Torc
Systems Developer
Hello! Welcome to the Update 73.4 Lamannia, which includes some balance changes to the "ranged meta" and more. We want to use this thread to get direct feedback on these changes as you see them on Lamannia this week. Let's get into it:
Ranged Meta Balance:
The War on pathing lock ups continue:
Various monster and henchmen AI adjustments have been made to expensive behaviors:
-Torc
Ranged Meta Balance:
- Attack Speed Modifiers will no longer function for Inquisitive crossbow styles when No Holds Barred and Endless Fusillade are active.
- We estimate a typical Legendary character displaying a 50% attack speed modifier in the stats+ page after this pass going from a bolt firing every 0.25 seconds to a bolt firing every 0.3 seconds, which will match how these skills operate for other crossbow styles like Repeating Crossbows. The end result is about a 20% adjustment in attack speed. Heroic characters with less attack speed modifiers will feel the impact of this change less. A fire rate of 0.3 seconds for a projectile is probably going to be a bit of a "floor" for us, since the engine starts to reach limits when attack speed gets much faster.
- Your fire rate outside of when No Holds Barred or Endless Fusillade are active should be unaffected.
- These changes also touch animation scripts so if you have characters of different races using this style, please do check as many as you can and let us know what you see.
- Precise Shot now grants all bows (long and short) a 50% stat mod adjustment, much like two handed weapons.
- Bows will hit harder per projectile and be a little like the 2 handers of the ranged meta.
- This is a passive function and does not care what toggles you have on.
- Cosmetic toggle feats now have their own tab in the feat panel called "Cosmetics", and you should find all of your existing cosmetic feats there now.
- The Hardcore season cosmetic feats such as Death Follows You and Death Watches You can now be reclaimed at the vendor Mortality. If you reclaim these feats they will go from "temporary" to permanent in the user interface, and will now persist through reincarnation.
The War on pathing lock ups continue:
Various monster and henchmen AI adjustments have been made to expensive behaviors:
- Monsters when Feared will now only go up to 15 meters away from the player, and will in general behave in a much more "panicking in place" fashion.
- Note: If folks can think of places in content where chasing the monsters is really important, maybe double check them.
- Monsters who would flee when perched also panic in place more instead of trying to find a location far away.
- This fix really applies to what happens when a fear spell or character ability is used and content typically make monsters run away in dungeons with other methods which are more predictable, but ya never knows.
- We've fixed or improved several things with the hirelings Teal, Darling, and Rana.
- This aims to correct "expensive" behaviors during situations when they could not reach their owner.
- This applies to situations like swimming, ledge jumping, teleporting, or hitting a bad path map. Since this fix focuses on what they are doing when they can't really move, it shouldn't change their behavior in normal game play, but give them a spin.
- Attack Speed Mods are not really working for Repeaters in some cases on their basic fire rate (none fuss/NHB)- We are still working on it. Repeaters are one of those heart break hills behind the curtain with a long history. It's gonna take some time.
- Hirelings aggro'ing targets through walls: This is a separate issue from pathing and is rather a perception problem against ignoring particular kinds of game geometry. We haven't gotten there yet.
-Torc
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