Thanks for the feedback. This has been changed internally, the ale and ammunition cache no longer drop inside of each other.
Thanks for the feedback. This has been changed internally, the ale and ammunition cache no longer drop inside of each other.
Patch 11
Bounty Hunter
Weapon Swap Buff
Read moreInspired Shot started out as a perk innate to the Bounty Hunter and was one of his core defining abilities that encouraged a hybrid melee/ranged playstyle, swapping between your weapons to generate the most value of your build. While Inspired Shot was severely underrepresented in pickrate, as a talent it still had a place as an iconic and fun playstyle for the people that really enjoyed it. Merging this functionality into the weapon swap buff talent should allow for some flexible gameplay, whether you want to utilize the old alternating gameplay of Inspired Shot, or the more sustained version where you go for a few hits with either ranged or melee to gain stacks of the Weapon Swap buff. Hopefully this will also make Inspiring Shot ...
Patch 10
Huntsman
Mostly reverted back to pre-bbb version. Longshanks damage reduction functionality is split out from original talent and replaces Master Huntsman. Stacks are no longer removed by friendly fire. Free Shot replaces Maim. All other talents and passive restored.
KNOWN ISSUE - Blend In does not function appropriately, fixed internally, will be deployed tomorrow.
Read moreLet’s chat Huntsman for abit. Originally one of the most difficult careers to design for, Huntsman has always been somewhat of a black sheep when it comes to fulfilling a niche while keeping a clear identity. Starting out giving some insight, there’s a slight discrepancy between Markus Krubers identity as a character (design wise) and the Huntsman career in that originally Markus was never a career that was supposed to be the premiere “Skullcracker” kind of character where the player is encouraged to chase after every headshot they can go ...
That point has been raised internally aswell. Will look into it.
Intended, missed in patch notes. Thanks for raising the issue.
Patch 9
Bugfixes
Huntsman
Sure Shot - Fixed an issue where Empire Longbow shots did not count as headshots when determining damage following a consumed Sure Shot stack.
Sure Shot - Updated tooltip to explain that the effect to grant stacks only triggers on ranged headshots.
Free Shot - Fixed a crash that would occur when using the talent.
General
Patch 8
Huntsman
Sure Shot, changed - Headshots grants a stack of Sure Shot. Ranged hits counts as headshots. Max 4 stacks. Headshots don’t consume stacks of Sure Shot.
Free Shots - No longer grants a stack on Blunderbuss bash attacks.
Distance Reduction, changed: Every 8th Melee kill grants a stack of Sure Shot.
Longshanks - Damage reduction stack granted on both Special and Elite kills.
Reset - No longer grants 30% cooldown reduction.
Waste Not, Want Not - Removed (The functionality to remove it went live in the first rework patch but the tooltip was not updated properly).
Read moreThe intent of the Huntsman rework was not to remove the reward for skilled play, but rather open up for a subset of players that might have felt daunted by the high reliance on headshotting to trigger effects in his kit. While the idea of Sure Shot as a resource is int...
Patch 7
Shade
Cloak of Mist - Now grants 100% melee critical strike chance.
Bloodfletcher - Updated description to match new functionality.
Mercenary
Bugfix
Patch 6
Issue has been identified. Going to rebuild and patch it tomorrow morning EST. Apologies for the inconvenience.
Patch 5
Huntsman Rework
Huntsman is the first and last reworked career to be added to the Summer 2020 Big Balance Beta. Instead of attempting to rework all careers at the same time we want to try and keep down the scope slightly to have more focused feedback and itteration on a subset of the careers that face the biggest discrepancy in pick and winrates, aswell as being common discussionpoints amongst the community. We are currently planning a second round of Balance Beta before the end of the year where the rest of the careers will be the primary focus.
Sure Shot (Passive) - Reworked. Every 50 meters traveled generates a stack of Sure Shot making the next ranged hit count as a headshot. Max stacks 10. Headshots does not consume stacks Sure Shot.
Maim - Replaced with Free Shots - Every third ranged hit makes the next shot consume no ammo.
Fast Track - Reduces movement requirement for Sure S...
