Proteus505

Proteus505



14 Jul

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Thanks for the report. We'll investigate to see if we can reproduce this internally.


12 Jul

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Thanks for the feedback!


17 Jun

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Thanks so much for sharing! It's really nice to hear stories like this and to share in the journey! I hope you have many more years of journey ahead with us.


09 Jun

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Originally posted by Adrakhan

Can we expect a weekly test run to test the tweaks/progress made?

There is a big dev cost to setting up these public tests. It’s like a mini release for us. So we generally have to do them infrequently so that we can spend more time on our final patches. I’d love to improve our tools and workflow to make this easier because we get a ton of value from them.

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Originally posted by Manujiiva

So the omnicell update is going to be released in live game anyways regardless of the community feedback saying its needs some tweak BEFORE release and not after release if i understand correctly? Correct me if i am wrong because this update just...doesn't sounds good to me.

We are making a ton of tweaks based on the feedback from the ETR. What players saw this past weekend is definitely not the final product.


08 Jun

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We did read it! Thanks for sharing. This is great feedback.

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Originally posted by DanielShade

I agree. They aren't trying to ruin your op builds but provide a gameplay choice for every style and I appreciate it. Personally hope they fix up Wind Fury so I can play fast.

We will be doing more work on Omnicells, and Windfury in particular will have some changes as it’s slated to come out slightly later than the other 3. But don’t worry not too much long after and we have more Omnicells planned for later in the season.

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Originally posted by Natte_Toni

Could definitely work on the new iceborne omnicell. I know what you mean, I’ve found some uses for it too. Like hammer combos that finish easier because you don’t get interrupted and as long as you can survive 2 hits you’ll essentially do more damage then when you get interrupted quite often because of animation locks. ‘Get good’ response incoming ... 😴

I was testing some Sturdy and the new Rage rework on the Iceborne Omnicell today 😀

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We are going to revert the stagger change for now. We got some great feedback on it this weekend but it does need more animation and design work before we think about introducing it.

We are also looking into the possibility of adding a raw attack speed increase to all weapons to compensate for all the AS reductions we’ve made to cells and other sources. We want to make sure all our weapons feel good as a base and the feedback has been pretty clear.

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The dev team spent a bunch of time reviewing all the feedback today and we are going to make a bunch of changes. We are open to adding a raw attack speed increase to all weapons and toning down the amount you can get from cells and other sources.

In terms of the stagger break part change, we are gonna take more time on this and not release it at this time. It’s not off the table for a future date but we need some animation and design work before it’s ready.

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Originally posted by Alexstr525

The Scythe could function as a type of "mount focused" weapon, where the player would utilize it to mount a behemoth more efficiently or use it to hook into the behemoth and evade an attack. For the ability, you'd unleash a powerful slash (that if spaced correctly) would do A LOT of damage based on how much health you're missing when activating it. Keeping the whole "death" vibe scythes are generally associated with and rewarding players with a risk v. reward ability.

If the scythe should be more "mobility focused" then I could see it as an evasion focused weapon with high damage that rewards players based on life missing. This should make it a unique enough of a play style for skilled players but rather difficult to pick up for newer ones. I quite enjoy the idea of a strong mobile weapon that incentivizes a diverse playstyle while managing your health for optimal damage output.

Could also give a bonus to gathered materials from behemoths whose parts you break. Espe...

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Thanks so much!

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Originally posted by GENM_ACT

That's great news.

You commented that the developers are planning to add new lanterns, is that after?

New lanterns is something we’ve wanted to do for a while. For now the focus will likely be fleshing out Omnicells and cells so we have a really healthy meta, and then we can focus on other items.

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Originally posted by GENM_ACT

Many slayers are interested in minipets in the backlog; is it difficult to create minipets using eidolon and drone know-how?

Not hard necessarily, although it is more work. But if we introduce a pet system, we would want some interesting gameplay there so there are more pieces needed.


06 Jun

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Originally posted by Meedandfeed34

Note damage isnt the only option the game needs since people have a time downing. New mechanics,behemoths,and areas that correspond with those would open up. You got poison from terra escalation why not have when a behemoth posions you it will give a effect that can help.

Yeah definitely. We have lots of ideas that aren’t just raw damage classes.


05 Jun

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Originally posted by Fantasorry

I think it would be a good idea to include the old tap abilities into the hold abilities like with Koshai and Skarn lanterns. For example, Embermane lantern (deal exploding fire ball that deal 3k dmg, and gain 10% attack speed ((or 10% crit rate)) for 15s).

Also, instead of Assassin's Frenzy proccing on part breaks - what about damage thresholds? Like similar to Rage, “Once every 50 / 40 / 30 / 25 / 20 / 15, dealing 5k dmg procs, 15% atspd for 15s".

Yeah we realize some of the lanterns aren't feeling great right now, so we'll adjust as necessary, and hopefully we have time to tune all the lanterns so they're in a great spot for 1.7.0. We want to release more lanterns over time too, so this tightening of the design of each will help with that, but not opposed to adding something to lanterns that aren't great.

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Originally posted by GreatMadWombat

Would there be a way to just tack some default bonus attack speed onto stuff? The DPS might be the same, but the lack of wild frenzy is gonna feel baaaaad for slow weapons.

It's certainly a frequent suggestion, so we'll be chatting about that in the next week after this ETR concludes.

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Originally posted by srcoo

So just so i get this right, you buffed pangar lantern from 960 dmg -> 3000 dmg. With a cool down of 30 secs that means you assume we only use our lantern once every 10 seconds since "Our goal is to land in the same DPS range as the live game right now."

Does this look like once every 10 seconds to you? https://youtu.be/1QHYMAdj8ek

I dont see how this is anything besides a huge nerf.

I was referring to the entire build as a whole. We aren't trying to keep lantern DPS consistent before/after this release. We want to keep overall DPS about the same.

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Originally posted by JapanPhoenix

Honestly the Past/Future paths would be a good base for making two more Omni-Cells so we have 6 choices instead of just 4.

The Future path is basically halfway to being a Cascade+ Omni-Cell already (since Molten/Cascade skittles look similar).

Don't worry we have more Omnicells planned for later in the season after the first 4, and it's something we want to keep releasing over time so there are tons of playstyle options.