Dauntless

Dauntless Dev Tracker




08 Jun

Comment

Originally posted by GENM_ACT

That's great news.

You commented that the developers are planning to add new lanterns, is that after?

New lanterns is something we’ve wanted to do for a while. For now the focus will likely be fleshing out Omnicells and cells so we have a really healthy meta, and then we can focus on other items.

Comment

Originally posted by GENM_ACT

Many slayers are interested in minipets in the backlog; is it difficult to create minipets using eidolon and drone know-how?

Not hard necessarily, although it is more work. But if we introduce a pet system, we would want some interesting gameplay there so there are more pieces needed.


07 Jun

Comment

Welcome!! One day I hope all games are crossplay :D it's really amazing to get to play with friends on any platform <3


06 Jun

Comment

Originally posted by Meedandfeed34

Note damage isnt the only option the game needs since people have a time downing. New mechanics,behemoths,and areas that correspond with those would open up. You got poison from terra escalation why not have when a behemoth posions you it will give a effect that can help.

Yeah definitely. We have lots of ideas that aren’t just raw damage classes.


05 Jun

Comment

Originally posted by Fantasorry

I think it would be a good idea to include the old tap abilities into the hold abilities like with Koshai and Skarn lanterns. For example, Embermane lantern (deal exploding fire ball that deal 3k dmg, and gain 10% attack speed ((or 10% crit rate)) for 15s).

Also, instead of Assassin's Frenzy proccing on part breaks - what about damage thresholds? Like similar to Rage, “Once every 50 / 40 / 30 / 25 / 20 / 15, dealing 5k dmg procs, 15% atspd for 15s".

Yeah we realize some of the lanterns aren't feeling great right now, so we'll adjust as necessary, and hopefully we have time to tune all the lanterns so they're in a great spot for 1.7.0. We want to release more lanterns over time too, so this tightening of the design of each will help with that, but not opposed to adding something to lanterns that aren't great.

Comment

Originally posted by GreatMadWombat

Would there be a way to just tack some default bonus attack speed onto stuff? The DPS might be the same, but the lack of wild frenzy is gonna feel baaaaad for slow weapons.

It's certainly a frequent suggestion, so we'll be chatting about that in the next week after this ETR concludes.

Comment

Originally posted by srcoo

So just so i get this right, you buffed pangar lantern from 960 dmg -> 3000 dmg. With a cool down of 30 secs that means you assume we only use our lantern once every 10 seconds since "Our goal is to land in the same DPS range as the live game right now."

Does this look like once every 10 seconds to you? https://youtu.be/1QHYMAdj8ek

I dont see how this is anything besides a huge nerf.

I was referring to the entire build as a whole. We aren't trying to keep lantern DPS consistent before/after this release. We want to keep overall DPS about the same.

Comment

Originally posted by JapanPhoenix

Honestly the Past/Future paths would be a good base for making two more Omni-Cells so we have 6 choices instead of just 4.

The Future path is basically halfway to being a Cascade+ Omni-Cell already (since Molten/Cascade skittles look similar).

Don't worry we have more Omnicells planned for later in the season after the first 4, and it's something we want to keep releasing over time so there are tons of playstyle options.

Comment

Originally posted by OoRicky92oO

Pretty much agree with everything. I still think they need to adjust the weapons base attack speed so that they feel good and delete the ability to modify it with cells. As for cascade i think it should go as a cell and become a skill for a "pet" like the drone. I'd really love to see the drone become a permanent pet which you can customize appearance wise and skill wise (like choosing between a support type that spawns buffs or a dps type like eidolons in escalations that damages behemoths)

For now, we're leaning towards turning the drone into its own Omnicell at some point.

Comment

Thanks for the post! We'll be gathering all of this feedback over the next few days and talking about the changes we want to make to Omnicells, attack speed, and overall balance over the next little bit.

If anyone hasn't had the chance to get into the ETR to give us feedback, please do so if you're able to. We really appreciate all of this feedback.

Comment

Originally posted by Serrishtar

My first post, other replies to your first reply and a dozen other posts in this thread state very clearly what's bothering us about omnicells. Your process of selectively interpreting feedback to fit the narrative in your head is exactly what got us to where we are now. Do you have no cost-benefit analysis process? What are you hoping to get out of this semi-redesign if it isn't control over how people play?

Just trying to make sure I understand your thoughts on Omnicells so that we can make sure we don't misinterpret or misrepresent it during our review of the feedback we get. Since I seemed to have missed your point then you did the right thing in letting me know I missed it and pointed me back towards the other thoughts that better align to your own thoughts.

The other replies in this thread seem to boil down to omnicells will encourage "a right way to play" or "a single right build".

