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Friday, April 28th Design Notes: Book 3: Convergence - Outpost Outskirts

 
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4/29/2023 6:52:18   
Laeon val Observis
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quote:


Friday, April 28, 2023
Book 3: Convergence - Outpost Outskirts
Hey there, heroes!

This week, Book 3's main story continues! After a volatile journey through the Void with your new companions, you've emerged in an unknown land, ready to take your first steps into the domain of the Fissure!


Outpost Yeden awaits!

Or it would if you weren't totally lost.

What will you find? What will you encounter? Will you be able to find Outpost Yeden?

Head over to Book 3 Swordhaven and speak to Queen Victoria to continue Convergence with this week's quest: Outpost Outskirts!



Also this week, some Ninja updates and other general fixes!

Ninja:

There have been a lot of adjustments to Ninja! While the rework was pretty successful, there are some concerns that its damage potential combined with its survivability is a bit too high. As the Honda's Accord trinket (and future upgrade) will interact and with the class and boost its damage further in a future update, some adjustments needed to be made to make sure it doesn't end up too high. Of course, if Ninja ends up struggling, there will be more adjustments until we hit that perfect spot!

  • Venoms no longer reset if the chain is interrupted.
  • Venoms now dynamically change when you change target.
  • Venom effects have been shifted.
  • Spider Venom now applies -Boost
  • Scorpion Venom now applies -Crit
  • Viper Venom now applies -Bonus
  • Drinking a potion or using a trinket no longer consumes your next double turn.
  • Skills with damage that scales with Ninja DoT effects now scale by 10% base damage per effect, down from 20% (or 30%, in the case of Shadow Seeker).
  • Catalytic Flow's cooldown increased to 17 turns, up from 15.
  • Blood of the Lotus cooldown decreased to 17 turns, down from 20.
  • Shadow Strike's Ninja DoT effect scaling is still 20% base damage per effect.
  • Blur's damage now scales with Ninja DoT effects.
  • Shuriken Spray cooldown increased to 1 from 0.
  • Shuriken Spray MP cost reduced to 25 from 40.
  • Rapid Frenzy base damage reduced to 200% base damage, down from 240% base damage.
  • Burst Venom DoT effects reduced to 25% base damage, down from 50% base damage.
  • Shadow Seal/Shadow Drain duration increased to 5 turns, up from 4 turns.
  • Shadow Seal/Seal Venom cooldown reduced to 9 turns from 12 turns.
  • Shadow Seal/Seal Venom damage increased to 140% base damage, up from 120%.
  • Shadow Seeker cooldown increased to 32 turns, up from 30.
  • Fixed a bug where male Ninja's back arm would interact incorrectly with certain Trinket skills.

Again, with the next update, the Honda's Accord trinket and DoT effect will interact with Ninja. Honda's Accord will also be upgradable in the future as well! And, if Ninja is underperforming, we will be adjusting as necessary.

Also, CC Ninja will be folded in at a later date as well.

Other fixes and updates:

  • Ranger: Drinking a potion or using a trinket no longer consumes your next double turn.
  • Epoch: Drinking a potion or using a trinket no longer consumes your next double turn.
  • Underworld Epoch: Fixed an issue where Ultra Boost and Ultra Hex would not be usable at 4 momentum.
  • Greenscreen Room

    • Now has support for up to 4 enemies
    • Dummies can now attack for 0 Melee damage. This is on by default, and can be toggled off.
    • Other Dummy updates are in the works for another time.

  • General updates and fixes

    • The Log now has proper grammar when announcing battles with multiple enemies.
    • Constant damage can no longer be Defended or Avoided.
    • Fixed a bug where changing name, gender, or base class from Book 1 B.M. Moglin in Falconreach would lead to a black screen.


And that's all for this week!


Once again, going above and beyond to release a story quest despite the handicaps. As for the new Ninja updates, a bit odd that Seeker's CD got increased a bit, but at least a solution to the obscene MP cost of the AoE was made. The changes to the Burst Venoms, though, that feels odd. For a DoT class, it feels like more of an undersell to its thematics. If anything, I would've gone the other way around and bolstered their DoT output to fit their theme of burst. I don't really notice the fluctuations in power that much, and I can already integrate Shadow Strike in the long game nature of the class (still working out the kinks to make a less awkward rotation, but I managed to type certify it to be able to at least handle the basic beatdown and HP sponging of Emperor of the Sea Chickens and the debuffs of the Kittypillar). Now, the upcoming changes to Summon Honda will be interesting. To what direction it'll go is anyone's guess, but I've always thought of giving the Ninja a DoT damage intensifier effect.

