Posts by Brytarn

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Thanks for the feedback. This has been changed internally, the ale and ammunition cache no longer drop inside of each other.

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Patch 11

Bounty Hunter

Weapon Swap Buff

  • Added Inspired Shot functionality into this talent.
  • Fixed an issue where the individual buffs applied a power increase to both melee and ranged attacks.

Inspired Shot started out as a perk innate to the Bounty Hunter and was one of his core defining abilities that encouraged a hybrid melee/ranged playstyle, swapping between your weapons to generate the most value of your build. While Inspired Shot was severely underrepresented in pickrate, as a talent it still had a place as an iconic and fun playstyle for the people that really enjoyed it. Merging this functionality into the weapon swap buff talent should allow for some flexible gameplay, whether you want to utilize the old alternating gameplay of Inspired Shot, or the more sustained version where you go for a few hits with either ranged or melee to gain stacks of the Weapon Swap buff. Hopefully this will also make Inspiring Shot a slightly more competitive pick with a slight bonus to power w...

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Patch 10

Huntsman

  • Mostly reverted back to pre-bbb version. Longshanks damage reduction functionality is split out from original talent and replaces Master Huntsman. Stacks are no longer removed by friendly fire. Free Shot replaces Maim. All other talents and passive restored.

  • KNOWN ISSUE - Blend In does not function appropriately, fixed internally, will be deployed tomorrow.

Let’s chat Huntsman for abit. Originally one of the most difficult careers to design for, Huntsman has always been somewhat of a black sheep when it comes to fulfilling a niche while keeping a clear identity. Starting out giving some insight, there’s a slight discrepancy between Markus Krubers identity as a character (design wise) and the Huntsman career in that originally Markus was never a career that was supposed to be the premiere “Skullcracker” kind of character where the player is encouraged to chase after every headshot they can go for. Around came Huntsman and we needed to figgure out a theme that wo...

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That point has been raised internally aswell. Will look into it.

Intended, missed in patch notes. Thanks for raising the issue.

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Patch 9

Bugfixes

Huntsman

  • Sure Shot - Fixed an issue where Empire Longbow shots did not count as headshots when determining damage following a consumed Sure Shot stack.

  • Sure Shot - Updated tooltip to explain that the effect to grant stacks only triggers on ranged headshots.

  • Free Shot - Fixed a crash that would occur when using the talent.

General

  • Hammer/Mace & Shield - Push attack now chains into shield slam again.
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Patch 8

Huntsman

  • Sure Shot, changed - Headshots grants a stack of Sure Shot. Ranged hits counts as headshots. Max 4 stacks. Headshots don’t consume stacks of Sure Shot.

  • Free Shots - No longer grants a stack on Blunderbuss bash attacks.

  • Distance Reduction, changed: Every 8th Melee kill grants a stack of Sure Shot.

  • Longshanks - Damage reduction stack granted on both Special and Elite kills.

  • Reset - No longer grants 30% cooldown reduction.

  • Waste Not, Want Not - Removed (The functionality to remove it went live in the first rework patch but the tooltip was not updated properly).

The intent of the Huntsman rework was not to remove the reward for skilled play, but rather open up for a subset of players that might have felt daunted by the high reliance on headshotting to trigger effects in his kit. While the idea of Sure Shot as a resource is interesting, the amount of stacks you could gather became eggregious, aswell as the way you gained them being too static aswell as encour...

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Patch 7
Shade

  • Cloak of Mist - Now grants 100% melee critical strike chance.

  • Bloodfletcher - Updated description to match new functionality.

Mercenary

  • Ready for Action - Reduced cooldown reduction from 35% to 20%.

Bugfix

  • Fixed an issue where Vanish triggered the 100% critical strike chance buff from Cloak of Mist.
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Patch 6

  • Fixed an issue where Huntsmans passive ability didn’t function.
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Issue has been identified. Going to rebuild and patch it tomorrow morning EST. Apologies for the inconvenience.

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Patch 5

Huntsman Rework

Huntsman is the first and last reworked career to be added to the Summer 2020 Big Balance Beta. Instead of attempting to rework all careers at the same time we want to try and keep down the scope slightly to have more focused feedback and itteration on a subset of the careers that face the biggest discrepancy in pick and winrates, aswell as being common discussionpoints amongst the community. We are currently planning a second round of Balance Beta before the end of the year where the rest of the careers will be the primary focus.

  • Sure Shot (Passive) - Reworked. Every 50 meters traveled generates a stack of Sure Shot making the next ranged hit count as a headshot. Max stacks 10. Headshots does not consume stacks Sure Shot.

  • Maim - Replaced with Free Shots - Every third ranged hit makes the next shot consume no ammo.

  • Fast Track - Reduces movement requirement for Sure Shot by 30%. Replaces Burst of Enthusiasm.

  • Power Headshot - Ranged headshots grant 5% po...

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Patch 4

Melee Weapons

  • Uppercut attacks now has 10% additional critical strike chance. Down from 20%.

Sienna Dagger

  • Added 10% critical strike chance to light attack 4

Mace/Hammer and Shield

  • Light attack 3 now has single target armour piercing damage profile. Same as push attack.
  • Push attack now chains into light attack 3.

Tuskgor Spear

  • Now has normal block cost modifier instead of shield modifier.
  • Now has original 4 Stamina shields, up from 3.

Billhook

  • Special pull action now costs 0.5 stamina.

Axe and Falchion

  • Push attack now has linesman hitmass modifier, instead of heavy linesman.

Saltzpyre and Shade Volley Crossbows

  • Cleave modifier reduced from 0.3 to 0.2 (pre beta was 0.15).

