it will be fixed), and that the 4th choice of amp turns into a choice of 3,2 or 1 at times (sad).

For balancing, I would point out the overall "defensive" turn that the esca has taken, a LOT (too much) of the amp are defensive ones that are in majority useless, and few of the offensive amp are viable (2% power or 3%crit is sooo little), it result that 50% of the choices are by default, which is in no way enjoyable. The fact that defense amp always appears with other defense amp doesn't help either.

Did not get to urska farming yet, but considering the massive farm needed for the paws, I would love either for the parts health to be lowered, or for the craft to change. 15*4 with agarus was long enough, here 15*7 will be infinite.

Sorry for all the negative, I'm trying to add to the conversation here, overall the escalation is great, the new gameplay mechanics are amazing, and just give a raise to the design/graphics team, is getting beter and better with each update.

Lastly, if we look at the long term, with team of 6 coming in a distant future, do you intend to add 2 more avatars (lantern and dodge if I had to guess), or is there any other plan ?

Have a good day

Overall, the amp pool is less fleshed out than I might have liked it to be initially. The Avatar system ended up being quite a lift, and ate up time I might normally have spent on new amps. The reduced amp choices tend to happen largely because you are unlucky enough to get the same Linnea boons round over round.

In 1.5.4, our next patch, I have changed this to ensure she can never pick the same Boon two rounds in a row, which should help with the variety of round types, which also should reduce how much you feel like you're getting pushed into the same amps over and over again!

I appreciate the feedback, both positive and negative! I'll continue to tune on this stuff and try to get the amp pools feeling their best.

about 3 years ago - /u/moarandmoar - Direct link

Originally posted by saltshaker167

Why did you make the runs between fights in Fresca so long?

Do you have plans to do anything about the frustration of multiple people building for the same avatar and then inevitably getting angry when somebody else takes it?

In short, we thought it would be cool to try something different :) If you take the element of Frost itself as inspiration, you get a different vibe from it than you would with say Shock (Frost I might correlate with survival and stark, vast landscapes, with slowing down, whereas Shock I might correlate with a chaotic, fast passed vibe.) It was a risk for sure, as Escalation is more known as a fast paced gameplay so that can perhaps be a bit polarizing, but we've also gotten some positive feedback from those that like the immersive quality of the level itself.

about 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by EnteMitRespekt

Will there be another Youtube video about "Behind the Behemoths" but regarding Urska, i really like the story behind all this

Yes! We're working on a making of Reforged video first but after that Urska is in my sights!

I'll be sure to get some lore in there for you :D

about 3 years ago - /u/Hellizard - Direct link

Originally posted by kSai_

What inspired the name and design on the Urksa? I've noticed the name "Urska" sounds similar to "Ursa" (Latin for Bear), while the design more closely resembles a Sabertooth Tiger.

Naming a Behemoth is always a lively process, but I do use some consistent tools to help narrow things down before presenting name options to the team for feedback. Usually I'll start with a real-world language and work from there. And I gather feedback and ideas from many places within the company, but ultimately I have the responsibility of settling on a name (for better or worse).

For Urska, I looked at some of the same linguistic inspirations I used for the Frostwarden's gear and Skaldeskar itself—Scandanavian languages, Icelandic in particular (shoutout to Husavik!) after I did everything I could with Smilodon but just couldn't make it sound menacing (thanks a lot, paleontologists). While the Behemoth, code-named "Mint," had many feline features, it's also a very beefy and muscular feline, so I started exploring both ursine and feline terms.

I settled on "Urska" for a few particular reasons:
-It's easy to say, spell, and remember. This is always a good idea because it helps all of us who work on it keep track and also helps players do the same.
-Urska is, lore-wise, the oldest Behemoth Slayers have ever faced in terms of physical age. It is, in fact, a singular entity that, like a Lovecraftian Old One, does die but also enters a state of regeneration thanks to the fact that it's surrounded by and immersed in ice/water that's saturated in its own energy and power. What's that got to do with the name? The syllable Ur- also has the meaning of "original," so that's also intended to be a verrrry deep reference to its extreme age.
^^Interesting note about its age—most any other Behemoth that had lived so long might have grown to kaiju proportions, left to feed on aether for a thousand or more years. But the Urska's tendency to be slain and then regenerate (in the starfish, not Time Lord, sense) has also kept it from growing to Brobdingnagian proportions.

