Dauntless

Dauntless Dev Tracker




04 Jun

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Originally posted by YeastBeast1980

I realize there are a litany of issues getting this in the hands of console players, but at some point it would be a great idea to do so. As you stated earlier this week, your plan is to slow down on dropping content and make sure you have a quality release. There are bugs in the game that impact console players but not PC. Allowing console players to get in and play with the experimental stuff could get you a lot of feedback about things that work or don't work well for us.

There are a lot of certification requirements to get this test realm on consoles that make this impossible. PC is a lot more flexible for rapidly pushing builds.

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Originally posted by LegitimateCopy7

testing is not perfect. you need to be aware who got invited and who didn't.

A skilled grinder can't relate to the frustration and problem of a noob.

Yup, we try to get a diverse set of testers so we can gauge the whole spectrum!

This Dauntless Experimental test is all about Omnicells and Heroic Blaze Escalation and is not under NDA. In case you're not familiar, Dauntless Experimental is a public test realm that we have up and running on Epic. It allows us to share what we are working on before it goes into the live game so that we can hear your feedback early. The goal of this test is to get a better idea of balance for each of these features individually -- but also how they play together. Omnicells should encourage new builds and Heroic Escalation should be a considerable challenge.

Every Dauntless player who has their language set to English and is playing on PC has Dauntless Experimental in their library, but only people who have a test available to them will be able to launch the Dauntless Experimental build. This time around we have invited every Slayer who plays on PC to test out Omnicells and Heroic Blaze Escalation. More detailed instructions can be found in your Dauntless...

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Comment

Originally posted by WIIU_Awesome

Replace. But they said they will buff hold lantern abilities because of it

That's correct. We're going to be removing the lantern tap abilities, although some of the mechanics (but not all) are being combined into the hold ability. For example, the current prototype has the Koshai lantern hold teleport you and give you 15% lifesteal for 10 seconds, and the Skarn lantern does AoE Terra damage over 10 seconds and generates shields every second over the duration.

But for some, like the Drask lantern, we're dropping the damage boost entirely and making it just do way more damage on hold.

We want to simplify lanterns a little bit to make the cognitive load a little lighter because we want the Omnicell ability to take more of that space. All the Omnicell abilities are powerful and generally have an element of tactical decision making. Simplifying the lanterns also gives us more design space to make more lanterns, which we've wanted to do for a while.

But we'll be listening to the feedback closely to see what players think and we can alwa...

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Comment

Originally posted by Dauntless-stye

like they said it'd be nice if if the player dodges perfectly they don't lose stam or something, this makes it so those who learned to dodge efficiently get rewarded by not having to do the walk of shame as the behemoth relocates

maybe even boosting atk speed for like 5 secs after a perfect dodge so you can get back into doing combo's to the behe quick

This is purely me but I think some mobility cells are good (like one the reduces dodge cost or another the increase movement speed after a dodge to relocate) , but its not worth a build slot, would be nice if they'd just be moved to the slayer's path as a new branch (with some changes like the effects only apply after a perfect dodge and just clicking dodge does nothing) or something. I'm prolly the only one who thinks this would be nice, but tbh mobiliy cells are just weird, not worth enough in a fight to sacrifice anything but nice it there when maybe gathering stuff

Mobility cells are indeed not in a great spot right now. We are hoping to tweak them in an upcoming update for when we release the Windfury Omnicell that will synergize with all mobility perks.

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Originally posted by tehMorag

RIP Iceborne and Discipline combo 😭

That is a great combo but with the extra perk economy you get by making those cells Omnicells that are just a brand new added slot, we think you’ll have plenty of options to add defensive options into your build if you need it. But let us know what you think!

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Originally posted by CheapPoison

Not being an ass here, right. But, are you kidding?

If not, little pointer ^

Being at limited health has great synergy with a ton of things that give you a ton of bonusses if you are below 50% hp. All the best build run a cell that already does that because the bonusses you can get from being permanently at 50% are better than anything else.

That is to say, this might work slightly differently, but it's likely that this is just pouring these options into arch types and letting players pick between them without much change.

The unique ability for each Omnicell should give you a fun new tool to use on the battlefield. That combined with an extra perk slot or two should open up more build options. Let us know what you think.

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Originally posted by Lion_Spencer

WHY DID YOU HAVE TO MESS WITH THE TRANSMOG COLORS?!?! There is literally no reason to force certain colors on mogs and and now you’ve added more? You’ve ruined 2 of my favorite looks and for what??

It's a bug and it should be fixed in the next few patches. Sorry about that!

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Thanks for sharing. We’ve been talking about stamina lately and agree that it’s not in the best spot right now. Would love more feedback from players. What would everyone like to see changed?

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Originally posted by thwht

There's a visual reference for a monster killing scythe in a show called rwby. But in general, the idea i think would work is centering the weapon around gap closing. Having combos that work like Chain blade far cast for special or sword's hold primary fire. As every weapon combo keeps you in place, maybe the scythe could be a weapon with attack speed same as sword but with a ton of moves that revolve around slash dash

Sounds fun!


03 Jun

Comment

Heads up, everyone! We'll be testing these Omnicells in a playtest starting tomorrow on our ETR realm on Epic. We'll be collecting feedback over the weekend to see how players enjoy them.

Keep an eye on your in-game messaging tomorrow.

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Originally posted by MajorRasta

I have a bunch of the tail, the legs are giving me issues, ive got 9 or so

Legs should be better in this patch too. Let me know if it feels better!

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Originally posted by DaBoss-1095

Limited health and reduced healing? The Discipline-Omnicell's Tap Ability should be hella strong if the passive is this negative 😅 I mean, all the others have positive passives...

This is a bit out of date. We've been iterating on this and the Discipline passive will give you raw Crit Damage as well.

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Originally posted by BitingChaos

How much less?

Going from a crazy 60,000 health all the way down to 55,000 heath is less, but still too high.

I've broken the tail once since Frost Escalation came out.

It should be roughly 2/3s of what it was prior in this patch. I'll also be keeping an eye on this so it doesn't fall off our radar.

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Originally posted by WolvesbaneYT

I remember them also saying they’d reduce the amount of vines it took to make things from the Agarus and/or reduce the part health and I don’t think that made it in either.

That's coming in 1.6.5.

Comment

Originally posted by GENM_ACT

Is there a fix for the vine arm in Agarus yet?

Yes, and the following patch will reduce the amount of vines needed to craft!

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