#combat-and-skills
1 messages · Page 13 of 1
It's your logic, you're upset that you're forced to take a bit of extra hp in the assassin tree (and it is valid criticism, even if some others disagree), but by that same logic, you can still choose to be a glass cannon with your other nodes, armor choice, food buffs, and difficulty settings.
I don't feel like I should have to explain that any more?
Isn't that the power fantasy? Some people wanna play the ultra glass cannon and some folks want to be more of a skirmisher. I think they can co-exist. Adding life doesn't really add or detract from either so it's fair to make it a travel node
I think HP gives you more choices compared to evasion which pigeon holes you more into glass cannon
The source of hp buffs in the game far, far outnumber the hp you gain from that one single node. So you can still choose the glass cannon playstyle. You're not being forced into it.
However, players who do want the extra health now have an extra option that won't require them to go into the tank tree to get just a bit more survivability to prevent getting one shot.
Yes I am upset that the tree was designed in a such a way that necessitates the ANTITHESIS of the design of an assassin that has sneak attacks perks out the wazoo. Why would I want HP on a tree that has half its perks literally means you insta-kill dudes?
Having that in the assassin tree makes the early to mid game easier when you don't have the skill points to spare for another tree
Because you can't sneak into everywhere.
Does the hp node from Dex have multiple ranks?
not with that attitude
I don't think defense (in any capacity) is in antithesis to assassins. Assassins also like being alive when they are spotted
Broo broo brother brother it's the same amount of points you're using bro hahaha
Of course flat damage mitigation and max HP is anthetical to an assassin
You guys aren't being serious
Would you prefer if it was just a dex or endurance boost rather than hp?
I'm down for a lot of different things
Attitude? In this economy!?
It's fine you have your opinion on that particular skill node, but it's also obvious the consensus is far from settled on it. Some people like it, some people hate it, and many people are unconcerned about it.
Could it be better and more thematic? Sure. Absolutely. Does it ruin that entire part of the skill tree? Well, maybe when I log in and look it over I'll agree with you, but usually a single node does not ruin the entire tree.
Why not. Instead, insane idea. If you want to tank a little bit, just go into that tree a bit. If you want a lot, go in a lot.
Just not synergystic health buffs in a melee based skill tree.
I didn't realize assassins like being dead. I thought they liked killing.
I've got the extra runes dont you worry
Assassin's aren't bloody fencers bro hahahaha they kill you, ideally, before you even know they are there xd come on man
Okay?
I suggested evasion or specific mitigation like after a crit before
Like being spotted and having options is very much in flavor with assassins in real life and in video games. Unless you're an expert in a given game, being spotted WILL happen.
Is the assassin tree where the dagger nodes ended up or did they go elsewhere?
I'm down for surviveability
feels like everything can one shot now ??? is that how it is now ?
Having some health buffs scattered throughout the skill tree is good for build diversity because it allows players to not be forced into investing into the tank tree every play through.
Glass cannons only work when you still have enough survivability to actually kill everything before they kill you. While some people may enjoy the challenge of a max damage, zero survivability play through, most people don't want to do that. And forcing most people to take a substancial amount of points into the tank tree, no matter their build or play style, is taking away choice.
So I am glad if each part of the tree has at least some survival upgrades, even if they aren't "thematic".
It will you're right.
Related
If you want to trade and fight people instead of assassinating them, you have several other trees that help with that
Warrior is great
Guardian let's you tank more
And you get instant results from both trees
You actually don't need to dilute the assassin tree with unrelated perks
I dont want to put skill point sin other trees. i wanna be ana ssassin.
The game is designed around mixing and matching
Glass cannon does not mean no survivability. It means having enough survivability to kill enemies before they can hit you, but you still need to take a hit now and then otherwise you'll just get one shot.
Me too, let's make the assassin tree, fit it's theme
Ah, how I missed these MMO balance debates... Wait.
THATS EXACTLY WHAT IT MEANS
I actually feel more tankier lol
This is starting to feel like a hyper focused area of discussion for a patch note with a sweeping amount of changes
Like here is IRL assassin equipment. It was designed to help you scale wooden structures but also deflect and catch swords when in a fight. Even real life assassins mitigate damage to keep themselves alive
I am done engaging mate, your not lsitening to ANY discussion that doesnt fit YOUr ideal of what ana ssassin tree looks like. Have a good day.
Agreed. I have said my part on this and will move on now.
maybe i got my skills wrong but i can't even get hit once from those lizard guys lol
Can't wait to get home and epxlosre the begone buff hope it works.
I liek the stun... but would nejoy the ability to explore jsut punching monstrs.
Begone buff? I just want to see the damn tree right now! 🤣
Really? Of all the nodes.
I gotta know : did they keep martyr?
aparently they put unarmed damage buffs on nodes past it.
They did. Doesn't make it a thing...
Again, glad I got to speak with the dev about it, so we will all see what happens won't we
Fingers crossed we get some good changes
I love the unarmed damage nodes after begone btw
Begone builds finally cooking
does it work though?
im at work till muh later today and cant test x.x
I genuinely have no idea I just launched the game to read through the skill tree lol
And I'd like to clarify, like 80% of what I saw looked great, especially critting on healing, freaking awesome idea
So you guys see me as this hater or unreasonable guy, I get it, but I'm psyched for a lot of this genuinely
Healcrit was there before...
Well it seemed like healing has changed, never did a 'cleric' build so I'm not as familiar
Healcrit was there, but it was recent. It only used the base crit rate though, increasing magic crit rate didn't increase the occurrence of heal crit. I haven't checked if its changed with this patch
Thanks i knew it looked different
Healer isn't stuck with Martyr anymore
Thank goodness
Ikr
Martyr still existing is very funny but at least they buffed it...
I need to see this new skill tree so dang bad. Stuck at work sucks
So there's this perk called Veiled Vi-
I've actually gotten the Righteous fire to fire off on this patch too. Couldn't get it to work when it dropped
I don't understand why guardian has a wall of mana nodes before the later actual armor nodes. Is there a use for mana on melee characters?
