Dauntless

Dauntless Dev Tracker




26 May

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It is told in folk tales from ages past that three siblings tend the moon. Demilune is the hardest working of all the three, freed from their task only when their more proud siblings reign brightest and darkest in the skies above.

The hardy folk of Ramsgate have always held up Demilune as an example of hard work and dedication to a task, even through everchanging times. When Demilune is freed from their tasks on each full and new moon, townsfolk and slayers alike take to the skies to celebrate and join in the reverie.

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Originally posted by Antoxik

The problem with Agarus's vine arm is not in the part health (you can break all parts without part breaking build before killing him at least last time I fought him I did it), the problem is that you can only drop 1 vine arm per run and need 15 of them to craft one weapon.

The number should be adjusted in the patch after this coming one.


25 May

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Originally posted by thebadmf

Are you going to do the same for Ursa whatever his name is and it's tail? That fight is terrible. :/

Two not fun behemoths in a row.

Like others have expressed on here, it's not the same issue. In Urska's case, it's because of the part health. In this case, it's because of the area that's required to hit.

The next patch should reduce Urska's tail and Agarus' vine part health as well.

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Originally posted by Ghost-in-a-Jacket

Dude I legit created an actual support class that passively gives teammates shields, attack speed, and crit chance just be me fighting like I usually do, and you’re telling me I just had to aim better ._.

Yes, sadly.

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Originally posted by Hushini

The key issue I felt hit you with elders and primals, as a more longtime player, is lack of planning. You didnt plan for the possibility that a player might not enjoy these encounters, and made them far too frequent. Somehow, through logic beyond my capabilities, you didnt plan for pubs being idiots, and made 2 encounters that are exactly why so much of your playerbase feels the need to play solo, and only solo. More in detail, the fights feel really specifically catered to certain weapons and styles, contrary to your goal of “freedom of playstyle”. Original primals, you broke more than one pillar, fight is terrible for slower weapons. Elders shields get triggered by nearly everything, and move around randomly for some f**king reason. Who does this disadvantage most, the strikers and chainblades players who can dash in and out whenever they wish, or someone with a hammer, where instead of being rewarded for completing a combo, something hard to do with these fights, triggers shield...

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I think time constraints definitely played into this. We're having a lot of internal conversations about our pipeline and how much content we should be putting out each patch. Ideally, future content will get the time and polish they need before going out. We'll have another State of Dauntless around this in the future!

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Originally posted by Serfrost

I've seen a lot of people attacking the main body of the fin and it appeared to be on purpose. I figured this obvious mistake is leading to a lot of the problem of the Chronovore being KO'd before the fins break.

Sure, it is very easy to miss the actual "fin"-ger, but as long as everyone in the party is trying to only attack it, some attacks will hit and you will eventually break them. The average with most groups is one per fight if they do things right; if you're lucky and everyone is on their game, then you can get two.

Sometimes the fin will get bugged and nothing can hit it. When that happens I recommend waiting until the Chronovore does a vanishing move, then comes back; this should reset the collision with the hitbox most of the time.

I recommend everyone bringing +6 Sharpened no matter what build you have. It'll increase your chances by quite a margin.

I think this was a good part of the confusion. Since a lot of players didn't understand this, it made some of them feel like they had to grind or that we tried to artificially stretch out the encounter's length on purpose instead of being more precise and deliberate. This caused a lot of unintended frustration.

I really liked seeing more strategies around focusing on specific parts and some of the solutions the community has come up with, but this might have been too brutal in hindsight, even for an end-game encounter. Based on our current data, most players are getting the fins and other parts at a decent rate in comparison to previous behemoths. But in the next patch, the fins should count for more of the main body instead of what it is right now in addition to some QoL stuff. Look forward to that soon!

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Originally posted by [deleted]

[deleted]

I replied to another person in this, but I've changed Elder shields for a future patch to trigger only off weapon impacts, so no drone, Pangar Lantern, etc.

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Originally posted by Antoxik

they already said it should be patched in 1.6.5

Yes, this is more of a bug than a design failure... It def wasn't intended, and we are fixing it!

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Originally posted by Draven1187

elders were a pain in public, cause people didn't understand how to fight them, which ended up getting me shocked almost to death multiple times. would prefer to see them behind portals or get their own island.

Exactly! We learned a lot about what kind of difficult content can live in public areas.

The mechanics were a little much for random groups.

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Originally posted by StormerGaming

i honestly enjoyed primals as they were and i wish to see their original 4 pillar fights be introduced into the paradox breaks as they eventually will no longer be on other islands, and they would’ve made for interesting fights and they would certainly be unique if they had a custom texture but i see where y’all were going with this, elders tho... their shields shouldn’t activate on attacks that are A. out of range B. minor inconveniences like the radiant drone or kharabak boomerangs tho you all know we’d still love some radiant variants ^ but i get that this is not escalation, not anymore. but i do wish that one day, we do eventually get a radiant escalation tho... :/

I'm fixing this as we speak, and in 1.6.5, Elder shields will only activate when hit by a player's weapon, and not by other AoEs (pangar lantern, drone attacks, etc)

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Originally posted by Pwague

is the new weapon anywhere on the agenda of updates?

Not at this time, but we will have more information on juicy updates soon.

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Originally posted by StormerGaming

i honestly enjoyed primals as they were and i wish to see their original 4 pillar fights be introduced into the paradox breaks as they eventually will no longer be on other islands, and they would’ve made for interesting fights and they would certainly be unique if they had a custom texture but i see where y’all were going with this, elders tho... their shields shouldn’t activate on attacks that are A. out of range B. minor inconveniences like the radiant drone or kharabak boomerangs tho you all know we’d still love some radiant variants ^ but i get that this is not escalation, not anymore. but i do wish that one day, we do eventually get a radiant escalation tho... :/

We definitely want to bring them back in their own bespoke area. We want players who want to tackle this content to be able to.

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Originally posted by Cavemanjazza

I know it's not related to elder and primal behemoths, however... I'm really quite sad about the Chronovore stuff. The behemoth itself is really cool and I like it a lot, but I just miss amps so much. Is there any chance for a real radiant escalation in the future?

It's not off the table!