Dauntless

Dauntless Dev Tracker




27 Oct

Comment

Originally posted by Coffeethirst

Is the point of the system to give buffs new icons, or is the buff system as a whole being reworked? Most buffs that get applied to me on a regular basis can’t easily be “stacked” into a single icon. This is especially apparent in escalations. (Frost being the main offender)

Escalations are definitely a challenge, as the source of by far the most random icons that end up in the bar up there. This is on me, I made almost every Escalation amp in the game!

But where possible we are still converting them into the new system, otherwise, we're doing a lot more 'action -> reaction' based changes. So for example, there is currently a fairly unnecessary buff stack that shows up while you have Thunderous Mantle that builds up while sprinting, but this can be clearly shown by the appearance of the lightning VFX around the character to show you have reached enough sprint time to get the damage bonus.

A lot of this is about cleaning up that buff bar so that it only contains actually relevant information, and all of that information is immediately understandable.

Comment

Originally posted by Genata339

I tried to reach out to both you and Danielle on discord but got no response.

I see it now - be sure to drop the bug report or the feedback in the first message so we know it's from a player!

Comment

Originally posted by Coffeethirst

How will I be able to tell how much time remaining versus stacks I have? For instance, I could have 30 seconds of speed 2 from Grace remaining, but my Assassin’s Fury 3 stacks of speed are about to run out- how will I be able to tell which stacks I’m losing when.

These are no longer separate Stacks. Both of these add to SPEED, and SPEED is universal. If your Assassin's Fury adds a stack of SPEED, it will refresh the duration and increase the SPEED count by 1. The system no longer cares which perk was the source, nor does it deal in separate cooldowns and durations for every stack. You have one stack that increments and decrements one at a time.

If the duration for a SPEED stack is 30 seconds (defined by SPEED, not by individual perks) and you have 6 stacks of SPEED, then when that duration ends, you will drop to 5 SPEED, and the countdown will begin again back at 30 seconds, rather than the whole stack falling off at once.

Hopefully this is clear!

Comment

Originally posted by Coffeethirst

I think it could be an easy UI change. If the new 6 buffs are color coordinated (which would make sense to begin with since it goes in the direction of clarifying at a glance) you could have just above a players health bar 6 orbs with their numbered values inside, so that I can see if my teammate really needs my shrike lantern boost or if he’s already at +10 speed. A rework of teammate healthbars could also be useful in general- checking to see how many flasks/syringes my friends have.

easy UI change.. the cursed sentence haha

very cool ideas though

Comment

Originally posted by TogglingTyrant

Will all current cells be stackable or fall into one of the six categories?

Wherever possible, all current Perks are being converted into this system yes. Some perks do things outside of this, for example, Strategist which grants shields after dodging through an attack. But any Perk that impacts your Damage, Move Speed, Attack Speed, Crit chance, Crit Damage, Stamina, Stamina Regen, Damage Resistance, etc will be converted.

Comment

Originally posted by Historical_Durian138

Will all temporary buffs last the exact same time or do they have different durations?

By default right now all temporary buffs last 30 seconds per stack. That is to say, stacks fall off one at a time. If your at 10 MIGHT (say 4 permanent, and 6 temp stacks), after 30 seconds one stack will fall off and you'll now be at 9 MIGHT. This will continue to tick off 30 seconds at a time until you fall to 4.

Comment

Originally posted by Hot_Nefariousness628

1: will the radiant and umbral elements have their unique proc effects in the future update??

2: will all weapons uses the weapon swap functionalities or is it only available on few weapons ??

3: will there still be uses of cells in the 2024 summer update ??

1) Yes. We just had a fairly final conversation today about what these effects will be, but we're not ready to share them yet.

2) All weapons will have the ability to weapon swap.

3) Yes, though Cells will serve more of a 'getting over the line' purpose in this update. A larger amount of your perk points will come from the gear you wear, all slots will be prismatic, and Cells will be the last boost to nudge perks the extra point or two needed to activate them. If you are familiar with Monster Hunter, Decorations are a good reference point here.

