BioCamden

BioCamden



05 Feb

Comment

Originally posted by Nestroit

secondary: yeah please take a look at all the abilities, I will probably run an acid grenade and detonating strike combo, I think this is going to be the strongest combo. The explosion of the detonating strike is MASSIVE, the tempest strike pales in comparison.

Yeaaaah detonating strike is crazy good for AoE. Tempest is much better for single target.

Comment

Originally posted by Stoppablemurph

I keep wondering, what is this little transition thing with the hands? It seems kinda out of nowhere..

I’m not entirely sure but I believe the thing on the hand is essentially a type of ignition key for your javelin. This scene I think is to kind of simulate waking up/suiting up, I think?!

Comment

Originally posted by NicePretender

Colossus taunt toward reticle would be nice too. I've taunted open space so many times because I've run away a bit and not turned back around

Yeah I have definitely taunted walls of caves...

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Originally posted by Jonny_AN

Would it also be possible to get an option to hold down the melee button to continue the melee chain until the button is released?

With having no cooldown on melee that's a hell of a lot of spamming the melee button

Sounds like a good idea. If we get enough feedback on this we’ll take a look!

Comment

Originally posted by Xdivine

Considering the assault systems is ranged focused and the strike system is melee focused, is it not strange that spark dash is in assault and plasma stars is in strike? I feel like it would make way more sense if these were swapped.

Then you can make searching glaive a detonator which would be nice since interceptor currently has the fewest detonators of all the javelins.

Sort of, but we also wanted you to be able to gap close into your melee gear pieces too.

Comment

Originally posted by osunightfall

The stack increase sounds very interesting. Could this make interceptor the best javelin in the game at applying debuffs to stubborn bosses, if you manage to hug them without dying?

I believe so yes, that the overall amount of primer applied would be higher than anything else if you stayed in range the entire time.

Comment

Originally posted by w1czr1923

Just a bit more feedback if I may. I agree with the air melee as it makes things really frustrating when you activate your ultimate and are now relegated to only hitting enemies on the ground. Also the ability targeting direction is a bit annoying as some abilities target where your reticle is and others where you're facing so it's not consistent.

I feel that the javelin feels a bit clunky at times. Following a melee string specifically, theres a ton of waiting to activate abilities and if we could use abilities to cancel melee strings it would serve as a much needed momentum buff. Currently it feels as if the melee holds priority over everything and for a javelin with a very bursty in and out style, the clunky aspect of this is a bit frustrating when trying to do this with bigger groups of enemies. I really love the idea of the javelin but being stuck in an animation lock for extended periods of time before i can venom spray or cryo glaive for example feels like the abil...

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Hey w1cze1923 thanks for writing this up. Yeah we could potentially take a look at the windows where you can exit out of animations to sharpen them up, but we don’t have plans to do this at the moment.


04 Feb

Comment

Originally posted by XIII-The-Death

It does, much love, thank you for the detailed response. This really clears up basically any apprehensions I had and replaces it with H Y P E.

That also clears up why I could not ever get Shadow Claw to drop for me, since there was a chart listing it under that name. I thought it would be some super cool melee claw like Wolf's Side B in Smash, like a hefty melee version of Seeking Glaive or something...

I haven't been onboard for anything EA because of, and since, Dawngate, but I actually have faith in the team behind Anthem, enough to invest in a preorder. I'm very excited and I really look forward to being part of this experience, I can't wait to see what's coming. Cheers!

<3

Comment

Originally posted by Gohan_Son

Hi, on the topic of the Interceptor, I was wondering if it would be possible to allow the spark dash to be used outside of combat to allow for more player choice in different aspects of the game? It would allow for more mobility, the core aspect of this javelin, and adds another layer to this ability that doesn't do much damage. This way, you could decide whether you want to use it for extra distance or combat and it would open up more ways to escape as well as grant the ability more value for its slot.

Is this not possible? Thank you.

Hey Gohan, unfortunately not because for it to work we have to use our melee targeting system. I wish!

Comment

Originally posted by Diribiri

Sorry to jump in with a sort of off-topic thing, but regarding PC controls, is there any possible chance of you guys ever tweaking recoil on PC à la Destiny 2? Feels more like it's designed for an analogue stick with the constant vertical climb, really tiresome to constantly fight with a mouse because it's so different to a controller. You can just tilt an analogue stick and recoil management is great, but with a mouse you have to constantly drag it and re-place it unless you play on a high sensitivity, which many of us don't.

It's hard to explain but it's kind of like control fatigue, sort of. Like it's more work and it's less smooth, y'know? I don't know if it already is different but it doesn't feel like it to me.

Hey Diribiri thanks for the feedback. Yeah this is something that we looked at quite a bit and may need to tune better with more feedback. I have noticed the same thing.

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Originally posted by TheBlueTunicLink

Yeah I love this. Plus then I can record my Javelin looking fly and have it immortalized in an in-game video.

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Originally posted by PsychoticHobo

These things are awesome! I couldn't find a mention of them in the Codex, but it's possible I didn't acquire the lore somehow.