Patch 4
Melee Weapons
Sienna Dagger
Mace/Hammer and Shield
Tuskgor Spear
Billhook
Axe and Falchion
Saltzpyre and Shade Volley Crossbows
Swiftbow
Patch 3
Mainly a bugfix patch with some tweaks for Unchained.
Unchained
Fuel for the Fire - Re added. Increased duration of power bonus from 10 seconds to 15 seconds.
Fiery Aura - Merged effect of improved stagger to this talent.
After reading alot of feedback regarding some people missing Fuel from the Fire, it was re-added and buffed slightly to make it a more interesting pick across the board. The improved stagger talent was still an appreciated addition so it is now included in the Fiery Aura talent. Regarding the issue of fiery aura being too bright/intrusive, a new set of vfx is being worked on for the aura talent but it’s not ready for beta release yet.
Bugs
Fixed an issue where Rangers Parting Gift wasn’t consumed while playing as client.
Fixed an issue where the Block Attackspeed talent for Handmaiden didn’t function properly while playing...
Patch 2
General changes
What this means is that everytime you attack and don’t trigger a critical strike, the chance of you triggering a critical strike increases slightly. This should help flatten the bell curve slightly when it comes to large periods of either no critical strikes happening, or all critical strikes triggering in a row.
Previously some careers have had the potential to stack damage reduction effects in such a way that they become impervious to damage. This was changed to address the stacking of damage reduction, while also opening up more options to add more sources of damage reduction into the game.
Footknight
Read moreDesigner general comment - I think that the missguided nature of the cu...
Patch 1
Weapons
Shotgun weapons have a strong presence with powerful damage but they have always had an issue with sustain. Adding a couple of extra shots should help somewhat with this.
This change was abit heavy handed. The intent was never to invalidate the weapon, but rather further emphasize the requirement for precise attacks to maximize it’s efficency. The bonus critical strike chance has been added back into the later attacks of the weapons combos to reward players that plan their attacks and dodge around enemies.
Bugfixes
Patch notes for the Big Balance Beta will be contained in this thread.
Original Beta Patch patchnotes:
Melee weapon changes
Ranged weapon changes
Talent changes
Thank you @Argonaut14 , very interested in hearing more thoughts on the beta as a whole!
Regarding the concerns of power creep, it is something we’re always being mindful about when it comes to more involved and sweeping changes to the game, such as this balance beta. The goal is never to trivialize content, but rather to explore making different options feel just as viable when it comes to playing the game compared to what everyone is used to. Given your example with the new Unchained talent, that should not be the end all be all for how you want to play Unchained. If you love the “life on the knife edge” playstyle that is core to Unchaineds identity you shouldn’t have to feel forced into picking a talent that negates this. If this talent does so in it’s current state, chances ...
Read moreHey there.
I’m the game designer in question when it comes to vetoing and implementing these changes into the game. None of the tweaks implemented with the balancing goes beyond the possibility of any of the decisions that I would have made myself. If they did, they would not have been included in the game and it’s the reason that the mod could be utilized as the starting position of having this balance beta.
I’d love to hear your feedback on what it is you disagree with regarding these changes. The sole reason behind having this as a beta is to gather feedback and test changes before we put them into the live game. If you feel uncomfortable with sharing this publicly, feel free to PM me directly.
Best regards,
Kasper
Hi!
Piercing values of ranged weapons is part of the values we tweak when working with the inter-weapon balance of the weapons. At different points of time there have been different takes on which kind of weapon/attack pierces what enemies, dependent on which state the enemy is in and by how much (Monsters being generally the thing that stops pretty much every kind of projectile/swing).
I do see the confusion that could arise in regards to the behaviour of ranged weapons and how they interact with corpses. Feedback is noted.
Thanks for the heads up on this.
Best regards,
Kasper - Game Designer
Hi scottz0rz,
The topic of Just Reward being a problematic talent was raised originally due to your posts from the beta forums, so thanks alot for that. Different options for how to solve the issue (old Encore, restore cd on kill but still allow regular cooldown, amongst others) were brought up but the suggestion to tie it to critical hits was both thematically elegant for Bounty Hunter, and feasible to implement and test on a rather short notice.
Regarding functionality; the current version allows Blessed Shot boosted ability shots to reduce the cooldown of the ability by 15%.
Regards,
Kasper