Oh thank God. I don't care if they moved it but I hated having it as a precursor node lol
I don't think that sort of thing can be brought up here very productively
But no melee warriors don't use mana, I think the idea is it's near battle Mage, if I had to hazard a guess
It's now an optional precursor node for Earth Aura
And cheaper
Nobody has any clue dude the patch came out a couple of hours ago
Most people haven't even seen it
honestly as long as you dont skip to new places too early you should be fine to just build as you go, worst case you can always respec later
The entire balance and meta has shifted drastically, anybody telling you what's good and bad right now is guessing or working off the old patch lol
Huh. Interesting. Is EA under the tank stuff still?
It's a good move. Makes more sense to put martyr on a tank instead of at the end of the healing node. You don't want to be sacrificing your healer for heals, they do that better when alive
nah that was always meant to be there imo
but as a regen tank maybe im the crazy one
For sure, I just wanted to understand the node layout and was initially concerned earth aura moved under healer
It's such a good point, your healer is always better off alive!
Realistically, Guardians are taking Nemesis > EA before Martyr
Did nemesis get reworked at all? Or at least reworded?
It got a rework... by virtue of agro rework. And I think reworded?
5% increased enemy agro per level, max 3 levels
It uses the word attention
Guys am I blind, where is "inner fires"
That seems really pretty bad?
you have to look inside
Yeah I would, it's sorta the thing you just gotta experience
Just on paper it looks underwhelming
15% in total does small compared to what it was before
Lol
Axe and Pick got Specialisation nodes
I'm so excited to try those out that seems so funny
epic pickaxe boomerang through through all the rocks collecting the minerals as it goes go brrr
For those who don't know yet, Specialisation nodes allow to use the special charge up attack
Shroud filter got nerfed pretty hard. From 30s timer refill down to 9 second timer refill. Unless you have a shroud wand to cheese it with, I think inner fires is probably a better deal now
@strange python
Survivor-Beastmaster crossover
Thank you! Weird it doesn't get the little gear icon like other skills do
terror got a huge nerf with the skill tree change (probably fair bc it was insane)
so did bloodletting. I can't tell if mage is better or worse off haha, still testing
wands seem better
it's alot worse
Did it? Can't say I particularly noticed yet
huge oof. They were already arguably the worst build already. Edit: you might have just meant terror
compared to all the other options yeah
Wands got buff, yeah
Can shroud spells still not crit?
I believe we will be getting the staff update next. They did say they were working on it :3
interesting
Can't say Im not excited for it. Been doing melee though because my partner Im playing with is already an archer so...we needed a tank xD
Note: You have to have at least one point in a skill to get the benefits from extra skill points from equipment. I have 2 frost rings that grant +5% ice damage for a total +10%, but I should have +30% because upgrading those frost rings both add a rank of iceman
i mean i used wand a lot more in fights than staff anyways (unless i was abusing terror with lightning channel)
Also I am so happy we finally got the update to shields. It was okay using the mage shields for the parry buff but I wanted actually cool shields to weild without sacrificing much.
wow this update did a really good job for players who are focusing heavily on tank class. i am beefing up with 2583 hp and stacking on the shiny and heavy plates nodes with armor.
physical and magical damage now tickles me
I do remember them explaining that in the video
Cant get points from nothing I guess
Which would be nice xD
Might be time to try a new archetype. I started the game as 2h melee, swapped to magic for most of the game. Maybe i try melee again with heavy attacks, or ranger
Ah, I didn't watch all the videos. Nice to know
Hardest difficulty too? heck yea
or maybe daggers is finally playable 😂
yupp
There was a whole discussion on that earlier 😭
Makes me happy
i forget who it is, there's a dagger main somewhere in here
what was the consensus, still bad?
Not too sure tbh, I am working so I wasnt watching but they were talking about it being silly to only have hp for it rather than something that benefits their playstyle more
oh yeah i was partially part of that... dont get us going again
🫡
Unless there are spells that won't trigger it like in the past, I actually think it got a slight buff. You can boost it all the way to 60% if you have some upgraded mage pants. Other than that, I think the skill is worded identically to its previous version
im at work unable to access the game atm, does any1 know if there is a skill tree posted online anywhere?
yeah including item boosts its a buff, but from the tree alone it went from 50% to 45%
Eh, a small enough difference I probably wouldn't even notice in regular play
agreed, but still kinda lame. I guess they had to make it a round number (15%) to have 3 tiers
That would be my guess. 16 and 2/3% per level doesn't exactly roll off the tongue.
Sadly I'm even further away from going for Earth Aura than I was before...
:deercat_pet: (pretend I have nitro)
Yes, I'm not a fan of that change.
Updraft rework is interesting though
Yes, I'm not a fan of that change.
It's a skill point issue for me
Am I blind or is there no bar for focus
jesus... not only are bloodletting and terror nerfed, They also take 6 skill points to max now instead of 3 and 4 respectively
once you pick a focus skill, a yellow bar appears at the bottom under your hotbar
at least that's what it did in the trailers, I legit haven't loaded the update yet
I slept in
Did you just copy/paste my reply? 🤣
oh wow it looks so sneaky, ty


Hey guys, your game no longer allows fullscreen play at lower resolutions?
Before, I played in 2K even though my monitor is 4K (because the game is demanding in 4K), but now when I downsize, I can't get it to full screen.
they obliterated my boy. 10% for 2 points is now 6% for 6 points
You're going to feel that.
big fat increased to skillshot though. 60% for 3 instead of 20% for 3.
I've seen a few players overloaded with lightning as they have a one handed weapon, any idea how to achieve this?
Dumb question for those who want to be sneaky n' get the drop on their enemies in Rogue-like fashion, does wearing light sources attract enemy attention?
it doesn't seem to have any effect
Yay! 

Ok i reviewed the skill tree and armor sets (couldnt get my hands on many rings yet so maybe that's a deciding factor), but i think 2h melee will continue to be the best build in the game. Then skillshot ranger actually has some solid buffs that i think will make it pretty good
Is there a cool down between heavy attacks or can we sudo spin to win?