-The -ska syllable also had a somewhat Nordic or even Russian sound to it that fit the Skaldish language (such as it is) as well.

-And I mentioned the Smilodon thing right? Seriously, scientists, who thought a saber-toothed cat (they're not technically related to modern cats, they are part of an extinct branch of the Felidae family) should have a name that sounds like what we used to call my cousin Donnie when he was suffering from an extreme reaction to his dairy allergy?

about 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by SouthernRaid3r

These may be unrelated to the current patch and such but😅: 1. Are there any plans sometime in the future to add weapons using behemoth variant parts? 2. Are there any ideas floating around with regards to a new element of behemoths? Like a water element which could introduce leviathan/water based creatures? Would love to fight those lol 3. I just want my war pike to boop when using the pike charge😂. I commented on a prev. Post and a dev said you're looking into it. If such a change were to be made, would it be done only when the weapon is next in line for a rework or sooner pending approval? 4. What's you guys's approach to bug fixes? Inevitably, new patches create new bugs but I'm just curious as to whether you guys wait for the next patch to fix bugs or instead fix them based on how serious they are? Like do you patch out bugs before a major patch or wait for the new patch? 5. If you've read this far, thanks and sorry😂Great game, wish you guys only success in the future! From one slayer to another, your work is appreciated👏

  1. Maybe! They may take the shape as rumour rewards, but who knows.
  2. We're sticking with the tried and true elements for the foreseeable future.
  3. We're doing some work on the pike and wounding soon!
  4. Patch fixes are logged and get worked on over various sprints (sprints are two-week windows where we organize our work into chunks). Sometimes bugs take more than one sprint, other times they're easily addressable. It really depends on their complexity.
  5. We appreciate YOU!
about 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by Dauntless-stye

was frost wolf supposed to be a variant? if so what is with the "new behemoth" tab that has been on the roadmap for a while now? If not why is it a variant is it because it was rushed?, if so will there be a chance that it will become a new behemoth with armor one day?

The "new behemoth" was Urska!

We're working on redefining our Roadmap and will have more information this week! This update will clarify a lot of the items that are currently in limbo :)

about 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by AngriestOfTrouts

Is there a way to cancel a quest?

I don't want to complete "Mane Attraction" especially after I've read what needs to be done in order for me to complete it.

My casual build and playstyle isn't fit for 10k in a single hit.

No, but soon you'll be able to have more than 1 rumour on the go at once, so this won't be an issue in the next patch!

about 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by 26nova

Might be a bit unrelated, but asking just in case.

The last roadmap update mostly showed incoming frost escalation, saint bonds and and the realm of ice pass. Two of those are live and saint bonds should be coming very soon. I'm curious about what's to come, I know the recent patch is still very fresh. But I still would like to ask what kind of ideas you guys got in the works.

Always enjoy checking the roadmap, so I guess my question is in short: When can we expect an update on the roadmap? :D

I'm currently redoing our Roadmap and will have more information this week.

We found that the current format wasn't really working and was hard to parse. Stay tuned for more info :D

about 3 years ago - /u/Ahrelia-PHX - Direct link

Originally posted by Square_Extension2828

You mean like a tunnel in HG leading to an escalation style hunt?💡😮

I both mean that, and also what if you could have an Escalation like experience over the course of a season, leveling up a talent tree and engaging in challenging content and earning upgrades in the Hunting grounds, leading up to a larger capstone like hunting ground encounter?

about 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by TheActual9

Is frostbite gonna be nerfed?
At the moment it's absolutely brutal for new players, but manageable when you have the talent tree upgrades. However, having to rely on later upgrades puts early Fesca experiences in a bad spot.
Rather it should be manageable immediately if you play smart, and become less of a pressure once you've invested in insulated warmth upgrades (although still being a problem if you're careless).
One thing that I'd like to see is reducing the passive frostbite increase, since it's punishing you for pretty much nothing. To compensate, getting hit from behemoth attacks should increase the frostbite gauge, so that players are actually punished for face-tanking hits.

No nerfs planned at this time. The intent is for players to play the lower difficulties to upgrade their lantern (and learn the variants) before diving into Urska.

This time, talents matter a lot more, and we think that's a good thing as it stops players from blasting through the content and getting burnt out.

about 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by professorlitwick

Could you give us an incredibly cryptic one-word description of the next hunt pass? 👀

Elite

about 3 years ago - /u/situatedmango - Direct link

Originally posted by Riother

What goes into designing the behemoths and do you have any tips to getting a game design job when you don't have artistic skills but love to do write ups and documents?

