Update 69 Preview 3: New Feats

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rabidfox

The People's Champion
Ack...

Some YOTD work caused the feats to drop out of data at the last moment. We will try to get a new build to you ASAP. Possibly tomorrow if there are no more complications.

-Torc
Is the plan still to try and get a new build out so we can try the new feats?
 

Spook

Ghostly Troll
Adrenaline + BM dealing 16% more damage is pretty great at the cost of 0.1 basic attacks, when my basic attacks are dealing 14% more (presuming 15-20/x4 +3/19-20, miss on a 1; 2.45/2.15) but 9% slower which is fairly neutral for those.
Sorry I missed this - thought we were talking about dps builds not falchions - carry on.
 

Sammy

Active member
  • Arcane Actions
    • Whenever you use an Action Boost, you gain a +100 Competence Bonus to Universal Spell Power and +2 to Spell Penetration for 3 seconds.
Unless this works with reaper mementos, I think this is unbalanced towards humans a bit too heavily.

Humans get action boosts in their enhancement cores, including a +20 spell power action boost. This feat will allow them to get a +120 spell power boost not available to other races.

Maybe you're fine with that, but I would find this feat a lot more appealing if it were not tied to action boosts. Perhaps it could have charges of its own or a long cooldown?

It may also be worth considering extending the duration by a few seconds or changing it to consume on next spell cast. As is, it will likely be awkward to use. I'm fine with making macros, but I don't know if that is true of everyone.
 

Shear-buckler

Well-known member
"Since when are COMPLETELY UNNECCESARY trade-offs THAT ACCOMPLISH THE SAME THING AS A SYSTEM WITHOUT THE TRADE OFFS fundamentally bad game design.
There, I fixed it for you. And the answer is always has been and always will be.
A feat that makes a character stronger in some situations and weaker in other situations is not "fundamentally bad game design". To even suggest that is ridiculous.

Power attack reduces hit chance and increases damage, that is also "fundamentally bad game design" by your so called logic.
 

in4theride75

Well-known member
A feat that makes a character stronger in some situations and weaker in other situations is not "fundamentally bad game design". To even suggest that is ridiculous.

Power attack reduces hit chance and increases damage, that is also "fundamentally bad game design" by your so called logic.
Incorrect, I stated it should never be possible to nerf a build by taking a feat and that trade-offs should not be unnecessary. This feat could be replaced by a system that is already in the game and provide the same effective benefit without nerfing any builds, ergo fundamentally bad game design.
 

Shear-buckler

Well-known member
Incorrect, I stated it should never be possible to nerf a build by taking a feat and that trade-offs should not be unnecessary. This feat could be replaced by a system that is already in the game and provide the same effective benefit without nerfing any builds, ergo fundamentally bad game design.
What? So your are saying its "fundamentally bad game design" to be able to nerf a build by taking a feat because "it should never be possible to nerf a build by taking a feat"? That is a circular argument. Why should it not be possible to take a feat that is net-negative for your character?

Obviously you could make the feat without drawbacks, but its the drawbacks that makes it interesting. A feat that makes a character stronger in some situations and weaker in others creates a great choice and is a very good design principle. That implies though that you can end up "nerfing" your character by taking such a feat, and that is fine, its a part of what makes it interesting.

This feat in particular is great because the value is highly dependant on playstyle and build.
 

Elves United

Well-known member
Grading the feats:

Patience: F - The DPS math does not work out in this feat's favor.
Eirie Aim: C - Underpowered paticularly with deflection bypass.
Paranoid: D - Situationally useful for trappers that don't want to invest in spot
Inspiring Bond: D - Neat concept. But pets and hires are so weak that it won't matter.
Defensive Tumble: F - 3 second defensive buff.
Trick Shot: D - 4 second offensive buff.

Titan's Blood: B - more hp always helps
Guarded actions: D - 6 seconds defensive buff ain't much better
Arcane actions: F - 3 second offesnive buff for casters using action boosts
Channel Power: C - Useful only for laying down CC at the start of a fight.
Reverberating Shout: C - Tanks can use to grab agro of intimidate immune
Face Me: F - 6 second threat for tank action boosters
 

Rosze

Well-known member
Totally agree. Especially for any players with disabilities, tons and tons of extra button clicking can be not fun. I'm not sure why some of these can't just be passive buffs.
Talking about extra buttons please please let us make keybinds for bars 11-20. I love having shortcuts for different keys and even better if they allowed for a second custom modifier key.
 