Anyone know if they changed the visual of Light burst? It hurts my eyes
is it just me or is a full stun bar not so stunning anymore?
well it is a core mechanic
Ya know, I don't think inner fires is as good as it says it is
+2s🧐
I'm having the same confusion — I unlocked level 3 of the skill and got +6 seconds to my stats 😅
It's obviously a bug—the developers mixed up seconds and minutes
why did they change updraft and how do i use it now?
I was just mentioning this in the tavern, idk where to report that. LOL it was too funny running into the shroud seeing 11:06 and not 17min lol
Can we go back to the old melee camera options while fighting? I dont like the dezoom personally
RE: Inner Fires, isn't it that buff per level? Check the actual timer versus what's on the attributes display, please?
Yes it's in the options menu.
Armor might have been nerfed too hard, it became pretty rough for melee now
Checked in savan - it is actually +6 seconds in timer
Yeesh, sounds like bug report time.
Hey I was waiting for you to show up. How are daggers feeling with the new tree?
It's tough the first few levels, but having just come from leveling a mage using only mage armor and skills, it's still doable. But it is tough. Once you get some health tap and upgraded armor it's a touch easier than before, though.
Will be reporting in throughout the day. Still working on me coffee and getting RL taken care of. ❤️
I've sent a report on official site about it, screenshots attached
Interesting I saw someone else earlier say tank felt even tankier now
Thank youuuu!
We're at level 30 with the iron armor (the level 20-23).
Upgraded with increased armor through perks, it's still far from the old values.
Maybe lategame where the %increase has more value ?
They're really pushing for us to focus on life tap and passive heals right now. I'm still figuring it out, and playing a rogue. I suggest everyone open their fave text program and take notes throughout the next couple of days. Will help make the feedback we give a lot higher quality.
I don't think this game ever wanted people just face tanking damage, and that seems to be even more the case now.
This is a Don't Get Hit kinda game.
Yeah I mean, at least on mage the game plan was survive one hit and heal up. When I played melee the healing was insane, I was face tanking like everything. I think the change to Gemini ring too makes it good for melee since it's life leach rather than a % to heal, bc now bigger hits just mean more heals.
I'm bad at those games!!!
I haven't compared the armor numbers but 2h melee seems to be eating good. Staff mage got rekt, wand mage got a buff. And ranger seems to have moved away from just general crit to skillshot
Yeah, given I rock dual Gemini on both my big girl characters, it's a very welcome change.
Hmm, thing were still hitting kinda hard tho. So not getting hit was already part of the game. I think that if your character maxes armor and armor perks, the player should expect a decent base tankiness ^^
are the elite drak mages supposed to kill me in one hit? i have 1500 hp. just wondering.
Their big glowy slow-floating orb spell, when it explodes, is devastating. Pre-patch I got one-shot by it a few times and my toon had like 1200-ish HP.
But you can bust the bubble of it with magic; I never tried with arrows, but I've always wondered.
i am using two handers. do i just turn on the thing and whack it?
That's basically the entire game plan with melee in this game. Left click until it's dead
But hey!!! Now you can HOLD left click for heavy attack
I mean, you should always be backstabbing as much as possible, even if you're holding a warhammer. 😼
I love the new Focus attack for daggers.
How are you level 30 with level 23 armor 😭 im Level 18 with Level 23 armor and Level 29 weapons
Have you tried the sidestep? Is it any good?
Strategic Maneuver? It's v good for backstabbers, keeps you in tight and makes some attempt to put you right at the foe's back. And it's my understanding you keep i-frames, but I wanna test that myself.
Has anyone been able to try healing others? In my game my partner is the tank and I’m her pocket heals. But I’ve been having some real difficulty with some of the spells acting erratically
Yeah that's what I was thinking of I forgot the name. That's sick that it works well at actually putting you in the proper position
anyone find any good armor mix sets for different combat archtypes?
I think the update will need to be out at least a few hours before folks are cracking the meta like that lol.
It's been pretty common place for awhile to run melee armor on mage since it gives more HP
Alright, I'm divin' in. Let's see what happens! 😼 🗡️
the golden bulwark chest seems best, it's max upgrade gives +12% physical resist bonus
I ran that on my rogue pre-update. :>
The kindlewaste temple armors all give frost resist now, which is big going into mountains
Excited to see what you find. I wonder too how reliable it will be to get sneak attacks bc the damage on it is insane
Seems like kiting back with ranger and doing crits could be replaced by the roll around backstab playstyle?
I think they are pushing the skillshot ranger. They nerfed the crit chance nodes but massively buffed skillshot nodes
ooh okay i see the chunky skillshot damage % on some armor too
33% skillshot damage plus 9% bow damage on the skullstalker gloves alone
versus 14% range damage (+9% if hitting flying) on quetzel
You get 60% from the tree too. Plus if you get the armor piece that gives +1 to the perk it's another 20%
am I just too blind zo find it, or is there no specialization for staves (I found the one for wands)?
Like the ultimate move? Just for wands atm
I'm factoring in the perk buff from the armor! But not counting the skills on the tree (since those are available regardless of armor)
yeah, or even collect the points. there is one for EVERY weapon type BUT staves. Me, being a mage, hereby formally complain! 😄
Iirc the armor that inherently gives skillshot damage gives a crit chance perk
Wonder if they'd go so far as to make the staff ultimate a cool buffed spell cast different for each spell
Melee was the focus of this last update; mages got some stopgap stuff but more changes are coming.
but yah i believe they said mage will get additions in the future? As well as new spells!
also, i feel like I need more skill points than previously to get the same perks i had before. is this also a mage-only issue, or is that a general adjustment?
like, before, I had the entire blue tree unlocked and coudl branch elsewhere
My max level mage has 170 Skill Points available, 0 spent. Used to be 184. I know these things were adjusted. Will be checking my max level Rogue in a moment.
It seems she has to regain her last 2 levels and there are some roots and wells yet to hit, all is normal.