Can we get the ability to have multiple people with the same avatar power in the frost escalation? If I don't rush to get the one I want I will end up with one that doesn't benefit me at all.

Can we get back status effect immunities? Would be cool to have them as a potion or as a pick up from the world, to encourage exploring, and also so that I can kill hellion without dying to his 'floor is lava' mechanic :D

Radiant Lion behemoth when?

If you want to get a game design job, I'd recommend building something, anything, and releasing it in some form. The hardest part about design is coming up with something and releasing it. It's easy to create cool ideas, but it's much harder to release something, especially when you have constraints and deadlines.

If you can provide a few examples of that, you'll definitely stand out when applying to design jobs.

about 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by KnowledgeJazzlike888

I got two questions:

1) Are you thinking on adding a radiant escalation this year?

2) Are we getting Nintendo Switch optimization?

  1. Radiant is coming! We're currently working on the Behemoth. The big question for us is what form this will take. It may take on a different form than an Escalation...
  2. Always optimizing on every platform!
about 3 years ago - /u/Ahrelia-PHX - Direct link

Originally posted by TheActual9

Is frostbite gonna be nerfed?
At the moment it's absolutely brutal for new players, but manageable when you have the talent tree upgrades. However, having to rely on later upgrades puts early Fesca experiences in a bad spot.
Rather it should be manageable immediately if you play smart, and become less of a pressure once you've invested in insulated warmth upgrades (although still being a problem if you're careless).
One thing that I'd like to see is reducing the passive frostbite increase, since it's punishing you for pretty much nothing. To compensate, getting hit from behemoth attacks should increase the frostbite gauge, so that players are actually punished for face-tanking hits.

No plans to nerf Frostbite at the moment beyond small tuning changes and fixes, largely to the Avatars, and to some of the talents. Overall, I'm pretty happy with the difficulty Frostbite landed at.

Where I think we missed the mark is in more clearly signposting when Slayers are 'ready' for Hard Escalation. We have built an expectation in the past, even if not one we intended, that Hard escalation is the 'default' and that Slayers should be doing it right away. In reality, and in Frost Escalation more than ever, we really want slayers to learn the new behemoths, the mechanics, and the earn upgrades in Normal Escalation a bit before diving into Hard, but we don't signpost this well, nor is it an expectation we set up well.

Frostbite was built expecting that many slayers would fail their early attempts due to it. It's possible for very high skilled players to overcome it with no talents at all, but it does get easier and more manageable as you go up in Lantern levels. I'll keep watching the data as it comes in, and if big swings are needed, I'll take them, but at the moment, Frostbite is working about as expected, and every day more and more Slayers are completing hard successfully.

about 3 years ago - /u/Ahrelia-PHX - Direct link

Originally posted by Reignz_Empire

I actually have a nice frost escalation question. Would it be possible to use gliders or parties of 6 in frost escalations?

No plans right now for gliders or 6 player parties in escalation, sorry! There's a lot of complexity that gets added here, and if anything, we might be thinking more along the lines of how to bring Escalation like content to the places where gliders and 6 players are.

about 3 years ago - /u/Hellizard - Direct link

Originally posted by ttrixy

LORE QUESTION LET'S GO: The unseen have been quiet for some time. Perhaps too quiet. All they did was some little nasty tricks for the last halloween, but that was the end of it. It doesn't feel like they are a threat anymore ever since they brought Riftstalker and we were told they worshipped Shrowds.

I expected easter eggs of the Unseen around the Frost Escalation map, but sadly that isn't the case, seems like they weren't around here at all.

What happened? Are they still a threat? Are they scheming something?

SECOND: What is the state of the Maelstorm, currently? It seems like we never really tried to go deeper this thing, and probably for good reasons -- but still, what is there to it right now?

THIRD: This is a very silly and fun question, be warned. What if, for the sake of experiment, we had a Behemoth in captivity (a relatively small and controllable one) and we deprived this one out of aether -- then, we proceed to get Slayers (heavily armed and prepared to fight, of course), feed it aether. The same way we try to tame animals into pets. If things go well, is it possible at all that the Behemoth sees the Slayer as friendly because it's providing it the food source its seeking? Or wouldn't it care and attack the Slayer, taking the aether from him by force?