Rull

Well-known member
Your math is correct but conclusion is not. It is ~4% increase in DPS from purely physical sources. Anyone with ancillary effects like lightning strike, 3rd degree burns, sneak attack, fire imbue dice, etc. Would have a DPS decrease if that part of their damage was more than 4% of their total damage. Meaning that for almost all builds in the game it is a automatic don't take it by default.

haha yeah, typo at the end that made the claim absurd. I meant to say "almost everyone without sneak/imbues" but wrote "almost everyone with sneak/imbues".
 

The Nameless One

What can change the nature of a man ?
8ywljo.gif
 

Mindos

CHAOTIC EVIL
worried this will be rushed out the door with the most minor of tweaks?
Why are we hearing about these feats now? Why didn't we get this info and have this debate and feedback way back at preview 1? Who brainstormed this? Was there any revision/improvement before we got this list? I'd hate to see the first blush of these if that's the case. Did the player's council see this first? If not, why are all of us seeing it this late? If yes, what was the point if this is what got green lit?

It's as if the devs are afraid to make us too powerful. It's the stat squish all over again, except this time it's feats instead of raw numbers. What's the point of going up in level if we can't be trusted to be so much bigger/better/stronger? If we can't be truely epic (destiny nerf) and we can't be even minorly legendary, what was the point of the level increase? (that no one asked for)

Is it just because bigger number is better? If we're going to level 40 just because bigger higher numbers look cool and that's the draw in for the game, then why did we even do the stat squish and the epics nerf? Weren't we ALREADY looking cool and having fun with game? In other words, you devs TOOK AWAY power and flash and fun, and now *this* is supposed to be the bigger better replacement?

This is nothing but the long slow march through the upper levels until we reach the new "end" at level 40. You should have left the cap at 30, kept the power as is, and went sideways with new dynamics and mechanics, new adventures and monsters. Instead, you traded it all away, for this? Will anyone ever look back and say: "Hey, remember when we were level 34 for a few hours? Yeah that was fun. Let's go replay that content... Oh wait we're massively overlevel- nevermind."

Every numerical measurement of our Characters went down except the level indicator. Oh joy, another middling spurt of power that's less than what we were before- soon to be eclipsed and forgotten in a couple of years as we step up to nowhere.
 
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Summoner

Well-known member
The 3 seconds buffs to spell power seems like very short time. Max 3 spells can be cast in this time.

at cap it is not impossible to get more than 700 spell power. 100 more adds 1/7~14% more damage.

I am not sure i would take such a feat.

The summons and hireling feat i really like. Not sure that the devs are aware that one of the problems of summons and hires is their low damage...
This feat does not fix that but maybe make them more survivable. I like it.
 

Xgya

Well-known member
I don't know if this was asked, but what happens to Inspiring Bond in Reaper, with the usual cooldown for resurrection effects?
 

Wujeck

Member
Could we allow casters to take a second elemental scion feat at 33? Casters lagging behind too much with dps atm compared with melee.
 
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voenixa121

Well-known member
The 3 seconds buffs to spell power seems like very short time. Max 3 spells can be cast in this time.

at cap it is not impossible to get more than 700 spell power. 100 more adds 1/7~14% more damage.

I am not sure i would take such a feat.

The summons and hireling feat i really like. Not sure that the devs are aware that one of the problems of summons and hires is their low damage...
This feat does not fix that but maybe make them more survivable. I like it.
It's true. Pets/Hirelings need at least a free feat at 30 that gives +50 mp/rp and +100 usp to even participate in legendary content. Also would be nice if Artificers could share their imbue with their pet like Dark Hunters. Right now a fully upgraded and geared Iron Defender can barely even defeat a single trash mob. Only way to deal damage are the shared mantles and they have cooldowns between which pets/hirelings just deal pitiful damage. Piling more and more defensive stats on them won't change that.
I still will take that feat on my Artificer builds most likely. I just can't resist the charm of those robotic puppy eyes.
 
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