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Well met, adventurers,
Our developers are hard at work on Storm King’s Thunder and are over on the Preview forums interacting with the community. I’ve compiled updates for the class balance changes, which Chris Matz has responded with. He’s done a great job in getting feedback from the community and making additional changes due to comments in the thread.
I’ve also included links to other feedback threads created by the developers from the Preview forums. Take a look and hop on Preview to help them out!
Hunter Ranger Balance (Preview thread here)
Hey guys, quick update. Here are some more changes you'll see hitting preview... soon. I don't have an exact date.
Again, these changes are not on preview yet but should hopefully be there with our next build pushed to preview.
As for some other topics:
Regarding Hindering Strikes and Thorned Roots – Thorned Roots is a separate power, that deals damage on its own. There is no melee version of Thorned Roots or ranged version of it, just 1 Thorned Roots that doesn’t care if it was applied via melee or ranged powers. It uses the Main Hand damage as the basis for its damage, because it is the higher of the 2. We could switch it to always use the melee version, and then change the coefficients, but the net damage would be the same. I’ve updated the tooltip for Thorned Roots to make it clear that it uses the Main Hand weapons damage.
Aspect of the Pack, Rank 4 – Looks like a patch note got missed, this was fixed. Updating the patch notes.
Nature’s Enhancement – What makes you think it isn’t working? When I have it and switch into melee stance, I see the buff Icon appear, my Deflect Severity increases in my character sheet, and our internal debugging shows that my deflect severity has increased. That isn’t to say this isn’t a weak Feat, but it does appear to be functioning.
Plant Growth/Blade Storm: Technically, Blade Storm procs when you deal melee damage, and Plant Growth is not considered melee damage. You don’t hit anything with your swords, you are casting a spell. However, this is a very unclear distinction, I’ll see what I can do.
Also, real quick on animation speeds. Unfortunately, this is a difficult issue. Our animations are hand timed, so reducing them requires rebuilding the animation. This takes a lot more time than just simply tweaking a number. We are discussing changes here, but they certainly won’t be in for this review.
Again, thanks for all the awesome feedback everyone. I really appreciate when we can keep it constructive.
Guardian Fighter Balance (Preview thread here)
The blog was written before any of these changes went to the preview forum. It was intended to come out alongside the changes, but was delayed.
I have about... two dozen things I'm looking into based on the feedback from this thread, so thank you guys very much for what you've provided so far. I'm glad that, for the most part, the feedback has been constructive, and I hope it continues to be so.
The next build that will hit preview has already been pulled, and won't have any additional GF changes in it. The next next preview build should, and I'll let you know what they'll be when they're ready.
Scourge Warlock Balance (Preview thread here)
Hey guys -
Another round of changes incoming with another preview patch... soon. Here's the list:
Again, these changes are not on preview yet but should hopefully be there with our next build pushed to preview.
As for some other topics:
Temptation still needs love, that we won't really be able to give it with this review. We have plans for it that require bigger changes than we can make right now. I don't want to talk about them beyond that, as plans can change, and I don't even have a concrete timeline for when they will come. I realize that won't be everyone's favorite answer, but hopefully it is better than none.
We'd like to get Hellbringer into a much better place with this module. It's one of the least use Paragon Paths in the game, and hopefully some of the most recent changes can help fix that.
I read through your concerns and suggestions about Shadow Slip - they're interesting, though we've been discussing how difficult it is for classes without any damage immunity from there Shift powers to survive in our splat heavy end-game, so we still want to see how this plays. That doesn't mean it will make it live - and even if it does, if it ends up causing problems we can't foresee, we will reevaluate.
Also want to just post a reminder of our intent - our intent with these changes is not to nerf the Scourge Warlock. While they have a few outstanding powers, overall, they are underperforming, and we want to bring up the class as a whole while making the "crutch" powers like Tyrannical Threat not an absolute must-have for the class to function.
The Maze Engine Changes (Preview thread here)
The Maze Engine daily quest now involves doing 1 random instance quest along with 1 overworld quest. A new task has been added to the overworld quests.
Players can re-run the Maze Engine daily quests as much as they would like. Each time the daily quest is taken, it will give a random instance and overworld quest to do.
The daily quest now gives out “Alliance Supplies”. This is a currency that can be exchanged for transmute items from the Maze Engine campaign store.
Items that can be purchased from the Maze Engine campaign story are account-bound until equipped. They are broken down into the following categories:
- Cloaks, which are repeat purchases.
- Main hand/off-hand weapons, which are also repeat purchases.
- Armor sets. These are one-time purchases. Once purchased and opened, the armor set can be reclaimed for free.
Bryn Shander (Preview thread here)
Ostorian Relics (Preview thread here)
Storm King’s Thunder Campaign (Preview thread here)
We hope this helps understand the thought process behind Storm King’s Thunder. The Preview forums are the home to our developers, filled with information straight from their very fingers. If you’re interested in helping them out, hop on over to the Preview shard and test away!