This third one isn't a really serious question, but it came from a serious concern related to Behemoths emotions. Some of them clearly show emotions and reactions such as laughter (Thrax), or playfulness (Torgadoro). Are those relevant lore-wise? Are they really nothing more than creatures that seek to feed on aether and nothing else? Are they as "soulless" as we think?

LORE QUESTION LET'S GO: The unseen have been quiet for some time. Perhaps too quiet. All they did was some little nasty tricks for the last halloween, but that was the end of it. It doesn't feel like they are a threat anymore ever since they brought Riftstalker and we were told they worshipped Shrowds.

I expected easter eggs of the Unseen around the Frost Escalation map, but sadly that isn't the case, seems like they weren't around here at all.

What happened? Are they still a threat? Are they scheming something?

The Unseen have turned out to be largely a seasonal threat, taking advantage of the general weirdness (culturally and aetherically) associated with the time period around Dark Harvest to do as much of their mysterious work while remaining, as much as possible, small-u unseen. There are also specific factors to do with the seasonal alignment of the Shattered Isles—factors that make it easier for them to draw on umbral power that lets them summon the dark Behemoths with which they're obsessed. These factors haven't changed even though the new Ramsgate is on the other side of the Ram formation from where it used to be.

In practical, out-of-game terms we need to make the best use of our resources that we can in the time that we have (which I know isn't a novel idea). That means something like perfecting the look and function of the braziers in Frost Escalation will take precedence over adding lore features, even if they'd be cool (pun probably intended, at least subconsciously).

That said, the nice thing about the Dauntless team is that we can also build on existing content and other ideas in the future—so don't write the Unseen off just yet! If we have great gameplay reasons to do something like you suggest, we absolutely will.

SECOND: What is the state of the Maelstorm, currently? It seems like we never really tried to go deeper this thing, and probably for good reasons -- but still, what is there to it right now?

The Maelstrom is definitely still there! The Skyquake was a massive inflation of that storm, a rapid growth spurt that ended up consuming the old regions (the Sheltered Frontier and the Yonder Keys, for example) and leaving the old Ramsgate right on the Maelstrom's doorstep, figuratively speaking.

From the new city's location, there isn't all that much difference. The influence of the Maelstrom can still be felt, even if it's a bit too distant to always be clearly seen in the aetherically charged skies. In fact, many of the higher-level Hunting Grounds islands can be considered to sit either on the "event horizon" of the storm (I tend to picture it as a small black hole or a verrrrry small galaxy, in terms of the physics).

THIRD: This is a very silly and fun question, be warned. What if, for the sake of experiment, we had a Behemoth in captivity (a relatively small and controllable one) and we deprived this one out of aether -- then, we proceed to get Slayers (heavily armed and prepared to fight, of course), feed it aether. The same way we try to tame animals into pets. If things go well, is it possible at all that the Behemoth sees the Slayer as friendly because it's providing it the food source its seeking? Or wouldn't it care and attack the Slayer, taking the aether from him by force?

This third one isn't a really serious question, but it came from a serious concern related to Behemoths emotions. Some of them clearly show emotions and reactions such as laughter (Thrax), or playfulness (Torgadoro). Are those relevant lore-wise? Are they really nothing more than creatures that seek to feed on aether and nothing else? Are they as "soulless" as we think?

Yes, some Behemoth behaviour does imply some intelligence, even sentience, but almost all Behemoths are still essentially very smart living weapons and tools that happen to have been engineered from living aether and released into the world due to a planet-wide catastrophe (the Upheaval).

A few weirdos, like Thrax, may actually be from an aetheric dimension (the Umbral Void) or be a strange evolution of an engineered Behemoth that escaped into the Umbral Void and evolved there for a thousand years before re-emerging. And Thrax therefore has a bit of Muttley to its personality.

But to address the main part of your question, there are a few reasons that this isn't yet something that's commonly done. First and foremost, a near-universal prohibition on any humans controlling, creating, or shepherding Behemoths is one of the most widely shared cultural mores in the Shattered Isles. Behemoths almost destroyed the entire world when that happened. To do anything to risk that cycle starting over again is seen as such an obvious and clear crime against humanity that few would ever risk it without a hugely important reason. What you're describing could fit into that category.

