Chardis

Chardis



20 Jan

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    Chardis on Forums - Thread - Direct

*Angry Chardis noises *

Chardis could use some tuning, previous changes made him easier than I’d like. I appreciate the feedback on the difficulty!


13 Jan

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    Chardis on Forums - Thread - Direct

We haven’t responded to it directly yet but we’re definitely listening to the feedback you’ve all given on killing blows and how they impact scoring.

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    Chardis on Forums - Thread - Direct

Outpost Rush is a really important game mode to us and we definitely want it to feel rewarding when you open that chest after a match. Things like Expertise bumps from Outpost Rush could probably happen a bit more frequently so we’ll investigate how we can better tune this for the future.


12 Jan

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    Chardis on Forums - Thread - Direct

We’re definitely aware of this and we agree that capturing and defending the control points should award players with score points for doing so. This is a change we want to make in the future but it’s a bit more involved, so we don’t have a timeline for this change to share with you at the moment.

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    Chardis on Forums - Thread - Direct

I have good news for everyone who doesn’t like “meatball spam!” A fix is coming Soon™. Right now there’s a bug causing the Brute’s Corrupted Ball (or meatball, as you’ve all come to affectionately know it) to get spammed a lot more frequently than we’d like. When this is fixed, the Brute’s should be much less likely to hurl these towards players who are already inside of the Outposts.

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    Chardis on Forums - Thread - Direct

I’d like players to play as naturally as possible without having to worry about getting the killing blow. With the scoring changes I suggested above, if you dealt the most damage to the enemy then you’ll get score representative of that contribution to the kill. Hopefully that would solve the existing pain point and encourage players to focus less on killing blows and more on killing the enemy team!

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    Chardis on Forums - Thread - Direct

Thanks for the feedback on how scoring works in Outpost Rush! Teams accrue points two ways; holding outposts and killing other players. But as an individual, you gain points by doing a wide variety of activities throughout the match. We aren’t quite satisfied with how individual scoring works right now so we are investigating changes that would modify those calculations to better reward players for damaging other players and enemies, much like how healing your teammates works today. These changes should allow you to hop right into the action without having to worry about hitting the contribution threshold as that will happen a lot more naturally.


07 Jan

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    Chardis on Forums - Thread - Direct

Hey everyone, thanks for your feedback so far we’re keeping a close eye on it. One thing I did want to touch upon is that the feedback on how score calculations currently work in Outpost Rush has been really helpful. Often times many players are involved in taking down an enemy and we want to make sure everyone who helps gets appropriate points added to their score to reflect their contribution. This is on our radar!

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    Chardis on Forums - Thread - Direct

Thanks for the report on this! It’s not intended and it’s on our radar.


27 Oct

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    Chardis on Forums - Thread - Direct

Hi everyone,

We wanted to clear up some misinformation on Invasions and how they relate to territory downgrades. How far you make it into an invasion does not determine how many stations will be downgraded if you fail the invasion. The number of downgrades your territory will incur if you fail are tied directly to the territory level of your settlement. The higher your territory level, the more downgrades you will incur if you fail. Successfully repelling an invasion will ensure that no upgrades are regressed.

Individually, you will be more likely to get better rewards the more you contribute to your team. So, contribute to your forts defense and make sure you’re giving the Corrupted all you’ve got! We’re keeping an eye on the tuning of Invasions and we appreciate the feedback we’ve received so far on this feature.

Chardis


21 Oct

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    Chardis on Forums - Thread - Direct

Quick note, I updated my last post. I misspoke about healing threat generation and have updated that to be more accurate. Apologies for the mixup! I’ve also included some info on dodging since I’ve seen that asked a handful of times.

• Healing generates threat equal to a percentage of the amount of health that is healed by the spell. If you cast Sacred Ground but no one stands in the AoE, no threat will be generated. But if you heal a damaged player for 100 health, you will generate 20 threat towards every AI already in combat in the area who is aware of you. Different healing spells generate threat at different percentages, but generally speaking healing done doesn’t generate threat at a one to one ratio equivalent to healing output. Healing done generates threat at a reduced ratio.
• Dodging has no impact on threat. It does not increase nor does it decrease your threat.

Comment
    Chardis on Forums - Thread - Direct

Hi everyone,

Lots of great follow up discussion! Here’s some extra info on target selection based on some of the questions you’ve asked;

• Healing generates threat equal to a percentage of the amount of health that is healed by the spell. If you cast Sacred Ground but no one stands in the AoE, no threat will be generated. But if you heal a damaged player for 100 health, you will generate 20 threat towards every AI already in combat in the area who is aware of you. Different healing spells generate threat at different percentages, but healing done doesn’t generate threat at a one to one ratio equivalent to healing output.
• Socketing a Carnelian Gem into a weapon both enables Taunts AND increases the base threat you generate with attacks. The threat increase percentage depends on the tier of Carnelian that is socketed into your weapon.
• When you have aggro on an AI, that AI’s nameplate will have a bright red highlight around it. If that AI has aggro on someon...

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14 Oct

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    Chardis on Forums - Thread - Direct

Hi everyone,

I’ve seen a handful of posts now asking questions about how our target selection works so I’m here to answer those questions! Most of our AI select their target primarily based on “threat” which is a score that is calculated based on various actions you do. These actions include healing a player (including yourself) with a spell, dealing damage to an AI, blocking incoming damage from an AI, and using a Taunt ability. AI will generally target the player who has the most threat at any given time, and that player will have the “aggro” of the AI. While you maintain the AI’s aggro, they will target you unless any of the following happens;

  • Another player generates more threat than you and overtakes the aggro of the AI
  • Another player uses a Taunt
  • The AI uses a special ability that will target someone who does not have aggro.

Now let’s quickly run through each of these scenarios:

  • In the first scenario, if Player A...
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08 Oct

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    Chardis on Forums - Thread - Direct

No there’s no correlation between the Ice Resistance affix and a weakness to fire damage. However some creatures are naturally weak to fire damage, though that is unrelated to the affix system!


06 Oct

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    Chardis on Forums - Thread - Direct

Brutal is a flat 25% increase to outgoing damage from a character. On the other hand, abyssal takes the damage you do and it converts a percentage of that to void damage. So if your bow has abyssal and you shoot an arrow at your target, when you see “2400 + 800”, that 800 number is the void damage that was converted and dealt.

Phalanx is an affix that casts a large protective shield around the character which will block incoming player projectiles. This shield pulses on and off every 5 seconds. I’ve gone ahead and updated the above table to include Phalanx. See you in Aeternum!


05 Oct

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    Chardis on Forums - Thread - Direct

Hey there!

Thanks for the question! Those buffs you see in the character’s nameplate are what we call enemy affixes. Shattering is an enemy affix that increases the stamina damage a character will deal. So, if an enemy happens to have the shattering affix, you can count on them to break your block with fewer hits than they normally would.

We know that the effects of affixes aren’t always communicated the most clearly in game and it’s something we hope to improve upon in the future. We don’t currently have an ETA on those improvements, but in the meantime, I’ve gone ahead and included a list of all the potential Affixes that characters can roll and what they do. Happy hunting!

Name Effect
Ignited 50% of outgoing damage is converted to Fire damage
Abyssal 50% of outgoing damage is converted to Void damage
Electrified 50% of outgo...
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