My Rogue has all 184 Skill Points.
now I don't even have the blue full
Lol imo they made mages even worse
I’m hoping some changes were done/are being worked on for how healing spells target friendlies. The amount of times my heal spell has hit the back of an enemy or hit a wall…
I'm calling it early access growing pains and holding out hope. It's a bit of a challenge, to be sure.
These have been changed and may receive more changes, as per the patch notes for what's coming next update.
Yeah they just gutted some of their best talents. Terror is now half as good for twice as many skill points
Ohhh awesome! I haven’t been able to check notes. I’m at work and trying desperately to stay somewhat focused lol
Bloodletting is 5% less effective for double the skill points
The gear does help, though, with raising Skills past their purchase limits.
I think endgame will result in a slightly more powerful result but I need to do a lot of testing to find the best choices and I'm not a genius about it like @gleaming musk
Yeah I haven't seen all the rings there's something that could really make it busted but well see
I think Mages are a wash in most respects, with potentially some things that feel like regressions but other QoL improvements that hint at what's to come (like not stepping forward every time you cast with staff, thank the Ancients!).
I think mages are a side grade. You were already using wand more than staff and wand got an upgrade but staff is like sorta bad now.
I think melee is the clear winner this patch and then depending how the numbers work out, skillshot ranger is gonna be nuts
Me overe here using Staff to start combat and wands to do 80% of my lifting, though, I felt little change so far. XD
I think maybe that's better than them splitting their team into magic AND melee overhauls in one patch, even if it comes with a need that players be patient as they do one first and the other later.
Lot of farm and exploration 🙂
The level 30+ armor require a lot of grind
That's what I did as well. But I used to stun lock enemies with channel lightning and terror but not anymore haha
We shall adapt; we're gamers, we can do anything (except remember to look ⬆️ ).
Definitely seems like mage was half balanced in this patch for the changes and additions that will come in the following patch(s). So right now it's going to be weak : c
It was already arguably the worst class lol, oopsie
I look at Mage as a hypercar; if you are unskilled, short-tempered or don't drive it right, you're toast. So far that much remains true.
I was looking to see if any mage armor gave +1 to terror, but they don't..
I mean I think any of the classes are better if you're skilled and use the right timings, but like mathematically mage did the least damage. At least it had a little more utility
Well actually 1h melee was probably the worst but I feel like nobody even mentions that
I'm not a fan of the armors giving the same skill points in multiple tiers personally
Because they're just homogenized once again that way
So… daggers… they still seem kinda bad, no?
They seem slightly better than before but I imagine they're still worse on paper than something like 2h
From a DPS persepctive
Oh yeah, I gave them a brief test earlier. Unless I’m missing something, the DPS is still quite bad
As the resident dagger bae, I will be testing this extensively over the next few days.
<-- Stabigail Stabbins, according to a couple people here lol
I've seen some solid DPS from daggers online if built properly
Please let me know what you find. I desperately want daggers to work
With the changes, I wonder how Ranger is going to compare to 2H now...
is strategic maneuver worth having over blink?
I found a bug with one of the skills under Survivor. Inner Fires is supposed to increase shroud timer by a number of minutes/level, but its only increasing it by a number of seconds instead :/
Well, with how thoroughly dead my Mage build is now, I'm struggling to see myself touching this game again rofl.
I pulled together an initial suss out of my old build, and looked to my stats only to see a whopping 12% crit chance at lvl 39.
you re-spec'ed yourself?
The update forces a respect because the entire skill tree changed mang
The game is wanting us to lean a lot more on upgraded found armor instead of basic crafted armor without upgrades; between that and rings I think you'll find Mages are okay, and probably will get stronger in some ways in a future update. You can do this, don't give in!
Keli, I was already playing a glass cannon on the run solo. And now the one thing that build leveraged to have any kind of sustain (Terror and Bloodletting) has been utterly gutted four fold.
I lost 35%+ of Crit chance 🤣
In a build that lives and dies on it
Ring of burning light is now a magic ring compared to what it was before
2% magic crit, 1 spirit equivalent, 20 mana regen, and 15% fire damage
And that's about 150 hours of learned playstyle that's useless now.
Does anyone else feel that gliding and updraft is clunkier now? Falling out of the sky instantly after canceling glide feels kinda... Stiff?
Yeah, I get that, but couldn't we just shorten the normal updraft height and then make it longer upon further flight?
I've got 200 hours on my solo Mage who was only in Mage clothes and only used Blue skills since the beginning. I will push forward and hope that an experienced player like you will help me be my best as I'll do for you. It's legit to feel your feelings, but don't change doing what you love because of feelings because those pass and change.
i don't understand why updraft was changed. was there something that it did that broke the game or did they just nerf it because?
I have no idea and I hate it, it wasn't broken it was just nerfed again
It barely does anything now.
How do you reset your skills again? I feel like before the update there was just a button to do it in the skilltree but I can't find it anymore and I feel like I messed up in re-allocating my skills.
You can still get good height out of it, it just doesn't work at short distances :/
Also at an altar you can using runes. Unless they changed that and I'm totally wrong.
Ah, thank you.
I would need to doublecheck with the design team for their exact reasoning, but my understanding (again, as someone who isn't a designer, so please take this with a grain of salt), is that the skill was intended more as a traversal skill, but lots of players were using it to essentially cheese combat encounters, as it made an extremely powerful escape tool even on flat ground. The changes (to my limited understanding, at least) were to keep it more as a traversal tool and less as something you'd use in combat.
anyone have all the rings they can take pictures of?
I really wish staffs got more love. No special, attack a mess of a skill tree on the mage side compared to melee which felt fine when I did the respec. I love my new warrior build but I'm really not sure what they are wanting from mage. It just doesn't feel intuitive at all on the Mage side specifically
They mentioned adding in different spells for 1.0 and other love into magic. Shame we'll have to wait
In the midst of all the criticism, I’d like to say great swords feel so much better now…
Eat more of my inventory slots, please, make me even worse.
yeah I do remember that now, and I'm hopeful that they work it out by then. I just really don't feel like I know what to spec into. It's all over the place. Do I go all in on resistances, do I build into only one element or all of them. It just doesn't feel good right now.
i think that ring can drop in multiple rarities now.