That said, what you're describing could theoretically be possible, at least to attempt. But there are a few reasons it's not often attempted:
-Behemoths reach full size, if not full strength, frighteningly fast. Once they begin to grow from a tiny, almost imperceptible particle of living aetheric DNA (aDNA) a Behemoth can reach their typical size within weeks, even if they take longer to increase to full strength (hence "lesser" Behemoths). It's just not that easy to find a "small" Behehmoth, let along capture one. Even a Behemoth the size of a human being would be a terrible threat to Ramsgate if it was set loose in the town plaza.
-Seeing any human as a parental figure or imprinting on a human is possible, but notoriously difficult to predict. The ability seems to be built into their aDNA, but centuries of accelerated aetheric evolution mean they're just as likely to try to tear you apart as soon as their claws work as they are to sit up and beg for some aetheric kibble.

about 3 years ago - /u/Ahrelia-PHX - Direct link

Originally posted by aksn1p3r

Which items and moves can reduce frostbite, like Activating Torgadoro legendary ability, blaze lantern hold (fireball), setting a behemoth ablaze?

I had ambition to affect this with a great many more things, but time constraints stopped me from getting too crazy with it. The main ones are molten hearts providing a very small amount of reduction, and the Hot Shot amp creating a safe zone around it until it's been struck.

about 3 years ago - /u/jordanpowpow - Direct link

Originally posted by SouthernRaid3r

These may be unrelated to the current patch and such but😅: 1. Are there any plans sometime in the future to add weapons using behemoth variant parts? 2. Are there any ideas floating around with regards to a new element of behemoths? Like a water element which could introduce leviathan/water based creatures? Would love to fight those lol 3. I just want my war pike to boop when using the pike charge😂. I commented on a prev. Post and a dev said you're looking into it. If such a change were to be made, would it be done only when the weapon is next in line for a rework or sooner pending approval? 4. What's you guys's approach to bug fixes? Inevitably, new patches create new bugs but I'm just curious as to whether you guys wait for the next patch to fix bugs or instead fix them based on how serious they are? Like do you patch out bugs before a major patch or wait for the new patch? 5. If you've read this far, thanks and sorry😂Great game, wish you guys only success in the future! From one slayer to another, your work is appreciated👏

  1. It's been on my mind a bunch lately. So, maybe!
  2. I think there are a LOT of things we still want to do with the current elements, but that's a cool idea!
  3. Those kinds of changes don't NEED a rework to happen, but it helps because then there's more eyes and brains focused on solving that problem.
  4. We are alllllways fixing bugs while we build new features. As a team, we talk a lot to make sure we're prioritizing properly. There's only so much each person can do - so it's a balance between fixing current things and making the new hotness. Occasionally, we set a time as a studio to set everything down and focus only on bugs for an amount of time (we just finished two weeks of that earlier in Feb!)
  5. <3
about 3 years ago - /u/Hellizard - Direct link

Originally posted by Reignz_Empire

I wanted to ask if in the near future if for the lore part and maybe fighting the keystone behemoth for the first time, if cutscenes could be added in like in the begging of the game where you land on the island with a gnasher etc?

This is an excellent idea and I would love to do it! Unfortunately I don't think it's likely to happen soon—not until we have the resources and a good reason to expend them on new cut scenes beyond me just wanting to write them—but we *are* hoping to get more original VO into the existing escalations so the poor Bosun doesn't need to keep saying the same thing for every Escalation but Frost.

about 3 years ago - /u/moarandmoar - Direct link

Originally posted by Dethfuse

I really enjoyed the look and feel of the frost escalation area, especially climbing up the snowy cliffs and along the rickety bridges. What were the inspirations for the art direction of the area and were there any locations from the real world that contributed? Also do you plan on making future areas as immersive as this one?

Thank you! We had a lot fun working on this map :)
A lot of the creative direction came in parallel with the development of the Frostwarden people, imagining a place these hardy folks would have come from. There's something very awe-inspiring about polar regions, with giant earth carving icebergs and heavy snow storms.. where very few creatures can survive.

about 3 years ago - /u/jordanpowpow - Direct link

Originally posted by CreatureTech-PHX

Elite

Teeth

about 3 years ago - /u/jordanpowpow - Direct link

Originally posted by kSai_

thank you for taking the time to answer my super long question.

speaking of Kaltauga, is there any plans to change him in any way? Me and some other people in the community have noticed that while Kaltauga has an awesome new design, is given his own name, and has a mission attached to him, he really is just a glorified reskin with no difference.

