Dauntless

Dauntless Dev Tracker




08 Jun

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First off, big thanks to everyone who spent time trying things out on the ETR this weekend and providing feedback. We've parsed reams of feedback from reddit, discord, youtube, etc., and there several common threads we'd like to address and give more clarity on.

Why are you even doing this?

One of the longest-standing points of feedbackabout Dauntless is that the meta is stale and builds all look the same. Which is true, and it's something we want and need to address.

Rage, Wild Frenzy, and Discipline are the common thread, and for good reason. The first 2 grant large amounts of the two most powerful stats in the game —"raw" damage and attack speed. Add Discipline, and they're always on — no conditional activation, no timer. The tradeoff is being locked at half health, which is not an issue for skilled players. For those who can't yet dodge every attack, there's Iceborne. Again, always on access to the best sustain ability in the game.

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Hey everyone, we found some missed items that should have made it into the 1.6.4 patch notes.

We've updated the patch notes on our webpage and here are the missing items on their own.

Sorry for any confusion!

Balance

Hunting Grounds

  • The guaranteed Behemoth on Razorcliff Isle is now Rezakiri (was Deepfrost Embermane).
  • The guaranteed Behemoth on Paradox Breaks is now Flameborn Rezakiri (was Rezakiri).
  • Removed Moonreaver Shrike from Razorcliff Isle.

Elder Behemoths

  • Elder Behemoths are no longer slower than their normal counterparts.
  • Elder shield’s explosions now only trigger on weapon hits.
  • Elder shield’s explosions are now aimed forward to minimize side or back splash.
  • Elder shields now move faster, and will no longer all move at the same time.

Agarus

  • Reduced the health of Agarus' vine arm.
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Stay tuned 👀

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Originally posted by SmolChryBlossomTree

Thank you! Personally the way a game sounds is just as, if not, more important that the soundtrack since things like behemoth attack cues and similar things need to sound just right to not only sound like they have weight and impact, but to also convey the motion in itself since things like the reverb of stop attacks and ground pounds make you feel the power of that attack. Great job overall, my ears are already watering at the thought of the next behemoths sounds. And thank you in general! :D

100%! In fact, the game mix itself priorities Behemoth audio so that you can be sure to hear that roar or build up SFX before a big move and respond accordingly. We want these badboys to sound mean and powerful! Thanks so much for the support! :)

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Passed this on to the audio team and they're so happy right now <3

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Thanks for this feedback!

It always makes me so happy to see slayers upgrading their audio setup to enjoy the game how it was meant to be heard! We put a lot of love into crafting the sounds for behemoths and visual effects, glad to know it's appreciated!

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We did read it! Thanks for sharing. This is great feedback.

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Originally posted by DanielShade

I agree. They aren't trying to ruin your op builds but provide a gameplay choice for every style and I appreciate it. Personally hope they fix up Wind Fury so I can play fast.

We will be doing more work on Omnicells, and Windfury in particular will have some changes as it’s slated to come out slightly later than the other 3. But don’t worry not too much long after and we have more Omnicells planned for later in the season.

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Originally posted by Natte_Toni

Could definitely work on the new iceborne omnicell. I know what you mean, I’ve found some uses for it too. Like hammer combos that finish easier because you don’t get interrupted and as long as you can survive 2 hits you’ll essentially do more damage then when you get interrupted quite often because of animation locks. ‘Get good’ response incoming ... 😴

I was testing some Sturdy and the new Rage rework on the Iceborne Omnicell today 😀

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We are going to revert the stagger change for now. We got some great feedback on it this weekend but it does need more animation and design work before we think about introducing it.

We are also looking into the possibility of adding a raw attack speed increase to all weapons to compensate for all the AS reductions we’ve made to cells and other sources. We want to make sure all our weapons feel good as a base and the feedback has been pretty clear.

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The dev team spent a bunch of time reviewing all the feedback today and we are going to make a bunch of changes. We are open to adding a raw attack speed increase to all weapons and toning down the amount you can get from cells and other sources.

In terms of the stagger break part change, we are gonna take more time on this and not release it at this time. It’s not off the table for a future date but we need some animation and design work before it’s ready.

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Originally posted by Alexstr525

The Scythe could function as a type of "mount focused" weapon, where the player would utilize it to mount a behemoth more efficiently or use it to hook into the behemoth and evade an attack. For the ability, you'd unleash a powerful slash (that if spaced correctly) would do A LOT of damage based on how much health you're missing when activating it. Keeping the whole "death" vibe scythes are generally associated with and rewarding players with a risk v. reward ability.

If the scythe should be more "mobility focused" then I could see it as an evasion focused weapon with high damage that rewards players based on life missing. This should make it a unique enough of a play style for skilled players but rather difficult to pick up for newer ones. I quite enjoy the idea of a strong mobile weapon that incentivizes a diverse playstyle while managing your health for optimal damage output.

Could also give a bonus to gathered materials from behemoths whose parts you break. Espe...

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Thanks so much!

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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.

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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

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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

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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

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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.

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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.