Is that reflective of your feedback as well?

edit: grammar correction

Comment

Originally posted by professorlitwick

Initial thoughts: This is a lot of changes that make it difficult for me to actually plan out a build. It seems as though your intention was that Omnicells were meant to encourage build versatility and variety, but now it just feels like i need to design a build solely to work off of my omnicell, which very much limits playstyle. Also, all of the separate nerfs to attack speed makes everything feel very sluggish, even on faster hitting weapons.
Ultimately I like the concept but as of right now they don't feel as fun to me.

Excellent feedback. Thank you!

Would you mind me asking me how you'd want to see Omnicells adjusted to open up build diviserity instead of making them feel like they're funneling you into a specific build?

Comment

Originally posted by TH3-COSMIC-OWL

This is just my initial thoughts and looking back it feels as restricted as before and regarding to what makes my builds feel worse it's not the omnicells it's the nerf to cells, now we need to jump through hoops to get a worse output. I'm fine with nerfing certain cells but some of the conditions are a little silly. I cant even log in now as the experimental version is crashing on start up tried for the past 10 mins nothing

Oh no! It looks like there are some other people having trouble with crashes as well and the team is looking into it.

I hope you get play soon! I'd be interested to hear your thoughts after playing with the different omnicells.

Comment

Originally posted by Serrishtar

I'm not the one who has to explain himself, you are. I have nothing much to add until you shed some much needed light on your thought process. People are starving for content and you're busy reinventing the wheel of every game system in a way that adds nothing or makes it worse. When you write something like "Omnicells should encourage new builds" when the way you're encouraging new builds is by making old builds impossible, are you aware of what you're doing? What's stopping you from just adding new cells and nerfing overperformers? Why are you busying yourself with redesigning the wallpaper when your house is missing basic furniture? For example, I've done hundreds of low level, speed and challenge runs on games like Dark Souls. I would never dream of regularly playing a high risk, high reward build in Dauntless because this game is grindy and repetitive, and games like this demand consistency above all else, which I can't have if your game is full of broken hitboxes, bad (or non...

Read more

So what I'm reading isn't so much that the omnicells themselves are what's bothering you, more that the introduction of them are exacerbating your frustration with other elements of the game that directly impact your abilit to enjoy it. Which are fair points by the way. I think having more readable tells around combat would be great.

Comment

Originally posted by Open_Marzipan_455

It's simple. Omnicells seem to become a building defining primary perk, while the perks from cells now only support that primary perk instead so it removed the feeling of coming up with a own build. Instead it now feels like we're given the choice of premade perks and we gotta make the best out of that coice instead of inventing own combinations.

Ah! Interesting.

So what I'm reading is that the concern is, as currently designed, Omnicells are going to introduce this idea of "there's only one right way to play this build" instead of encouraging different options or opporutnties to combine different omnicells with different cells.


04 Jun

Comment

Originally posted by ironswiftman14

Personally I don’t care for lantern holds I only care about the the taps and completely removing I think isn’t going to go well

Is it specifically the input that is easier to use or you just like the abilities that happen to be on the taps?

Comment

Originally posted by Darthplagueis13

I feel like one issue with Stamina is that the attacks that actually cost stamina often don't feel all that rewarding compared to the other basic combos. Like, CB chain swings, or the repeated strikes combo with the axe.

I agree with the OP that there should be some kind of method of directly restoring stamina in combat because sometimes you find yourself low and are struggling to get back up because the Behemoth is just being spammy so you kind of just stumble from one dodge into the next which doesn't feel great.

Thanks. Yeah I can definitely agree that the "stamina dumping" moves are not in a great place right now.

Comment

Originally posted by recc113

I tried out bastion a little, just putting it in my full life crit chainblades build that I use to hard carry all escalations currently and it felt terrible. Mostly the tap ability eating all my shields felt really bad. I've been playing since closed beta and I have muscle memory for hitting the tap quite often and trying to keep the hold up as much as possible, so i found myself just instinctually tapping and eating all my shields.

Honestly I'd rather no tap over a tap that eats all my shields, but maybe that's just not how I'm meant to run a full life build. I was kind of hoping bonded skarn full life crit would have been the way to go with the shield spamming omnicell. I get wanting to spend shields for damage tho, maybe my mindset is just backwards using the shields mostly to be super tank and infinite crit.

Mobility looked like it could be interesting after the rework of mobility cells I read about somewhere here; until then I'm not really interested in it.

...
Read more

Yeah the muscle memory issue is a downside when we change inputs.

Comment

Originally posted by kdr-

The 30 sec cooldown to lantern hold will be a massive nerf. Not just for the lantern effect, but for cells like cascade too.

I get you're trying to balance builds but the game is already difficult as is while navigating bugs. These nerfs will just push players away.

I'd rather other builds were buffed over nerfing half life builds for instance.

Maybe buff these omnicells a bit more to make up for the lost dps.

Our goal is to land in the same DPS range as the live game right now. We have increased lantern damage significantly to account for longer cooldowns, and the omnicell abilities are quite powerful.