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I'm not the first person to say this, and I doubt I'll be the last. As it is currently, unless it was already changed (I'm not sure), wound is the most useless damage type in the game. But there's still hope. Wound as it is now, increases part damage, but once the part is broken, the wound is removed, and cannot be reapplied. To fix this, an idea would be to give a smaller (around 20% or lower) damage boost to regular damage on that part, instead of part damage, and remove the negative penalties on pierce weapons, when the part isn't wounded. This would cement the war pike as an excellent support weapon throughout the fight, instead of just at the beginning. Again, this is to my knowledge, it's been a while since I've played, and I'm not sure if wound has already been updated. Give me your thoughts, or tell me if updates regarding wound have already happened.

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over 3 years ago - /u/Proteus505 - Direct link

Originally posted by Meirnon

Again, it's no longer tied to part breaking. A wound lasts about 15 seconds, after which the part can be wounded again.

We’ve changed this so a part can only be wounded once.

over 3 years ago - /u/Proteus505 - Direct link

Originally posted by Meirnon

Interesting choice - does the wound still only last 15 seconds?

Other players have 15 seconds to do 1500 damage to get the buff too. The player applying the wound gets the buff immediately. We just modified the duration of the buff today to 20 seconds.

over 3 years ago - /u/Proteus505 - Direct link

Originally posted by Meirnon

I have very mixed feelings about this - both the potential for someone to essentially "clean out" a behemoth of available wounds very quickly and leave the thing barren for any further wounding, and for the finite nature of wounds in a world where the wound>break>reward minigame is being done away with.

I'm sure you're going to be keeping a close eye on it as you work forward, but it is a bit disappointing to see the interesting aspect of the wounding minigame go away while retaining its weaknesses/problems. Best of luck as you continue to tune.

Yeah like you said we’ll keep an eye on it. Part of it is that we don’t want to have an incentive for players to just stay on one part over and over, but we realize it hurts team play a bit if many players are running wounding. But the stagger diminishing returns works like that and we generally want to encourage bringing multiple weapon types in group play.

over 3 years ago - /u/Proteus505 - Direct link

Originally posted by Meirnon

Stagger has a lot of systems in place to ensure repeat staggers don't get too overwhelming even in a group (so many that explaining staggers to players in detail is difficult), but I'd just like to leave my thoughts on the topic as - even if multiple players are running staggering, I'm never "losing" staggers myself because of them, while it's very possible that even with just two players with wounding, a behemoth's available wounds can run dry very quickly at the expense of both players in this manner - and as pike in particular primarily wants to be using Stabs as much as possible purely for DPS, it's very likely that wounds will occur whether or not you aimed for them. Have a good night, Proteus!

Yeah you raise good points. The one thing we changed since the last experimental is that the light attack combo does a lot less raw damage now and we’ve moved that damage into the heavy combo. So hopefully doing wounds will be a more intentional action by the player and there won’t be much wasting of wounded parts.

over 3 years ago - /u/Proteus505 - Direct link

Originally posted by C0NS0L3_PL3B

If making wounds is supposed to be an intentional action why have a pangar UE that wounds every part of the behemoth when youve only hit one? Your logic isnt very sound

We’re taking a look at this again. It’s been a lower priority item so far. Thanks for the reminder.