Has this issue been resolved? I have a friend with the same issue and they cannot play.
Please have them contact customer support and we can look into their account. We’ve resolved a few issues but we may have missed some.
Has this issue been resolved? I have a friend with the same issue and they cannot play.
Please have them contact customer support and we can look into their account. We’ve resolved a few issues but we may have missed some.
Thanks for your kind words! We really appreciate it.
Thanks so much for this great analysis! This sparked a conversation on the team. We've had a bunch of discussions around this since the 1.5.0 patch but haven't been able to prioritize work around it yet. We do agree that the Hunting Grounds starts to become a real grind in the later levels.
There is a limitation, but due to technical difficulties, it can only apply to a party leader. So if someone allows their friend to use gear below lv14 in a party, that will go through.
We intentionally allow party leaders to bring their friends of any level into hunts. We’ve always allowed this kind of behavior to make playing with friends easier but yes it can lead to sometimes seeing lowbies even after level gating.
Which isn’t so bad tbh, because if a party of people like to carry their friend, it is still possible this way. Way more acceptable in a friendly circle.
What I don’t really know (I don’t play public or in parties, so...) is if someone is able to queue up, when they are in the airship, are they able to switch into a loadout/weapon that doesn’t meet the required minimal level?
You aren’t able to swap to a load out below minimum level in the airship. We did let a bug slip through that allows you to swap while waiting in queue for a hunt but we are working on a fix.
We are working on a feature that I hope will address these concerns. We will be introducing another way to go get Aetherhearts without reforging, likely by just spending more Aethersparks but we are still discussing tuning.
If making wounds is supposed to be an intentional action why have a pangar UE that wounds every part of the behemoth when youve only hit one? Your logic isnt very sound
We’re taking a look at this again. It’s been a lower priority item so far. Thanks for the reminder.
You’re in luck. The Pike and Wound updates are coming out in a few weeks.
There is no way to get the exotic stuff right now. They will probably put them in the future as rumors.
We have been discussing exactly this. Still considering it.
Stagger has a lot of systems in place to ensure repeat staggers don't get too overwhelming even in a group (so many that explaining staggers to players in detail is difficult), but I'd just like to leave my thoughts on the topic as - even if multiple players are running staggering, I'm never "losing" staggers myself because of them, while it's very possible that even with just two players with wounding, a behemoth's available wounds can run dry very quickly at the expense of both players in this manner - and as pike in particular primarily wants to be using Stabs as much as possible purely for DPS, it's very likely that wounds will occur whether or not you aimed for them. Have a good night, Proteus!
Yeah you raise good points. The one thing we changed since the last experimental is that the light attack combo does a lot less raw damage now and we’ve moved that damage into the heavy combo. So hopefully doing wounds will be a more intentional action by the player and there won’t be much wasting of wounded parts.
That sounds like a bug. We do have a timeout on servers just to prevent them from staying active forever so we can clean things up but it should be a few hours. So it would be more likely on a public hunt if you joined an old server but I f you were running a private server that shouldn’t happen. I’ll check with the team.
I have very mixed feelings about this - both the potential for someone to essentially "clean out" a behemoth of available wounds very quickly and leave the thing barren for any further wounding, and for the finite nature of wounds in a world where the wound>break>reward minigame is being done away with.
I'm sure you're going to be keeping a close eye on it as you work forward, but it is a bit disappointing to see the interesting aspect of the wounding minigame go away while retaining its weaknesses/problems. Best of luck as you continue to tune.
Yeah like you said we’ll keep an eye on it. Part of it is that we don’t want to have an incentive for players to just stay on one part over and over, but we realize it hurts team play a bit if many players are running wounding. But the stagger diminishing returns works like that and we generally want to encourage bringing multiple weapon types in group play.
Interesting choice - does the wound still only last 15 seconds?
Other players have 15 seconds to do 1500 damage to get the buff too. The player applying the wound gets the buff immediately. We just modified the duration of the buff today to 20 seconds.
Again, it's no longer tied to part breaking. A wound lasts about 15 seconds, after which the part can be wounded again.
We’ve changed this so a part can only be wounded once.
There was a talk from them that they are considering to make you buy aetherhearts without reforging. It's not confirmed but it is a possibility.
If they did that i would expect it will use aethersparks and it wouldn't make sense to have it lower or same as the reforge as it will kill the incentive of reforging. If it will ever be then it will be like 150-200 aethersparks
Yes we are considering having a direct conversion of Aethersparks to Aetherhearts without reforging at an increased cost.
Soon! We have a rework to the core opener launching soon. It should be in the next patch or two.
No level requirements ? 😥
That should be in 1.5.6, so next patch.
No extra damage from the meter now?
Warpike gets even weaker for solo.
:cries in pike main:
We buffed Pike damage by a flat 15% to compensate and are making other tuning changes to make it more viable.
The Wound completely changed, though. Whoever causes a Wound, or deals sufficient damage to the Wound, receives a stat bonus from the aether that seeps out of the Wound.
Currently, that means dealing 1k damage to a Wound will give you a 15-second (or 10-second? I don't remember) buff that increases your movement speed, attack speed, damage dealt and stamina regeneration by 15%. From what was said on Discord, that might be reduced.
But this turns Wounds into something completely different. Also, there is no reason not to tweak Pike some. Sure, it is in an alright spot, but that spot completely relies on AcidSav and the current Wound mechanics. It won't port 1:1 into the new Wound mechanics. And I am all for seeing elements of the design refreshed.
Yes that’s correct. While working on wound, we took the opportunity to take a look at the Pike and make a bunch of changes to make playing it more enjoyable and more viable.
No extra damage from the meter now?
Warpike gets even weaker for solo.
:cries in pike main:
We gave the pike a flat 15% damage buff to compensate and we are doing a bunch of other tuning to get Pike in a very competitive spot for launch.