Swiftbow

  • Swift shot cleave modifier reduced from 0.2 to 0.15 (pre beta was 0.1).
  • Charged shot cleave modifier reduced from 0.3 to 0.2 (pre beta was 0.15).

1h Axes

  • Light attacks now slow you down to 80% of max movementspeed, down from 85%.

Talents

  • Unchained - Updated Fire Aura effect. Should b...
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Patch 3

Mainly a bugfix patch with some tweaks for Unchained.

Unchained

  • Fuel for the Fire - Re added. Increased duration of power bonus from 10 seconds to 15 seconds.

  • Fiery Aura - Merged effect of improved stagger to this talent.

After reading alot of feedback regarding some people missing Fuel from the Fire, it was re-added and buffed slightly to make it a more interesting pick across the board. The improved stagger talent was still an appreciated addition so it is now included in the Fiery Aura talent. Regarding the issue of fiery aura being too bright/intrusive, a new set of vfx is being worked on for the aura talent but it’s not ready for beta release yet.

Bugs

  • Fixed an issue where Rangers Parting Gift wasn’t consumed while playing as client.

  • Fixed an issue where the Block Attackspeed talent for Handmaiden didn’t function properly while playing as client.

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Patch 2

General changes

  • Added pseudo random distribution to critical strikes and procs.

What this means is that everytime you attack and don’t trigger a critical strike, the chance of you triggering a critical strike increases slightly. This should help flatten the bell curve slightly when it comes to large periods of either no critical strikes happening, or all critical strikes triggering in a row.

  • Generic damage reduction effects now stack multiplicatively rather than additively.

Previously some careers have had the potential to stack damage reduction effects in such a way that they become impervious to damage. This was changed to address the stacking of damage reduction, while also opening up more options to add more sources of damage reduction into the game.

Footknight

Designer general comment - I think that the missguided nature of the current changes we proposed to Foot Knight stems from the fact that statistics in themselves do not paint the entire picture of how people...

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Patch 1

Weapons

  • Blunderbuss - Increased max ammo from 12 to 16
  • Grudgeraker - Increased max ammo from 14 to 16

Shotgun weapons have a strong presence with powerful damage but they have always had an issue with sustain. Adding a couple of extra shots should help somewhat with this.

  • Sword & Dagger - Re-added 10% additional critical strike chance for Light attack 3 & 4, heavy attack 2 and push attack.

This change was abit heavy handed. The intent was never to invalidate the weapon, but rather further emphasize the requirement for precise attacks to maximize it’s efficency. The bonus critical strike chance has been added back into the later attacks of the weapons combos to reward players that plan their attacks and dodge around enemies.

  • Shade Volley Crossbow - Max ammo capacity increased to 45 to match Saltzpyres crossbow.

Bugfixes

  • 1h Sword Markus and Sienna - Fixed an issue where the 3rd attack did less damage against the first target hit.
  • 1h Elf Axe - Fixed an issue where the p...
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Patch notes for the Big Balance Beta will be contained in this thread.

Original Beta Patch patchnotes:
Melee weapon changes
Ranged weapon changes
Talent changes

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Thank you @Argonaut14 , very interested in hearing more thoughts on the beta as a whole!

Regarding the concerns of power creep, it is something we’re always being mindful about when it comes to more involved and sweeping changes to the game, such as this balance beta. The goal is never to trivialize content, but rather to explore making different options feel just as viable when it comes to playing the game compared to what everyone is used to. Given your example with the new Unchained talent, that should not be the end all be all for how you want to play Unchained. If you love the “life on the knife edge” playstyle that is core to Unchaineds identity you shouldn’t have to feel forced into picking a talent that negates this. If this talent does so in it’s current state, chances are it’s because it’s overtuned and needs to be adressed like such. It’s there to try and yield some more safety to the career for people that might feel they love the idea of Unchained, but are daunted by the ...

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Hey there.

I’m the game designer in question when it comes to vetoing and implementing these changes into the game. None of the tweaks implemented with the balancing goes beyond the possibility of any of the decisions that I would have made myself. If they did, they would not have been included in the game and it’s the reason that the mod could be utilized as the starting position of having this balance beta.

I’d love to hear your feedback on what it is you disagree with regarding these changes. The sole reason behind having this as a beta is to gather feedback and test changes before we put them into the live game. If you feel uncomfortable with sharing this publicly, feel free to PM me directly.

Best regards,
Kasper

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Hi!

Piercing values of ranged weapons is part of the values we tweak when working with the inter-weapon balance of the weapons. At different points of time there have been different takes on which kind of weapon/attack pierces what enemies, dependent on which state the enemy is in and by how much (Monsters being generally the thing that stops pretty much every kind of projectile/swing).

I do see the confusion that could arise in regards to the behaviour of ranged weapons and how they interact with corpses. Feedback is noted.

Thanks for the heads up on this.

Best regards,
Kasper - Game Designer

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Hello,

This was brought up internally and the Just Reward talent will be changed in an upcoming patch. Below is an excerpt from the patch notes:

"Just Reward - Reworked; Ranged critical hits reduces the cooldown of Locked and Loaded by 15%. Can only trigger once every 10 seconds.

The previous version of Just Reward, while interesting in concept, left you in a state where if you wanted to have the base functionality of Locked and Loaded where it fires one slug and one buckshot blast you resigned your passive cooldown recovery. This was a poor outcome and has therefore been changed. The new version of Just Reward has more interaction with Bounty Hunters passive ability to guarantee ranged critical hits."

Thank you for the feedback.

Best regards,
Kasper
Game Designer

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