Yeah Kaltauga is us dipping our toes into "named" Behemoths. So, it is a Skraev - that's the kind of Behemoth it is. But this one specifically has been causing a ruckus and the people around it have given it a name. At this point, the name and look is really more for flavour and story than anything else.

about 3 years ago - /u/jordanpowpow - Direct link

Originally posted by HauntedBalloon

Are there any plans to improve the aurora effect on the armour pieces? They are just too springy.

YES! Next patch.

about 3 years ago - /u/jordanpowpow - Direct link

Originally posted by Reignz_Empire

From Reignz_Empire

I also wanted to ask about something CPT MAELSTROM mentioned as a suggestion. So as you know many of us absolutely love Fresca and that includes myself and I thoroughly enjoy the environment and visuals that were done by the design team, but after a few rounds sometimes it takes a while to run from stage to stage. Would it be possible to include a shorter path in the escalation to reduce the run time between stages etc?

I also noticed that the frost wolf tends to not be interruptable at times during Fresca as well. I also wanted to ask if maybe the player base could have an event whereby the next escalation variants be decided on a vote instead of using the same behemoths that already have variants to add to the diversity

Lastly with my final question, Is there any plans outside of escalations and the keystone behemoths that will introduce new behemoths into the game as I've seen many veterans leave for this particular reason in my guild and friends that play this game which I love so much and feel sad to see when others leave a game with so much potential and a great team behind the scenes.

Thank You

PHXL

There are a couple of shortcuts already! Look for the lore items and you'll find them :)

For the last question - yeah absolutely! Having new Behemoths as esca bosses was a way to make them as cool and epic as possible. But we're super aware that some players have found that to mean they don't get to experience them as much as they want.

We're already looking at our next Behemoth and finding ways to make it an Epic Boss Battle, but also something that's more accessible.

That's also going to let us get back to creating more Behemoths more often -- when they're tied to a large environment, new amps, variants, etc we have to bundle everything up all at once.

You can look forward to more Behemoths in more places in the future!!

about 3 years ago - /u/jordanpowpow - Direct link

Originally posted by youdontknowwhoiam39

Please don't be another bullet hell behe...

haha the codenames really don't have anything to do with the mechanics :P

about 3 years ago - /u/Hellizard - Direct link

Originally posted by ttrixy

I LOVE YOU!

I wish I could ask you more question but it was only an hour long AMA, so I tried to keep it short.

Will we get a lore AMA anytime soon? I have so many more questions, my thirst for lore is yet to be sated.

Thanks a lot! Me and the boys at Dauntless discord server will discuss these new information very thoroughly in the lore channel.

Aw thanks! I sincerely appreciate the lore questions so much.

For that matter, I'd love to do another Lore AMA anytime (cough u/CreatureTech-PHX cough)! We have lots of new stuff to talk about now that Skaldeskar has opened up to regular visitors, as it were.

about 3 years ago - /u/jordanpowpow - Direct link

Originally posted by Snowzzey

Any plans on changing the economy? For example, veterans have thousands of behemoth mats, cells, cores, and too many vault coins. Combat/exploration merit ratios are off the charts.

Thank you for buffing aethersparks

We’re looking at a few options. Personally I’m looking at those vault coins and I think we can do a lot better there.

I know there are conversations happening about what to do with extra materials, but nothing solid yet.

about 3 years ago - /u/jordanpowpow - Direct link

Originally posted by SyaoranWesker

I've just downloaded the game on switch, but I get disconnected pretty frecuenyly, specially when there's a Koshai in the map, is there anything I can do to prevent it?

Hmmm, that sounds like something on our end. I’ll bring it to the team. Thanks!

about 3 years ago - /u/Hellizard - Direct link

Originally posted by Vozu_

-The -ska syllable also had a somewhat Nordic or even Russian sound to it that fit the Skaldish language (such as it is) as well.

It is actually also something select Slavic languages (Polish, for example) commonly drop at the end of a noun to make it sound like a noun. It just also happens to sound female.

Point is, knowing where the Ur- came from, I can fully relate to the meaning of it. It logically conveys the "She, the original one". So good job!

Thank you very much! The reactions have been varied (and many have mentioned the "bear"-like sound) but I appreciate the chance to dig into my thinking a bit.