Comment

Originally posted by Bok408

The system seems nice. You can control where the power cap is, while creating encounters that are how you intend them to be because there is an upper limit in power stacks.

However, since people love to maximize dps, are you sure that people are not just going to go full power and speed only, or power and critical hit, and let those be the only two buffs that matter? I'm just asking if you have ideas for how to further make people want to go create other builds instead of just going for the tried and true damage combos. Honestly, from playing tons of different games with metas like this game has, I'm almost starting to wonder why players are not just given all the damage and other powers outside of skills like the cells in Dauntless, and instead the only skills that we can use and change are defensive skills that changes how we dodge, take damage and so on. It is only a thought, but it seems to me that *that* kind of system would reward players playing their own way much mo...

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Hey thanks for all the feedback and thoughts here. It's appreciated.

As for Gauntlet seasons, we'll be re-thinking rewards for Gauntlet once this lands. Perks will be much more tied to armour rather than cells in the rework, we'll want to keep injecting new Perks into the game, and maybe this will mean new armour each Gauntlet Season, or something else entirely. No answer to this yet and we probably won't put too much thought into it till we launch this patch!

Comment

Originally posted by InsaneCreationess

Hello there! As a longtime player of the game, I have some questions about recent planned changes. I'm curious to know why the team decided to make significant changes to the game instead of introducing new content. Personally, I enjoy the game as it is, and I'm not too thrilled about the new pursuits or the confusing buff system. I think it would be more beneficial to focus on adding new weapons and cosmetics to make the game more accessible to everyone.

I'm also interested in learning when the classic content might return to the game. It feels like they have been recycling the same few armor and weapon sets for the past year. I would love to see some old armor and weapon sets return for those who haven't played since the launch.

Thanks for your time and dedication to the game!

Hi! In addition to these systemic changes, we're also working on new enemies including behemoths, new gear, new cosmetics, and a returning but upgraded game mode!

Classic cosmetic content, all cosmetic content, will certainly be returning as well.

Comment

Originally posted by someguythatlikesdogs

How does pulse work with the rework?

Pulse is still under review and may be one of the perks that doesn't survive this change. We'll go into more detail later, but most perks are being reworked to 'on or off', rather than 6 levels of different values. Pulse is one of the few Perks in the game that strongly values having those 6 levels of values because different weapons have different wants. I have not yet decided how to handle this Perk in particular. As for how it works with the new buff system, it wouldn't be changed from what it is if we keep it, and I plan to try to.

Comment

Originally posted by Genata339

May I ask for contact info on a dev who works on bug fixes to give them an extensive list with bugs, including some footage and screenshots? You can DM me on reddit or discord (genata339).

We're usually watching threads here and trying to keep up in the discord to see bug reports. You can also find user "danielle" on the official dauntless discord - our community manager - and let her know what you've found.

Comment

Originally posted by InsaneCreationess

Hello there! As a longtime player of the game, I have some questions about recent planned changes. I'm curious to know why the team decided to make significant changes to the game instead of introducing new content. Personally, I enjoy the game as it is, and I'm not too thrilled about the new pursuits or the confusing buff system. I think it would be more beneficial to focus on adding new weapons and cosmetics to make the game more accessible to everyone.

I'm also interested in learning when the classic content might return to the game. It feels like they have been recycling the same few armor and weapon sets for the past year. I would love to see some old armor and weapon sets return for those who haven't played since the launch.

Thanks for your time and dedication to the game!

This is both. While we are re-working large parts of the system, we are also adding new content. New weapons are in development, with the Bow planned for shortly after this large patch, and the Behemoth known as Crudge is in process. New content is definitely part of this plan.

Comment

Originally posted by FluffyPhoenix

Will things like defense and health have any actual viability outside of those mentioned special chests or will maxing stacks of attack/crit/attack speed still basically be the meta?

I do suspect that the three offensive buffs will generally be more popular than the defensive buffs, but work is still being done to find a balance to make sure that defensive buffs feel like they make a meaningful and worthwhile contribution. In part this is being done through the new weapons and how they interact with the buffs.

Comment

Originally posted by FluffyPhoenix

Will things like defense and health have any actual viability outside of those mentioned special chests or will maxing stacks of attack/crit/attack speed still basically be the meta?