I also want to build it with dessert stomach but it's all the way over there out of the way and none of the perks around it help mage a whole lot
Holy...
oh is that so? if that's the case, then maybe legendary is a differen story..
I didn't have one on hand, so found this in a chest
Yes, rings can drop in different rarities just like weapons now
So there's a legendary variant
Ring of Burning light got a glow up for sure (joke intended)
gemini now nerfed for real though; more level appropriate
Here you go
ah okay, thank you! So +2 minutes of rested buff and +5% crit chance are the extra buffs it got
+10% crit with both rings and +2 to your damage node (rip two handed weapons)
hmm I am not quite sure if this is the feed back chat channel, but I see a lot of people give feed back here. Anyway, in my point of view and playstyle, the new combat seems kind of sluggish as the attack does not seems to response well (yet my FPS is around 24 to 30, could be the game lag). Skill tree seems to be nice and customize, but it actually reduce a lot of builds to many people. With that also leading to the new armor upgrade. It is very nice to be able to upgrade armors, accessories, tools yet it felt like something really wrong with it (like tool upgrade does not deal exact damage as the tool tip displace). Game graphic seems to be un-optimize (maybe the developer scale up the graphic a little bit, but I was running the game around 40 to 44 FPS before now barely 30, which also leading to many character action, animation, and response become sluggish including glide and updraft). Special attack and heavy attack (including tool special) does not seems to work as it intended (especially tool special as you can just build up Focus from using tool then release it with your any weapon you chose which defeat the purpose of "special", also very often pickaxe special did not mine a thing even it made a big hole on the ground). User interface seems to be a little bit unresponsive as well, such as hotbar wheel. There are more problems, but I don't remember them all and my message seems to be a long essay now, so I will stop here.
do you happen to have the ice and thunder rings?
ah apparently the armor sets you used to find in the kindlewastes are now able to be found as level 50 variants!
guys what is the endgame in Enshrouded? did they add anything? Played 50 hours in Early Acess and just returned
when did you last play?
Those pants are so fire
endgame probably won't come til after 1.0 but there is probably a lot you haven't experienced
at the launch of Early access, dont remember when it was
found epic Heir ring, not sure if it can be legendary?
Only have epic as well
Commanders Ring seems decent for Barbarian as well
the commander's ring seems pretty good for the level especially!
With heavy plates and health leech
even at a high level, having -24% melee damage and 10% health leech on rings seems amazing for tanks
Yup
I'm hours late to reply to this, but this change irks me. First off, 9 seconds is a weird amount. Secondly, it's an extremely insignificant amount. Borderline useless at 15% proc chance. Who asked for this? I always play mage and this is part of the healing tree. It was not OP before, especially since it requires me to attack a lot and other players in co-op have to avoid attacking to give me more proc chances.
Good for ranger
it one-shotted almost full mage-armored char with all tank skills. Meaning almost maximum magic armor. It's insane
Armor calculation has been reworked so that upgrading armor has a real, noticeable impact. Previously, due to a combination of various factors, many armors felt almost identical in their protection, even when comparing, for example, damage dealer mage sets with tanky warrior sets. With this update, armor values have been rebalanced so that each armor point gained efficiently increases damage mitigation up to a certain point. Players can now commit to building up their toughness by increasing their armor points through various ways.
Does this mean mages became even more glass while never have been a cannon?
With maxed out Legendary gear and rings Mages are probably a shade more powerful and have fewer shortcomings; if you just stick with home crafted gear then you will feel about the same or a touch weaker. I think they'll be fine (my Mage was doing great before the update, not sure what you mean about not being a cannon).
My only complaint is we have to wait till next update for their Focus attack, but apparently that update is coming with more spells and spell options so overall I am not worried. It's a pre-release game so stuff will change. I'm glad they focused everything on melee this time so they can focus the combat team on mage next time. Otherwise it would have been worse returns if they were splitting attention all the time.
I can see the reasoning for it if I work it backwards, but I hate it. Prior to the change, if my entire group was running low on shroud timer, I could pull out a shroud wand to wail on a fell enemy for a bit and refill the entire meter. As long as I had a modicum of communication, a fell enemy, and durability for my wand, we had effectively unlimited shroud time.
Now, even pushing it to 20% with a healer hat, it has an expected return of 1.8s per attack. That makes it so you probably could fill your timer with it, but it's deliberately very tedious.
oooh 9% range crit chance?
so trade 10% damage (ring of ancients) for nearly double the crit chance and way more stamina and stam regen. Crazy, I think that's actually the better deal now
what does the ice lengedary ring give?
#combat-and-skills message
This one?
oops somehow i missed those posted lol
here's the burning light ring also
I wonder if dual ice ring with eternal ice arrows works well
Lots
30% ice damage from skills, another 30% from 2 ice rings (and the mana and mana regen for the arrows)
that makes ice arrows do what, 41.6 base damage? that's more than golden steel by 5.6!
Honestly, I don't see the reasoning for it even if the hat increases the proc chance. 15% to 20% isn't that big of a difference for a meager 9 seconds, especially when it's deep in the healer tree. I often have to tell my party members to not fight at all so that I can get more chances to proc it. Wands aren't excessively strong, and if we're fighting together the mobs are often dead before I get more than a few hits in unless there's a large group. (And then I'm often running for my life because somehow they detect that I'm the squishy caster and ignore the melee.) And it's also common for players to be outside the 20 meter range on accident.
The game isn't complete yet, so if you're wanting to wait until it is "done" you'll be waiting for the 1.0 launch scheduled for later this year.
If you're getting the itch to play again the game just had its 8th major update. Each major update has added a metric ton of new content, new or updated mechanics, etc, including updated existing biomes and new biomes, level cap, skill tree rework, gear rework, etc.
