Tomorrow's patch notes should please you!
Urska now spends more time on the ground and less time jumping onto pillars.
Tomorrow's patch notes should please you!
Urska now spends more time on the ground and less time jumping onto pillars.
Happy cake Day!
oh thank you!
Looks like we missed this in the patch notes, but in 1.7.1, I increased the stagger damage taken by Agarus' arms, with the intention for it to be a more reasonable strategy to focus on them to attempt to stagger it.
In-Game Name: duck.jpg
Type of Bug: Cosmetic/Visual
Expected behavior: Thunderdeep Drask transmog looks like the icon representing it in the option side
Actual behavior: The Thunderdeep Drask transmog looks like the base drask with slightly different colors
Screenshot/Clip: Screenshots
Reproduction Rate/Steps: Happens every time to me, just open the Loadout Menu
System Specs: PC
Geographic location: North America
Session ID: (Optional)
Thanks for reporting, we'll investigate!
Understandable. One thing related to Lanterns I would like to ask / bring up is if we get a Lantern for Umbral & Radiant, giving each Element a Lantern, is anything gonna happen with having 2 Terra Lanterns (Skarn and Koshai). Would one of them be Removed, Would Koshai Lantern be made into an Umbral Lantern, or would it just remain another inconsistence within the game? Because I feel like having more than 1 Lantern per Element would rip away cool abilities that could be used as Better UE's for Weapons or Omni-Cells.
Nah, we wouldn't take away any Lanterns that exist now. One of the benefits of reducing Lanterns to a single ability is that it's easier to make more of them. I think there's room for several more at least, without stepping on the toes of UEs or Omnicells.
I just worry the helm design will look ugly because the fur position was on front head like this season reward cache helm / hunter wilds hood.. (think without fur on front head of the helm will be look more Cool)
Oh I see, no there is no fur on the helms for the next armours
Sorry for late reply.
I love bulky armors!
It would be awesome to have an armor set that looks similar to warhammer 40k space marines or warhammer fantasy chaos warriors, maybe in the future hehehe
I have a Ravenguard army so I'm all aboard that space marine train haha. For the next huntpass armour, I was inspired a lot by the way samurai armour is layered with big blocky shapes. So there is some chunkiness to it
Looking foward ~ BY WAY IF CAN TRY NOT ADD FUR INFRONT POSITION OF HELM.
There is some fur on the upcoming sets (not a lot though) - are you worried about crashing geometry?
You probably get bombarded with this question all the time, but when do you guys think we'll see an 8th weapon? Or rather, maybe this would be an easier question to answer; what's the development priority for a new weapon, like, is it something not currently/barely being worked on or...? Thanks for taking the time to read and answer this question if you choose to do so.
Current plans are to finish the refreshes of existing weapons before moving on to a new one.
Are there new plans to engage with the lore? Either new ways or expanding on old ones.
I'm not the best to answer specifics, but yes- expect to see the lore & ongoing story of Dauntless take on a more involved role in releases starting with 1.7.3
This is probably asked a lot but do you have plans to come out with another weapon. Because we saw a bow leak a few months ago. I know your currently doing weapon reworks trying to make them funner to play but is there any sort of timeline on when we could maybe expect a new weapon?
We're going through the refreshes of our existing weapons, but do plan to introduce a new weapon once that's finished.
I have three questions.
How are new behemoths made lore wise. I'm not talking about variants but does it have to do something with the aether, or the malestrom.
What are your goals for dauntless and your company
What is the most fun you have ever had while making dauntless.
It has a lot to do with aether, that's how they continue to reproduce. But...who made them in the first place? That's a great question :)
Our main goal for Dauntless is to make a game that Slayers love to play for years to come. For all of Phoenix Labs, we want to make many great games that players love to play for years to come.
The most fun I've personally had is playtesting Heroic Escalation.
also, amazing job on thunderdeep btw
Thank you!
What kind of games affected your art style and game mechanics ?
Ive been very inspired by Warhammer, Darksiders, Zelda and a variety of other ips.
The annual ramsgiving celebration in November usually has some of those :)
Wouldn't it be cooler if we go to the ruins of old Ramsgate?
Oh boy! Here is the list. You can answer yes or no to some of them:
- With repeater refresh do we have to farm each individual behemoth from the start?
- Will we get new rewards for heroic escalation? Heroic dyes? Lanterns with effects? cosmetics with elemental effects? yes/no
- The return of the shattered isles map select screen? No more sliding bars to select hunt!
- Buff to other exotics? The Hunger and Molten edict are now good. Twin suns and Godhand struggling.
I think that's it. Good work on omnicells really brought a lot of fun to the game. Now you just need new cells to work with this system.
If you have already crafted repeaters parts that are going away with the refresh, you will not have to farm additional materials to get back to parity with what you had before.
Godhand got a bit more of a buff than other Pike moves back in 1.6.0, but could look at bumping it a bit more. I'm curious about your Twin Suns comment, the data and general sentiment around them seem to indicate they're in a good spot right now.