Dauntless

Dauntless Dev Tracker




27 Oct

Comment

Originally posted by Bok408

Lol you could just divide Pulse into 6 different cells and then toss them all in the cell pool, or create individual cells based on the actually used ones like this. This really does seem like a cell that is hard to deal with. It might also be an option to allow players to change themselves what hit the pulse perk will activate (every hit of course :)), but that might lead to another set of problems down the road.

I liked pulse, but can understand if it does not survive the change. Hopefully you will find ways to salvage some of the harder to update ones though.

Pulse is exactly that, hard to deal with, but also very cool. I genuinely believe Pulse is one of the better Cells we've made from a pure design standpoint, so I definitely want to try to save it through these changes.

Comment

Originally posted by Cpt_Maelstrom

  1. Conditional cells with "extreme" stats still gonna exist? Because with the capped stats, those doesnt really have a place. Savagery for example. Savagery alone would give 10 stacks (lets assume thats actually the cap) so instead running 3-4 dmg perks which adds up to 10 stacks (or even more for consistency), you can just run savagery. BUT, as savagery is conditional and you have no dmg before wound, it would be better to just run as many dmg cells with the least amount of condition (tenacious / adrenaline / rage / predator) and just fully ignore all the utility perks (hp / resist / stamina)
  2. Since hunts becomes longer, does wound gets some touch? (Such as aether rush / wound duration) Because even in the prime time of powercreep, wound (and overpower) is just not viable in high lvl due to their lack of uptime.
  3. The blog forgot to mention shield. I assume that supposed to fall into the VITALITY category? So vitality gives both HP and Shield? And why DEFENSE cat...
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I'll try to give some brief answers to most of these! Thanks for the question!

1) This will largely be balanced through perk requirements. The threshold to activate Savagery, which is much more conditional, would be lower than the threshold to activate a more reliable perk.

2) Wounds definitely need to be addressed here. Duration at minimum. I don't have answers yet about what we are doing it, but it's on my list of tasks to look at before we make this patch.

3) Shields remain shields. They will be a blue portion of your health bar, as they have been. Still settling on caps for it, but they will likely no longer expire, but have caps. (Per source? Probably) And won't be part of the buff bar.

4) Many Perks that do things other than add stats will still exist more or less as they are. Catalyst, Energized, etc, are unchanged (Beyond being moved to a single value instead of 6 separate values, with an activation threshold)

5) We're leaning more to...

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Comment

Originally posted by Darthplagueis13

1: Does that mean certain kinds of buff are going to always be fused together? I.e. attack speed always coming alongside movement speed or stamina recovery also always affecting max stamina?

2: How will this work with skill tiers? Like, the blog suggests that Predator at max rank might provide 3 stacks of might. How do you spread those 3 stacks across 6 tiers? Half stacks?

3: More generally speaking, how heavily do you anticipate this to affect game balance? For instance, capping damage increases to 100% through 10 stacks of might may very drastically affect kill times in harder content such as Heroic Escalations and has the potential to completely shake up the meta as previous builds might exceed caps and be made inefficient as a result.

1: Yes, this is the case. Attack speed and Movement Speed now go hand in hand, and sources of one are sources of both. Max Stamina and Stamina recovery speed are also tied together now. Weapons should be better about taking advantage of the bigger stamina pools.

2: While we will go into this more when we get to a blog on Armour and Perks, we are removing skill tiers from Perks. Perks will now be active, or inactive, with different perks having different thresholds. Predator for example, a powerful and desirable perk will likely have an activation threshold of 6. Medic meanwhile, as a party supporting utility ability would only require 2 points to activate. Having less or more than the activation threshold has no benefit. Part of this is to ensure we can make both weaker and more powerful perks, but balance them meaningfully against each other.

3: This is almost certainly going to affect balance, we'll be doing extensive playtesting before this launches, and continue...

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Comment

Originally posted by HasenzahnX

What happens if i have +100% crit damage (10 stacks of critical) from impulse and like 30% crit chance (3 stacks of critical) from galvanized, i would have 13/10 stacks.

This would not be possible. Any stacks gained above 10 would only refresh the stack, but not add beyond it. When looking at your build, we hope you'll consider the sources of CRITICAL and how reliably they will let you reach 10 stacks. Once you feel your build is in a place it will hit that cap comfortably, use some of that Perk economy to gain stacks of MIGHT, or SPEED, or even VITALITY!

Comment

Originally posted by Coffeethirst

It seemed clear to me. What is the direction with this? Is the point to have more build uptime across the board to increase player satisfaction and make us stronger for the newly upping difficulty of behemoths? Because it seems that if done right, it will be fairly consistent to build to high stack counts and stay there.

That is a part of it. But part of it too was just about ensuring all buffs that grant same or similar effects now channel into one singular source that can be 'keyworded' around, to be used by Weapons, behemoths, amps and more. This opens up development opportunities, and gives player clarity.

Comment

Originally posted by Firefly_Girl2016

I am concerned about how the Buffs /perks will actually work, but also concerned that there will no longer be a Dauntless to play as of February 2024.

Also, if these very rude Gantlet titles continue, many of us loyal Slayers that have hung in there all this time, may leave.

Oh that's good feedback, thanks for dropping it. They're intended to be fun - since there are so many seasons, we decided to have fun with some of them.

Next season's titles are

Top 5
Top 100
Participator

But after that we get back into the cool with

Savior
Guardian
Warden

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.