If you haven't played since the launch of early access it will practically be like a new game, but again if you're one of those people who only want to play the "finished" version of the game, then no, it's not complete yet.
ty, im super itching to play and I think I will tomorrow
I just started a new play through with the update that dropped today, and they changed the starting area a lot I noticed. Either that or I just explored more than I usually do and found a bunch of new stuff lol!
they did change it! Took a quick look-see and really like it
I hope we get tooltips for the skill upgrades on equipment - how the hell should I know every skill? 😅
I do recommend just starting a new character in a new world. Soooo much has changed that it'll probably be a much better experience than taking a game world and character from so long ago and trying to play it.
Unless it's coordinated it's absolutely just a nice bonus, but you can just refill the shroud timer for your entire group in an optimized setup. I may have been too quick to judge it as useless though. With my voidcaller (2 attacks per attack) and that 20% proc chance, it's an expected return of 5.4 seconds of shroud timer for every second of wand spam. That's still respectable
i noticed that too lol. I think there should actually be a search text box on the skill menu actually if they don't include what the skills do in the item menu
yeah definitely gonna start from scratch
I'm going to imagine the thundersnow ring is just like the other 2 elemental rings, but does anyone happen to have it?
I think it's probably reasonable in singleplayer. I still object to it for groups. I don't always get a lot of hits in if they're killing mobs too quickly. Wand spam only works if there are mobs to attack.
ooo bloodletting gives lightning mages a 60% chance to spawn orbs (assuming you also take the skill)
ty
i think the ultimate ring of health is the last big one we need?
legendary quality i should've specified!
I don't have, these are all from my pre-update stocks. Sorry! 🍀
You're all good n_n
I wonder what it has for upgrades
either way 185 HP each is already massive
This is a known fact, gold versions of the endgame armors can drop; as can gold and higher level versions of Kindlewastes armor! :D
Oh okay, nvm I knew about the kindlewastes but not the new ones
We can literally do a Righteous Fire build, pohx would be proud
I have legendary Pearlfrost gloves...
post a pic of em
Water aura is not classed as a spell correct?
so mouse buttions now just mean forward and back, andy way to get old keybindings back xD
ok, I'm a bit mad. With the old skill tree I had enough skill points to get everything useful in magic (trickster, battle, healer, wizard of course), tank, get ranger, airborn, 4th food buff. Now I don't have enough skillpoints for just magic and tank/guardian!
yup, things like terror or bloodletting essentially had their skill costs doubled
Okay, I've got my new spec built. It brings back Sneak Attack (hesitant to keep it but let's see how the re-tuned combat rewards me), the explosive arrow and grenade buffs and the soldier stuff I leaned on before. Not enough points for the fourth food slot but maybe it won't be necessary. Now I'm gonna eat a big lunch IRL and get to battle testing. Wish me luck, homies!! 🗡️
I didn't even get bloodletting! It's not good for ranged gameplay
You can get about 4 to 5 paths now i'd say
Dex at 22, so same cap as before. 😺
You don't need Ranger now though. It's now useful for archers only 🙂
Ah, you need Fatal Precision now
Initial impressions are pretty positive; lost a touch of the passive damage from Shield Bash and Counterstrike, but if I end up not liking Sneak Attack and its buffs, I'll have plenty of refunded points to get those two back.
eh where you getting the 9% crit chance? ring of stamina gives you only 3% from the sniper+fatal whereas the ancient gives flat 5% plus the 5% from marksman. Or am I missing something here
Waveborne maxed boots
Anyone try the new righteous fire stuff out yet?
I'm toying around with a healer / wizard / battlemage build
With all these mentions of "class" can anyone tell me if that is simply differentiating between people focused on red green or blue, or if it actually detects Battle Mage vs Wizard and Two handed fighter vs one handed fighter. Stuff like that. Just wondering what the classes are.
There are no hard classes, if that answers your question.
Archtypes/playstyles would probably be a better way to look at it.
I understand that, but the update references things like the chests at the end of hollowed halls detecting class
The word class is mentioned 11 times in the update patch notes just wondering exactly how theyre defining it.
Since there's no hard choice I'd take a guess at point-bias? So like whichever tree/colour you have more points in might influence it? The notes were pretty vague and lacking any "keystone" nodes or choices that's about all I can think of.
I've tried it out on some skeletons/skulls spawned with the necromancy skill and gem. My test with those is limited though, as only heal channel will successfully target my friendly undead.
I only got to really use it in some chaotic melee, so my notes are also minimal, but I found it lackluster. There's either some kind of chance to proc, or it only actually procs when you actually restore health, not just hit with a healing spell. Either way, it doesn't trigger as often as I think it should. It's got some good AOE and does decent damage, but it's not a primary damage dealer.
Reading the notes fully, it looks like it just means warrior/mage/ ranger but I wasnt sure
I read it that each chest will have warrior, archer, or mage themed loot, not that it somehow detects where you spent your points and gives you appropiate loot.
Like mentioned the game does not technically have classes, but for ease of communication there's 3 "classes" since there's 3 main stats (strength, dexterity, and intelligence).
Wild to say there are 3 main stats...
What do you mean? Those are the 3 stats that increase damage and determine what kind of weapon(s) you use.
In terms of damage types associated with those loose "classes" it's a fair summary tbf.
Full Endurance build plz. "The Runner".
There are 3 damage stats. But there is one that you use regardless of build
Right, the main stat you focus on will depend on what weapon you are using. Hence being the "main" stat.
It's just easier to call them classes rather than stats.
Like "we are adding new loot for strength based characters" vs "new warrior loot" as a made up example.
which one do you think is used on every build?
I think they mean that for any particular class, there is one main stat you go for. What that stat is depends on what class you are trying to be.
Stamina
that's endurance, not a dmg stat
Stamina doesn't increase your damage. But yes it is always helpful.
But so is constitution, and even to a lesser extend spirit if you do use some spells for utility or as a secondary attack.
I want Stamina buffs before strength dex or int buffs
i actually just go out of my way for constitution instead of endurance for mage
Well here's me with zero Endurance nodes so...
ya same lol
Wild to say every build needs endurance.
