I've noticed often that some of the good stuff devs say on discord don't make it to the forums.
I'd like to keep a running record of stuff that's important here:
On Dungeon Scaling
every dungeon is scaled differently
That is a decent overall impression
The first pass of scaling usually makes dungeons slightly easier for solo or duo, while increasing indifficulty as you go higher
the intent is that large groups are still faster and more efficient but don't quite steam roll everything as they once did
To level out the difficulty curve to be less extreme
On Loot dropping open world vs dungeons
Sam (Redbeard)Today at 9:32 AM
The open world loot is not as good as dungeon loot
On Mass hold changes
Sam (Redbeard)Today at 9:59 AM
We removed shrugging which exposed the mass hold bug, but again, if you're using a 31 intel character you have a 99.82% chance of sticking your spell
Unless the target has free will
Sam (Redbeard)Today at 9:58 AM
FW caps it at 50%
That's by design
Sam (Redbeard)Today at 10:00 AM
in which case it's 50%
If you want, I'll be happy to add shrugging back into NPC encounters and put hold back the way that it was
Sam (Redbeard)Today at 10:03 AM
Mass Hold was improperly coded, it was missing the calcMystSuccess function.
Which meant 100% successful on stick
Shrugging was removed and myst round was added back to the combat log because a greater portion of the community asked for it
Sam (Redbeard)Today at 10:05 AM
I fought it for months, I personally like shrugging as it adds a dynamic to the encounters. But i aired on what the community wanted.
contrary to some opinions i don't sit around trying to think of ways to upset the community. :rofl:
I'd prefer to be seen as helping
On Dungeon Scaling
JordanToday at 10:46 AM
There is dungeon scaling which is meant to make solo and duo players more competitive
the scaling only applies to heroics
almost any existing normal dungeon should be soloable
JordanToday at 10:47 AM
yeah, DP HC and Anvil are the lone exceptions
JordanToday at 10:49 AM
Hehe I don't think those will be here in time for christmas :frowning:
On Prestige Abilities
Redbeard (Staff) 3 hours ago
The prestige abilities will be in very soon
This is not meant to be an excuse by no means, but the season item creation can be done very rapid with little resources. The content development is an area that we actually have a large amount of capability. Programming is where we are slower; there are really only 3 of us that are "programmers". The resources (people) working on the seasonal items can outpace us on the other end very quickly.
My commitment to you, and the community, is to have the abilities of: Bleed Attack, Stun Attack, Armor Ignore, Sorcerer's Attunement, Melee Perfection, Agile Perfection, and Adventurer's Might out by the end of the weekend (12/23/2018) so that those on Christmas vacation will be able to work for and utilize the new stuff.
Again, I apologize.
On Infinite Prestige
If you're referring to your request for "infinite prestige" that will not be a feature on Finvarra's Fortress.
On Free Will / Mysticism
Sam (Redbeard)Today at 4:14 AM
free will doesnt give resist
its an en tirely different thing
free will is a single affect that makes you 50% immune to any must hitting you. MR just reduces the duration by xx%