Ratherdone

Ratherdone



15 Dec

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should work for any combo of chains, “just keep clicking”.

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Heavy stagger is only one stagger, there’s no curve over light/medium. So for stuff that scales on number of staggers we just count the number of times an enemy has been staggered, not the size of the stagger.

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Hello! Combat guy here - let me try to shed some light on the design here:

Power % - Power scales the base of any attack, it is then used to determine amount of Damage (straight up hitpoints), amount of Impact (to stagger enemies) and Cleave.

Rending: Your attack will disregard Flak or Carapace armor mod and use base damage instead for the rending portion. So at 50% rending, half the damage will calculate based on original armor type.

Brittleness: Rending but for all future attacks vs that enemy - basically provide rending for friends.

Chain: Attacks have timed chain-windows so basically if you continously keep attacking, chaining from one attack to another, you count as chaining. Chains start on the second attack in a row so any gains should be applied after that.

Impact: The stagger-potential of the attack. Each attack has an Impact number, it is checked vs the stagger thresholds of the target and then picks a type of stagger (light-medium-heavy)...

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23 Nov

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We are flogging the codegryns as hard as we can. Design-work is being done in parrallel since you guys really don’t want me to fiddle with the engine code.


22 Nov

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Regarding stats, weapon presentation and bars. Yes. We know. We want to clarify that. There are things in the works. Otherwise I have been looking at writing some dev blogs, it’s mainly a time thing on that front.

But to answer shortly: Stats are unique per weapon, it’s basically the result of “if you combat guys would pick 5 thing that are relevant to scale on a weapon, what would that be?”. We then bunch up any tweak-values required to make it balanced and interesting into different stats. Thus, for very armor-piercy single-target melee weapons we’ll create a different stat profile focusing on raw base damage, armor penetration, stagger-capacity, first target in sweep bonuses etc. While a cleaving horde-clearing weapon includes scales on different values and have stats focused on unarmored damage, cleaving more enemies, improved damage vs subsequent targets hit etc.

The intent is to create weapons that scale in interesting ways but don’t overstep their role and blend...

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So melee attacks currently have a minimum 10% damage bleed-through at max toughness and otherwise scales with your toughness %.

So at 50% toughness you take half damage
Between 90-100% toughness you take 10% damage
at no toughness you take 100% damage.

The intent here is to make toughness valuable on a granular scale - but it’s a mechanic we’re watching and collecting info on during the Beta, we’ll see where we’ll end up.

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on the ranged enemy tweaks:

It’s difficult to give exact numbers on integrated mechanics of the AI and behaviours since they are all complex and code-relative and usually just leads down a rabbit hole of data-blurting weighted behaviour conditions. But we’ll be looking over how we communicate these things.

In my experience, when it comes to the less straightfoward tweaks like this, the best loop we can get it explaining what the overarching intent of the change is and then observe both feedback and check data on how it changes the pacing and experience. The current changes are quite mild but is a step on the way of tuning the experience.

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interesting - the damage of the bull rush is quite straightforward, it hits things and does its damage to it. Will keep this in mind if we make a pass at making the damage calculations a bit more dynamic and complex, which I have a tendancy to do anyway…

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That would be me. Hi!

Melee damage bleeds through based on you current % of toughness - so if you’re at 100% you shouldn’t be taking any damage (edit: There is a min 10% damage even at max toughness, sorry - it’s late over here) . Combined with the toughness gained on melee kills and toughness gained on ability use we hope to reach a balanced yet challenging experience.

Thank you for your feedback.

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Hello!

Yes, we nerfed down on the free grenade feats a bit in order to keep grenade within the “scarce resource” area of balance. The intent was to still provide some extra grenades during a mission but keep the grenade pickups relevant.

The talent should get some updated texts shortly that should state clearly that there is a 5% chance for you and all allies in coherency to gain a grenade whenever you or any ally in coherency kill an elite.

Thank you for the feedback! We will keep track of how the trait fairs and balance accordingly, either increasing the chance for grenade gain or simply spawning more elites to increase your odds.

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The intent was to remove chain-dodge kiting, which with the more nimble weapons enabled you to move at faster than sprint speeds while maintaining dodge state. We introduced a slower speed towards the end of the dodges in general so there is a bit of a pause between moving really fast while chaining dodges.

Knifes and nimble wepons still keep their high effective dodge counts, but the ability to circle dodge and feel properly agile is something that we want the weapons to keep, just at a more balanced level. Will keep an eye on it, thank you for your feedback.

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hm… interesting - which weapon? Will keep an eye out for broken stuff

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Bleed has a max stack of 16 and ticks for 20 damage per tick at max stacks vs unarmored enemies, there is a nicely curved ramp of damage per tick based on number of stacks and bleeding has, as all other attacks, different damage multipliers depending on target armor type.

Bleeding stacks work like other DoTs now - Stacks will tick damage while reducing the number of stacks over time until all stacks run out and the DoT ends. A single stack of bleed ticks damage every 0.5s and has a duration of 1.5, so should tick on average 3 times.

Will take a look at the bleed stacks applied by Ogryns Bull Gore - it was not tweaked this time around, might be a bit low but then again you can hit like 100 guys with it so the total stacks up.

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no, but the autopistol uses separate damage profiles on the braced as to allow us to change things - can double-check so no little bugs have snuck into the updated values.

It’s only meant to have slightly more suppression on braced, cause it’s scarier to get shot at with a tilted gun…?

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Misstake/misscommunication - we only touched the force sword but fixed a couple of the texts for talents across the board, but no other changes to the Psyker this time apart from range and cost of push.

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Reporting in SAH! Answering nerdy things SAH!


14 Oct

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It is actually a bug - no attack chain-window on the push action (which is 1.0s long) so block cancel out for saftey is the best approach sadly. It is fixed but bug is in the Beta. Sorry, my bad.

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It has been discussed and is definitely on the table of possible balancing tricks. Last man standing clutch is a fine balance between good challenge and “prolonged kiting: the spectator show”, but some insurance against sneaky roamers might just be a good fit. Not in Beta though.

thank you for the feedback

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Yup -found the issue, the attack chain-window out of push was indeed broken. It’s fixed, but it is a bug in the Beta - thank you for reporting. Cancel into block for safety for the time being.