And that is a personal preference based on your playstyle, gear, weapon choice, and what other skills you have picked up.
But if you want to do more damage, you need to increase your main stats.
Also why hybrid builds are always difficult to balance without adding in specific synnergies, because a pure melee build can just build strength and their attacks will always do the most damage possible, while a hybrid will split their damage bonuses and main stats and end up doing less damage with each attack. Usually.
Which probably also confuses whatever loot bias they've introduced - assuming it is based on nodes bought.
I didn't see any loot bias in the patch notes. I may have missed it though.
Only thing I saw was that the halls can have class themed chests at the end, but I read that as a random collection of several chests you can choose to open.
The end rooms in the Hollow Halls now contain 2 new chests tailored specifically to each of the classes, warrior, ranger and mage. The chests can be gold or silver, and can be either a weapon or an armor chest. Any number of chests can be opened as long as players bring enough Ectoplasm items.
yep that seems to be the only mention of chests and classes together
doesn't sound like it's trying to read our class
Fair enough, that was just the comment that started most of this conversation.
yea haha i hadn't checked myself and assumed it true until ravien just said he didn't see it
I hate the Terror changes.
It makes me sad
I'm usually a Ranger in this game and when I upgraded some of my gear I saw Blessed Arrows was a skill on one of them.
When I checked the skill tree Blessed Arrows wasn't anywhere on it??? 
I also don't see Purification on the skill tree either.
oof, yeah WTF?
That is a hard nerf to Terror.
What is the point of playing a wizard
Nvm I found it
I realize they're still working on mage changes, but nerf after nerf without any big kickbacks is starting to get old.
any build and recommendation for bow , what are best bows in general
Mages have even less crit, 6% crit now for mage skill down for 10%, Lost 5% crit from ranger tree.
So terror works for half as long, half the time as before and we have less crit to trigger it with.
Yeah, not happy about that change.
Not happy at all.
Bloodletting got a 5% spawn chance nerf too even at 3 ranks.
Not to mention for this and terror they are 6 skill points instead of 4/3
On the upside they did add a mana regen skill early in the tree. So that will actually help early mage gameplay.
For who tho? I am not replaying on this.
i really hope they add some more necromancy skills soon
theres only that one skill and im so jonsing for more
Hard to help early game mages when they drive them away from the game.
New players. I see at least one complaint post a month on reddit about early mage gameplay, and it always boils down to the early game regen sucks.
Bleh, Radiant Aura is still Fell enemies only...
Counterstrike got a mild buff (at three ranks).
Ugh, Quick Charge got nerfed too.
All spells will feel slower now.
Spells felt slow even at 50% reduction.
Frankly I feel the former quick charge bonus should've been baseline cast times.
fwiw base rare healer gloves get +1 to quick charge
Weird choice since healing spells are some of the fastest to cast.
I mean with gear I'm at 75% Quick Charge now, they did say they expected things to be tied to gear now so choices are more specific.
I don't feel the early game mana talent is moving the needle much. 9 mana taking 6 talent points to reach. not looking so hot. Adds 1 level 1 fireball ever 25 seonds, meh,
That's fair, maybe a baseline speed increase of the spells would be healthier.
All I'm saying is a single perk for 50% is sort of unheard of in the entire game when other weapon speed bonuses are 10%-15%
what other gear has +quick charge?
The mana talent feels like lip service to early game mages, did not fix it at all.
9 mana regen would basically be having nomad highlands gear in revelwood. Which is about when mana regen starts to go from feeling bad to feelin OK.
What were the terror nerfs btw?
I'm gonna have to start over and see how bad this is compared.
Terror went from guaranteed 4 sec stun on crit. to 15/30/45% chance on crit to stun for 2 seconds.
... Holy shit
yeah, it got massacred.
naw my guy 9 mana regen is 1 pice of gear from that zone. not early close
i think the eternal lightning spell from last patch might have caused it lol
That's absolutely brutal, that with the slower casting... weren't staff mages kinda already bad, aren't they worse now?
personally ive always liked staff except for 1v1 fighting
I haven't played one, so full disclosure, just my friend complained a lot about how useless staffs were until mid-game
I am posting feed back about mages, I maxed my armor to test, and this kinda sucks.
Staff mage was tolerable with good mana regen, mana leech (debatably optional), and a way to crowd control lots of enemies (Terror).
Those upcoming mage changes better be good at this point tbh.
i never not used mana leech after mid game, feels great aoe'ing non-stop
would probably not use staff w/o mana leech x.x
Actually feels like being a staff wielding wizard when you actually have the mana for it.
that is wild, Until you get the end game rings and food, mana regen is a dumpster fire. with out mana leech
So is stuff actually viable now could I actually go and make myself a decent stealth backstab character
Feels a little bit like every update they nerf to the ground strong perks or play styles but you can still stand on a mountain spamming explosive arrows to stun-lock?
i did double negative, i always used mana leech
because mana regen takes 1/2sec to get started anyway (w/o gear support) it doesn't even regen much imo
Mage Apprentice got nerfed, but it kind of balances out with the new staff/wand exclusive damage nodes.
Yes*
But this perk called Veiled Vi-
we lost soo much crit on mages
Elemental damage nodes are unchanged as long as you put all three ranks in.
Elemental resistance nodes got slightly nerfed.
Tide caller boots now force you to have necromancer, So you can't heal your self LOL
thisis a joke right.
Oh dear, it's SO MUCH more strong now, you can stun-lock bosses =_=
But daggers still useless, unfortunately
Was this an oversight maybe
I had to beg my friend who played the game not to spam from a hill every time we fought, why would you not just do that every combat with a bow and stun-locking explosives?
The game is very generous with vertical terrain but its existence means you can cheese everything except maybe some high halls encounters
limiting factor is just how much they're willing to farm for enough arrows
Ouch, they really did nerf Wizard's crit chance...