/u/biocamden /u/benirvo /u/biowareben what are these things called and why are they better than Grabbits?

Saurian!

/u/onemoonbear

Comment

Originally posted by SwordOfCheese

There definitely should be if there isn't lol. That could be very detrimental to gameplay if you go halfway across the map and run out of ammo only to be short changed by a drop sitting in a pond haha. Maybe another option could be that one of the ammo/health/shield drops is set to drop from an enemy and there's already 3 out in the world the one set to drop would replace one of the other ones out there and that other one would disappear.

edit: My friend just brought up a point to me. While we were playing there were drops left behind but when we finished another fight there were also drops that would add up to more than 3 total for each kind. Sorry if I'm making this confusing lol I'm just curious as to how you guys worked it out because I live that no ammo Ranger life /cry

Yes that’s in place already, if a new one is set to drop from a creature that was just killed it will remove an existing one from the field.

Comment

Originally posted by yG6ll7

Regarding the Aura stack amount, what exactly do you mean by this? Does each stack make it last longer, or does the ticks get stronger with each stack?

How quickly it applies the status effect to enemies.

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Originally posted by FlameInTheVoid

Does stagger build up to overcome a resistance? The way status effects and primers seem to? Does colossus have a resistance multiplier for these? Or a higher limit perhaps?

It seems like colossus in particular would benefit from a baseline reduction to all incoming stagger (and even damage) rather than a percentage resistance damage modifier.

Something that would basically make small arms fire below some threshold just completely ineffective. Total stagger/damage negation for tiny stuff. And a flat X point reduction before (or after) multipliers for everything else.

When it comes to an AR-15 vs an M1-Abrams, 1 is the same as 20 is the same as 0.

As far as stagger goes, I guess it comes down to momentum. If it weighs 5x as much, it should only get knocked back by 5x as much force.

That’s a good question and good point. I am not sure if the Colossus is on a different scale for our hit reacts. I’ll have to look into that.

Comment

Originally posted by Eightysix60

friction friction friction

/poke zap

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Originally posted by yG6ll7

u/BioCamden u/BiowareBen u/BenIrvo

This is excellent Interceptor feedback, and hits every single little issue i had with the class.

I really do feel like the aura combo could use a buff, given that you need to get into melee range for this to have any sort of use.

Replied to the post! Thanks for the tag yG6II7!

Comment

Originally posted by XIII-The-Death

While I have enjoyed the demo(s) as a way to further test (to still not get a single drop of Acid Grenade or Shadow Claw no matter how much farming I did) and flex the various abilities and items available to Interceptor, as it will definitively be the Javelin I play the game as...I'm a bit concerned about the lack of polish around a few key points.

Now, originally I was far more devastated - because with the current state of Spark Dash, Acid Spray, and the occasional time-slows-down-animation-then-never-hits-but-animation-locks Tempest Strike - I was kind of pissed. For those who don't know, Spark Dash is the only detonator for Assault slots on Interceptor, and in the demo build, it would not aim where your reticle is, it would fly wherever your Javelin was facing, has a horrible hitbox, and does really meh damage. The ability is listed to strike everyone in the path of your dash, but it would also just end at wherever it first made contact with, and the aoe is so small ...

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Hey this is great feedback! A lot of these points are things that we’ve also experienced internally have talked about. So let me jump right into what we have done and should be in for launch or very shortly after.

  1. Increased aura stack amount. (~3x the current amount). Reward wasn’t high enough for the risk.
  2. Added ticking damage to the aura (not a ton but just enough to spice it up as well as give you better feedback about when it’s ticking).
  3. Spark dash targeting for ground/air and air/ground. There were quite a few improvements we did since the demo to improve the overall usability of this one.
  4. Air-to-air melee attacks. This allows the Interceptor to more effectively and repeatedly hit enemies in air, especially in ultimate mode.
  5. The air to ground melee (spin) does have a continuous hit box so you hit multiple times on the way down. This hit box was slightly increased.

Things we may need to look at, but might be ...

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Comment

Originally posted by SwordOfCheese

u/BioCamden is there a despawn timer on the drops? Say we don't notice they've dropped and we continue out into the world, surely there's something in place for that?

I don’t think there is a despawn timer, though there may be.

Comment

Originally posted by xsnowshark

Hey, thanks for getting back to me. I've been trying to get the demo to work on PC, and have tried deleting the game and re-downloading it, as well as deleting the Origin cache. EA also tried to give me a different copy of the demo (as they put it) in hopes that the new code associated with that copy would let me make it past the title screen, but this still didn't work. Does this sound like an issue on my end, or would it be occurring on the Anthem server side?

Yeah that’s definitely interesting, my other best guess would be network settings for your home network? Are you able to connect to other origin or EA network games online? I’m pretty out of ideas at this point unfortunately, tech troubleshooting is definitely not me forte. May want to check out https://answers.ea.com/t5/Anthem/ct-p/anthem-en and make a post to see if other folks have had the same problem or if a community expert can shed any additional light.