thomasblair

thomasblair



18 Apr

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Kronos Laughs at you!
But in all seriousness, the Sentinel's Debuff are intended to apply to everyone on the Stronghold.
These are intended to be Meta Changers for the Defending team to adapt Sieges to play to their particular teams strengths. (usually based on class/discipline/player skill selections)


11 Apr

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Keep calling out bugs, especially the new UI ones, there was a very low level UI optimization incorporated into this update which while super awesome overall caused quite of few breakages to specific UI's.

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What is going on with druid root?


03 Apr

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I suspect the answer is something we have ordered up for another system,
The goals are;
To not destroy all the progression we have built for crafters,
make the crafters relevant early on,
in the process of making them relevant early, don't make the process so trivial the combantants bypass the need for crafters.
So basically have them do the thing they want to be doing in lieu of waiting.
Which sounds like crafting stuff and being rewarded with both character and passive skill XP.

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I like it Mira!
We have internally always though as necro as advanced, but if you literally gate the "advanced" professions on X percent through previous professions, there is zero possibility of having a day 1 apples to oranges comparison between loot drops and crafts.
T1 T2
Runemaking Woodworking
Crafting_basics Jewelcrafting Blacksmithing
Alchemy Necromancy
Stonemasonry Leatherworking

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Day 1??!! I would propose that there won't be such a thing as a "crafter" then. The danger of such a low barrier of entry is everyone just makes their own.

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That is quite a Bow @Yoink !
Lots of questions in here, I'll throw some things out there.
Primarily the largest issue is the competition between Blacksmiths/Weaponsmiths/Leatherworkers/Woodworkers and War Tribe Gear. (Other professions just have to wait some time, and as long as they have been training and establishing supply lines, they will always be top.)The fundamental question for the weapons and armor makers is "How long should it take to be competitive with the loot drops from a stats perspective?" (Because form a durability perspective, the crafted stuff is top.)

Right now fully mastering all the points you can get in the skill trees for 1 crafting profession will take approx 60 days, and the account never has to train a skill of that type again. (Does that sound like a long time? It needs to be long enough that it feels like it has meaning, and doesn't become too commonplace amoungst the combatants, otherwise they will just train and craft fo...

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13 Mar

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At least 1! 😉


27 Feb

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The Ancients were placeholders til we built the Thrall NPC's. Thralls are specifically for Majors, minors/exploration still come from where they currently do in 5.100.
Thralls do "inhabit" the upper end stations in .110.

White Disciplines will continue to be available from vendors in .110 as they are intended for people to try out builds and experiment.

Yes you can no longer upgrade White quality vendor disciplines via the combine mechanic.
Thralls all drop Blue quality and you combine multiples of 3 disciplines / 3 essences for upgrade stages.

Pretty sure I saw The Blacksmith thrall running around! Harvesting soul gems will continue to come from harvesting.

The +15% is a bug that exists in .100 that has already been fixed for .110.
You threw this out there as kind of a snide remark and I want to drill down into it for a s...

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06 Feb

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No the 9th power tray slot slot is a Human passive. Hero's Blood - increases the the amount of Power Bar Slots available to you by 1.
As a mixed race Half Elves get 1 Human passive (Past Lives) and 1 Wood Elf passive (Trailblazer).
As for cloaks they have been removed from Humans/Half-Elfs for the time being as cloaks aren't a launch priority.


23 Jan

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The long list of permanent buffs we currently have on the combat hud was part of my hitlist for 5.110. We mainly were showing passives as permanent buffs for ease of testing. (very easy to see when something was applied because it would put the buff text up). Now that we have other ways to see what is applied to the player and we are communicating this to the player via the spellbook, there is no reason to keep them up on the combat hud. (I do admit it's kinda weird logging in to a character and not seeing any buffs on the combat hud after having them there for many years.)
If you look at t

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Hope you have a mount, those Wood Elf legs are no match for beast legs!


We really haven't really thought we needed to lock down powers swaps yet, because you are right there are some implications.

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There is no slotting of passives, whenever a passive is granted to you it is just activated and shown on the list on the left. (Assuming of course that passive is eligible for the current selected tray, ie it wont show any stealth restricted passives if you are in the melee tray.)

Trailblazer/master passive is active in both melee/ranged trays and is active as long as you are out of combat. Once you enter combat, you lose the buff. Dropping out of combat starts the pathfinding buff for 9 seconds and once that ends Trailblazer/master buff returns.
No restrictions on swapping, but


15 Jan

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The consumable slots (Alt 1 - Alt 3) do not accept powers at all, only Potions, Bandages, Food, Campfires. (Our slots are not combo slots that accept both powers/consumables, you get one or the other!)


Good question, the situation you provide isn't an apples to apples comparison though.
In order for the Assassin to be in a state of "DoT ticking + still in stealth";
a) they would first have to break stealth to apply the DoT and then wait the combat timer out (at which point the DoT may have already worn off) ,
b) or use a Vanish to get back into stealth while they have DoT

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Yes, all the classes who benefit from have a mitigation in combat and a dodge in survival will have to pick.

I do believe the saying is "better the devil you know". Meaning we have all experienced this before in every game that uses this model, however the benefits of the model outweigh the potential of this known potential problem. We definitely want to hear if it happens to you when this goes to Test, and if it does, you will either need to use a Runegate or Recall.

This is a bug we have in our current build that I hope is fixed by the time we get to Test. Ideally DoT

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From a mechanics level our server has always had the concept of "in combat" and "out of combat", it was just being controlled by the player manually (like a stick shift) via the survival tray and any of the "combat" trays (melee/ranged/death/life). This is why we have always had ooc regen and ic regen.
1) Being on any NPC's hate list will keep you in combat. When it dies or leashes you are removed thus dropping ooc. If you are on a players hate list and damage them within 10 seconds you are in combat. Using any combat power (tray / left clicks) will briefly put you into combat for the anima


08 Aug

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It looks like the thought process was around giving different damage based on what arrows the player might want to use.
Updated them in the next build.
Warden - Capstone talent now provides Piercing/Slashing bonuses. (covers bow+melee)
Brigand - Capstone talent now provides Crushing/Slashing bonuses. (covers melee)


06 Aug

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That first pip not doing its thing was a bug, while looking for the answer to this question, saw the problem and fixed it.


30 Jul

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Sadly I hadn't seen what formula was going to be used until it went up.
In the future Design will provide a series of vetted formulas that may be used for a variety of campaign types.

*Crawls back into the Dregs work*


25 Jul

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Good catch, I'll disable the Commune With Nature proc in the Death Tray.