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Originally Posted by Dymaedh
Run Them Down was nice to catch someone trying to run out of a PvP zone. I will miss it...
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Run Them Down still debuffs speed on the OS.
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Originally Posted by KittyMac
You have removed the +defense Unpredictability because you figure Evasion provides the same thing?
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No. They modify the same stat, but they do not provide the same thing.
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Originally Posted by KittyMac
You've given us damage resistence toggle, which is completely useless to a privateer/scout?
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How is taking less damage useless?
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Originally Posted by NameTry2468
I think it's the defense part that really has people worried. Defense-stacking was the one crutch that privateers who liked driving smaller ships had to lean-on.
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That's bad, and creates a whole host of problems. If a skill combination is the only reason to use a ship, then anyone who doesn't have that skill combination is screwed. If the ships are worth using and then someone has that skill combination on top, then it just becomes broken. Two skills should not determine the ability to use an entire line of ships.
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Originally Posted by deadsanta
Taelorn, FT experts:
Yes, you can look up the FT skill in F1.
No, you cannot find the base expert bonus anywhere.
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That's correct. As I read the question, it pertained to the FT use of the skills and not general use of the consumables. The consumables will explain their effect sometime (might be in 1.2).
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Originally Posted by Ruse
And, not to be too greedy, but is a similar system going to be implemented for Battle Preparations?
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Battle Preparations is slated for change in the next pass.
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Originally Posted by Ruse
Also, no mention of the Provision/Preparation bug, where you would log out, and the buff would continue to wear off, but the cooldown would not, meaning your would log back in and have to wait for the cooldown to use your buffs again. Did you guys slap a quick fix on that too?
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This is a global bug, and it's somewhat problematic to fix. I could do the patchwork fix, but it has bad implications. I want to get a general code fix for this situation.
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Originally Posted by smiller2112
Re: Expert tooltips - while Tooltips may be hand-crafted, isn't /doc auto-generated from game data? Couldn't we get the Expert stats in there without taking as much dev time?
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Unfortunately, if it was that simple it'd already be there. It's something we intend to address, though.
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Originally Posted by TheWildOne
"The useless Unpredictability: Grappling..."
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Useless may be a strong word here, but I think you'll be satisfied when you see the replacement and you won't lose functionality. I never had any use for it because I had better ways to achieve the same goal.
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Originally Posted by RedLegs
With no stacking on speed debuffs it will be impossible to catch any national except in mediator cutter which has no chance to take on any ship over level 30.
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Most debuffs already didn't stack. Typically, we let you apply the debuff but it didn't really do anything. Now, you're prevented from using the skill if it's not going to have an effect.
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Originally Posted by Handsome
Well, since tritons are disappearing too, guess too many carebears made their case in tears before the judges to warrant keeping an excellently focused and balanced ship in the game.
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The Triton is getting replaced with a ship that's almost identical.
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Originally Posted by Quicksilver
One thing I did see is atleast an attempt to balance a nerf with a buff to counter that nerf.
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There are many buffs that aren't listed in this devlog for all careers.
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Originally Posted by Dragon
You are nerfing the pirate skill run em down, because some ppl are using it as grief
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No. The grief is why the skill recharge isn't getting reduced, and not why the speed-accel change was made.
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Originally Posted by Backhand
"We reduced the crew penalty on the Sacrifice line so that they dont make you as vulnerable"
how much?
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10%
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Originally Posted by Backhand
"There were lots of changes to the Pirate career line"
were all the changes listed?
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The devlog is just a sample of the changes. There are quite a few not listed.
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Originally Posted by Backhand
Any changes to the "drink of the devil" skill? It takes 90 morale, which seems a little high. Using flog gunners 2 simultaneously with Sac for Victory also takes 90 morale and is better. So the level 50 pirate skill seems like a waste at this point.
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No change in this build. Drink and the Devil is getting quite a bit of use from players who are buffing their max morale.
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Originally Posted by Handsome
The point about it being a 36 gun frigate, ok, I didn't know they counted it that way, so on that score I'm wrong. However, it's not a Triton, it's a Minerva now, and as far as 'Similiar Sail Characteristics' are concerned I can predict that the Minerva won't be as fast or have as much acceleration. If I'm wrong on that I'll eat my paper pirate hat on a podcast.
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Please eat your paper pirate hat on a podcast. The sailing characteristics of the Minerva are identical to the sailing characteristics of the Triton. The only stats that are changing are the ones that are related to the model - i.e. the gun distribution.
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Originally Posted by jadedduck1
thats it?
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Again, this devlog does not cover all of the changes in 1.2.
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Originally Posted by JohnnyC
The defense changes for pirates and the modification to plug leaks to focus on the bow seems like a heavy handed way to try and change all of our play styles.
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What defense changes for pirates? They gained defense overall. Privateers are the ones who lost defense through the Unpredictability line, but they also gained some in other areas.
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Originally Posted by Deckeon
So pirate debuffs no longer can stack( i guess there are going to be some confused pirates at first wondering why none of their offensive buttons are working when they are in a group).
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Overall, you can stack more debuffs than you could before. Many debuffs were conflicting and not stacking properly when they should, which made some completely ineffective. Now, debuffs should stack unless they're pure speed debuffs. You can stack mixed debuffs with speed debuffs.
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Originally Posted by Nixiam
Replace of triton have not the same sailing capacity... surely inferior, for this, useless interceptor.
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Yes, it will have the same sailing capacity.
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Originally Posted by diegoalatriste
Any info about the FT expert carpenter skill? Why can't I be able to use any other expert skill for 30 mins after using a expert carpenter skill in a battle? (Is it a bug, or I've missed something before?)
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They have a 30 minute reset timer and a 5 minute shared cooldown. You can use an expert every 5 minutes if you want to cycle through them.