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

This Dauntless Experimental test is all about Omnicells and Heroic Blaze Escalation and is not under NDA. In case you're not familiar, Dauntless Experimental is a public test realm that we have up and running on Epic. It allows us to share what we are working on before it goes into the live game so that we can hear your feedback early. The goal of this test is to get a better idea of balance for each of these features individually -- but also how they play together. Omnicells should encourage new builds and Heroic Escalation should be a considerable challenge.

Every Dauntless player who has their language set to English and is playing on PC has Dauntless Experimental in their library, but only people who have a test available to them will be able to launch the Dauntless Experimental build. This time around we have invited every Slayer who plays on PC to test out Omnicells and Heroic Blaze Escalation. More detailed instructions can be found in your Dauntless Experimental inbox.

If you are eligible for this test you will have an invite in your Dauntless in-game inbox. Once you download and launch the Dauntless Experimental build you will find more specific test instructions there.

After playtesting: Please feel free to also post thoughts about this experiment in reply to this thread.

As always things in Dauntless Experimental are subject to change. Some features may not make it into the live game, or may look different than what was tested on Dauntless Experimental.

ETR Patch Notes | What's Different in this Build?

Omnicells

Iceborne

Passive Ability:
Increase max health by 100. Grants 1% lifesteal and 5% reduced damage, then again for every 125 missing health. Taking damage reduces cooldown of its ability by 5s (max once every 5s).
Activated Ability:

Throw an ice lance that does 1500 frost damage; double damage if thrown at full health. Grants ice armour for 8 seconds, providing +10% lifesteal and invulnerability. 2 minute cooldown.

Bastion

Passive Ability:

Increase all shields received by 15%. Reduce max health by 25% but this health is replaced by a shield that fills up after 10 seconds (stacking twice).

Activated Ability:
Leap forward and slam the ground, consuming all shields as a blast of energy on impact, doing damage to all nearby targets equal to the strength of the shields consumed. 20 second cooldown.

Discipline

Passive Ability:
Health is limited to 50% of max health and healing received is reduced by 25%. Critical strike damage increased by 15%. Parrying with a Flaming Fist attack grants you 12.5% more critical strike damage, stacks up to 4 times. Reaching 4 stacks makes you Disciplined, increasing your critical strike chance by 50% for 20 seconds. When Disciplined ends, stacks are cleared.

Activated Ability:

Perform a quick parrying punch that deals 400 blaze damage. If you do absorb/parry an attack during this window, you do +300% damage and gain a stack of critical strike damage. 15 second cooldown.

Windfury (more experimental still/later release than the others)

Passive Ability:

Increase damage by 5% for every applied Mobility perk. Every time you dodge through an attack, gain a stack of Wind Fury, which increases attack speed by 5% for 60 seconds. This effect stacks up to 5 times.

Activated Ability:

Consume a stack of Wind Fury to instantly teleport/dash a distance in front of you, dealing 500 damage to nearby targets on exit. Using this ability refreshes the Wind Fury stack cooldown.

Animations, sound effects, and visual effects are not final and some are still just placeholder.

Cells

Power cells

Rage-

Effect is now “Once every 50 / 40 / 30 / 25 / 20 / 15 seconds, when you take damage deal +20% increased damage for 15 seconds”

Technique cells

Wild Frenzy-

Name changed to “Assassin’s Frenzy”

Effect is now “Each time you break or assist in breaking a Behemoth part, gain +15% attack speed for 5 / 10 / 15 / 20 / 25 / 30 seconds”

Utility cells

Aetherborne-

At rank 4 and higher, effect has “Enter aether rush when you use an aether vent” added

Aetheric Attunement-

Effect is now “Reduces the cooldown of your lantern ability by 10 / 15 / 20 / 30 / 40 / 50%”

Aetheric Frenzy-

Name changed to “Aetheric Evasion”

Effect is now “On dodging through an attack, reduce the cooldown of your lantern ability by 5 / 10 / 15 / 25 / 30 / 35%”

Lucent

Effect is now “Your Flask heals over 20 seconds, but for 20% more healing - while this heal is active, increase the recharge rate of your Lantern ability by 15 / 25 / 35 / 40 / 45 / 50%”

Tonics

Aetherdrive Tonic- Increases the cooldown rate of your Lantern ability.

Lanterns

  • All Lanterns are now set to a default 30 second cooldown. Effects that previously affected lantern hold charge rate now affect lantern cooldown rate in similar ways.
  • All Lanterns no longer have a tap ability. Tap input now activates the Omnicell abilities.
  • All Lanterns have had damage values and general effect amounts increase to accommodate the above changes.

Escalation Amps

  • Spiteful Onslaught now triggers on lantern hold instead of tap
  • Torgadoro's Endurance now triggers on lantern hold instead of tap
  • Violent Eidolon now triggers on a part getting broken instead of lantern hold
  • Zealous Eidolon now triggers on lantern hold instead of lantern tap
  • Elemental Form: Radiant now triggers on Omnicell activation (max once every 30 seconds)

Gear

Volcanic Treads- Now has the Tenacious Perk

Boreal Might- Now has the Tenacious Perk

Dark Marrow- Now has the Tenacious Perk

Skraeving Gloves- Now have the Aetheric Evasion Perk

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