< Message edited by Laeon val Observis -- 4/29/2023 8:41:08 >
DF AQW  Post #: 1
4/29/2023 9:03:16   
Primate Murder
Member

I'm actually rather opposed to the changes to Shuriken Spray.

With Ambush, it was probably the best 1st turn multi in the game (barring, maybe, Chaosweaver), and a heightened mp cost seemed like a reasonable downside to the skill. With the addition of a CD, it's become just another generic multi, with nothing to differentiate it from any other class.

quote:

Drinking a potion or using a trinket no longer consumes your next double turn.

This, though, I very much like.
AQ DF  Post #: 2
4/30/2023 3:34:47   
Laeon val Observis
Member
 

Just another generic multi, you say? If under the context of doing even damage across multiple targets, probably. Let's recap that Spray has a similar nature to Pirate's Quick Shot. That is, your target that is feeling the full brunt of the class's combat theme will feel the pain more than their companions. Pardon if my numbers ain't accurate, but at full power (this does not take into account STR/INT/DEX modifiers and -All resist though), Spray outputs 190% damage alone on the target you invested all your Venoms into (which you'll do most of the time), 365% before if we're doing the bigger picture damage analysis by taking account that Ninja is also a DoT class, and can go up to 390% if under the influence of Catalytic Flow (and that's just before taking into account the Crit chance amplifier of Calatytic Flow). That puts it somewhat in line with the output of Pirate's Quick Shot enhanced by Cursed Plunder, Opening, and Fury (if my numbers are right, 355%, and requires the RNG of your build's Crit chance if you want crit numbers unlike the former which can be done on demand on awkward skill usages). That's a lot of output for a story class AoE that can only be rivaled by Techno's more stereotypical AoE (not counting that the latter's AoE has innate sniping capacity).

< Message edited by Laeon val Observis -- 4/30/2023 3:36:52 >
DF AQW  Post #: 3
4/30/2023 5:15:25   
Primate Murder
Member

I just can't see a situation in which it's really useful.

You need to spend a minimum of six rounds to set up the whole 190% damage, and even with Blood of Lotus you only have 4 rounds during which all the venoms are present. That's a whole lot of set-up for a grand total of two multis.

For more general questing/warring, Ninja just lost the ability to deal 260% damage to all enemies round one, and that rather noticeable demotion is what I was actually protesting above.
AQ DF  Post #: 4
4/30/2023 5:36:51   
Laeon val Observis
Member
 

Why would you use a class that is being themed into the long game be used in a short game scenario? This is somewhat an issue that I've been noticing, that class designing seems to try to make them more broad spectrum in combat handling than they're likely intended to. Trying to satisfy the roleplayers, sure, but that can also have consequences in the long run that it can also mean that endgame fight designing might become complacent (which is partly the reason why TFS's initial criticisms to the class's reimagining gives me an off-putting feeling. Cannot be blamed though, with its rival Pirate setting too high a bar).

< Message edited by Laeon val Observis -- 4/30/2023 5:39:02 >
DF AQW  Post #: 5
4/30/2023 6:04:44   
Primate Murder
Member

Because 90% of the game's content is 'short game scenario'? Either way, I'm not objecting to the class or its direction - I was quite enthusiatic about last week's release - I'm objecting to a single skill because it was turned from something good into something mediocre.

Yes, there's a single niche case where it can be strong, but half a dozen rounds of set-up for two uses before another dozen rounds of cooldown is way, way too specific of a use.
AQ DF  Post #: 6
4/30/2023 8:37:21   
Flabagast
Member

Nice to see another main story release so soon! I hope Dove's doing okay.

spoiler:

Not too much to say about this one. It is interesting to see how the flora has been affected by exposure to the fissure compared to the fauna. Gorillaphant's head looks different and Tuskmonger's tusks are much longer, and both species look furrier, but these could just be updates to old models. The seedspitters on the other hand are huge and fully sport the blue-purple mana colour-scheme (much like the grass), while our tusked friends only have flecks of it in their fur. Makes me wonder if the difference in phenotype has to do with their relationship with Mana. Manathreads and soulthreads are at the very least related, so could it be said that since plants have less of a 'soul', their manathreads are more easily entangled and corrupted?

And uh, quite the close call with Amadeus. I have a feeling Zvezdana knows more about him than she's letting on.
AQ DF MQ  Post #: 7
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