The goal is to encourage more variety in viable options, for sure. Of course, in a game with perfect dodging - there will always be players who can avoid every attack so defense and health are less helpful to them. They'll likely find good uses for things like endurance and speed.

But if you're like me and a heroic escalation keystone hits you at least a few times each hunt - a little extra defense is awesome. or, if you want to support friends in a challenging fight, spreading support buffs could be really fun.

Comment

Originally posted by PianoCrab196963

My question is why are you capping damage at all? If a player wants to run glass cannon tbats their choice, you shouldn't force them out of that option.

Also, how will the omnicells be playing into the buff system?

Lastly, how will the CRITICAL buff separate stacks from crit chance and crit damage? Or will they be combined?

A few reasons for the damage cap. Firstly, there will still be cases that go outside the damage cap. For example, one of the talents on Ardent Cyclone increases the damage of Ardent Cyclone by 20%. This is in addition to your MIGHT stacks. Second, as Dauntless stands right now, there's no reason not to run Glass Cannon, it's not an option, it's the only build there is. While there are many factors that go into this, and we're addressing a lot of them, part of this is on us for getting out of control with how many sources of bonus damage that can all be put together we've added over the years. You'll certainly still be able to make Glass Cannon builds. The Hunger with Revenant Omnicell for example will be a definitively glass cannon build, dealing massive damage while riding the line of nearly dead.

Omnicells are not changing significantly in this, though places where they would add damage bonuses, or speed bonuses, or critical for example will just now be using the new buff...

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Comment

Originally posted by WIIU_Awesome

1)What about other debuffs or buffs that does not fall in the 6 categories, like frost,wound, corruption, burning and such?

2)Why we do not get an image how the ui will look on the screen with the new buff system?

3)Will the stat limits being limited to personal buffs or buffs getting from teammates also? This was already annoying when attack speed limit got implement because people didn't know if their conduit cell was actually doing something or if the teammates were at max...will we be able to see at least the buffs stats for teammates?

Those status conditions still exist without change. You can be chilled or wounded or corrupted or burning etc.

It's not yet complete.

Currently you can't see teammates - but that's a really good point, especially at high level content if you're trying to maximize upside without being wasteful, knowing where everyone else is at would be super helpful. On the other hand, could get crowded on screen so.. certainly something we should think about!

Comment

Originally posted by Threef

Is there a chance for armor/weapons/perks to have negative buffs or both buffs? Like having a perk that gives +2 CRITICAL and -1 VITALITY?

This is very likely yes. Still working through converting existing buffs and perks to the new system.

Comment

Originally posted by Coffeethirst

There are a lot of buffs that are good but a pain to use. These include Savage Wellspring, and the Landbreaker specials for the hammer. For the Pike, experienced players know how and when to use it, but less adept players get shunned by it’s short duration. The hammer specials are very useful, but needing to get empowered ammo before using them (for the best results) and having teammates not notice the buffs make them feel clunky and unfun. Molten can also be hit-or-miss in this fashion, where a teammate can accidentally grab all of your molten and now your health fades away like it’s… burning. Will there be QOL changes to streamline any of these (or others) in the rework?

Yes, I'm working on some quality life changes to most buff sources as part of this work. For example, stopping Molten Hearts from being collected if you have reached the SPEED cap and cannot gain more.

Comment

Originally posted by Icy-Bee-2157

I am leaving the question in this AMA to the players more invested in builds and stuff(I am more into behemoths, islands and stuff).

I just wanted to say thank you, the progress during the last few months look more than promising, I am so hyped and to see that you guys listen to the feedback is so great. Keep going. This game will be back on top surely. :D

Thanks for your support!

Comment

Originally posted by YoloDennisNL

  • Will all buff types have the same cap? Let's say 10 stacks?

  • Will weapon buffs like Wellspring (if it still exists that is) count towards the buff cap as well?

By default the cap for each buff type is 10 yes. We are exploring allowing some perks to extend the cap.

Savage Wellspring does still exist and will grant stacks of CRITICAL, and as such will also count towards the buff cap yes.