I disappointed, I wanted to make daggers work. but so far I just died couple of times
I don't know how much I like that as a limiting factor, kinda reminds me of silksong tools without the cap lol
1 lvl exp arrows is everything you need
Mass Destruction ate a range nerf.
Thank god
What is the change???
yeah, that one I can kind of understand.
After getting a chance to look over the changes in game I'm sort of mixed on them.
Some things seem needlessly nerfed, but some skill paths make more sense. Some buffs and skill levels make no sense though like Blood Rage increasing the distance it triggers at, it's a melee skill, obviously they'll die within 2 meters. I don't need 6 meters.
Such a ridiculously overpowered perk
Thanks?
I'm just making a joke about that if you want to play a backstabbing assassin you are forced to take an HP perk
There was a big debate about it earlier
Looks like I'll be swapping to ranger haha
For the record after looking at it I have to agree with Ozcaty about veiled vigor. It's a pointless skill. Even fully upgraded it's barely more than a single constitution point.
So basically you have to needlessly spend 2 points on something you'll never need
Hmmm... Well time to bow cheeze
Or I can suffer out a mage build
Healer skill got a big buff. If only the healing spells were actually good though.
You need all tank tree I guess
Yeah thanks, but even if it was buffed, I'd still be against it, it's just the design decision of it in general.
But yeah the fact that it's pretty useless too is uh, yeah.
Oh yeah, 6 times your dex, so if you have 20 dex that's 60 health for 6 skill points. Not nothing certainly, but you can just pick up 1 con skill for 1 point for almost as much health.
Yep
Actually... Maybe I should play a full warrior build
Give the new longsword a try for once
But at least you only have to spend 2 points on it.
I'm starting to think fundamentally the game is going a different direction to one I'm interested in, which is a big shame because I loved it when I first started playing it
I think they wanted something for rogues like mages already had but I don't think anyone seriously considered actually using Life Essences because it's way too costly for what's maybe 1-2 constitution and it was also completely avoidable.
Those end of tree skills should do a bit more than just giving you a bit extra health imho
i think it's nice for maxing hp to avoid 2-shots, good to have buffer inbetween healing
I always thought a lot of them were just going to be place holders since they had been there since around release.
It's like every update there feels like really really odd design decisions and nerfs that just feel bad. I get trying to make the game more challenging, hey I liked the damn Ashlands in Valheim.
But at the same time the game is NOT* designed to be difficult. You can cheese everything by stunlocking them into eternity. Why nerf updraft so hard isn't the glider kind of the fun of the game?
lol you are forced into arcane conduit (+1 spirt ) to get staff damage.
9 skill points total
arcane concentration, yeah <.<
Yeah, spirit is unfortunately not that great a stat if there's no percent based mana regen to go with it.
wish they had some path between end of wizard and trickster
or just add some %mana regen yeah, like on crit
Why limit updraft to one per flight. Wasn't the 100 mana kinda enough? I get you could cheese a little and sequence break a bit but isn't that what the fog is for?
You have to take necormanacer to have shroud dmagage.
That's just so lame for exploration and totally makes mana regen useless on melee builds now
People were using massive mana bars and jump cheesing to literally fly with gliders.
Man but isn't that kinda cool
You can't do that until late-game
I mean, yeah, but that was their reasoning for it.
Updraft nerf broke my heart(
I just think it's anti-fun and arbitrary to limit it to once
Nerf the height or the cooldown
I had thought when they got around to doing a skill overhaul they'd have just cut out the skill dependency thing since it's a very outdated way of doing skills and often makes very little sense unless the skills are directly related like Water Aura and Waters of Life are. Why do I need so many things I don't want to max my strength or intelligence? It's weird.
My question is the new bear traps
I guess it's a way of elongating progression, making you feel like you're constantly improving when you just picked up 8 max HP in the assassin tree
Not getting access to all your toys at once makes sense
Can I use them for combat...
I get that to an extent but it mostly just annoys me spending points on something I specifically don't want lol like 1 handed weapon damage for my two handed great sword build.
Another major issue with stealth build is amount of enemies, you can kill one in group and after that it's all about aoe. You can switch to bow, but then why bother with stealth daggers
Yeah you might want to swing with it in your right hand only then
Good idea
Benefit from that dmg
What’s the new T0 now lol
I am not liking the skill tree changes.
The game is not built around stealth being viable... but hey maybe the sneak and some ai(?) changes will make it feel better, don't know for sure
I'm hoping they add smoke bombs or invisibility for assassins later on because stealth really isn't viable for the majority of the games content yet.
Guys at least you can get dagger perks without wasting 5 points on poison resistance
Let's take that win
That is a win
Yeah there are a lot of changes like that that are a lot better.
now you have ✨ maximum HP ✨
I also like that the Aura's bow cost less if you're solo because there's no need to up the range solo
Now*
Upping the range on what was it war blood or something is so funny
Higher range on activation for something that can only be activated... in melee?
Truly, a decision
is anyone else finding out that updraft is once again made less useful? I can't even use mine to get out of the shroud faster now.
Btw I just tried sneak attack with 2H sword, it works, and I think it's way to go
Not sure if Eternal Spark got a buff or nerf.
Formerly: 25% chance for wands to not use durability.
Now: 10/20/30% chance for wand projectiles to restore 1 durability.
this would be a great perk for trickster.
Wait sneak attack is just as effective with daggers as it is with greatswords?
More effective, but it needs testing
does that also work with spells? cause im getting extra numbers from attacking with my fireballs from behind.
Patch notes said backstab no longer works on spells.
thats fair, still getting backstab bumps though.
I personally think they don't know what they are trying to do with a trickster class. They should look to dragons dogma 2 for inspiration. We need to be ablet to actually trick our enemies not just be monk light.
This F"ING SUCKS. I hopped off my main and jump onto a mid game play through.
mid game mages are way behind.
it took 84 points to max all the offensive skill for mages, wand and staff, and have double jump and updraft. (no flame based skills)
Now, that same thing takes 105 points (with out even taking staff damage)
After all those points is mage better off?
You got the mass destruction thing going? with the crit hits? dude with that I hit half the field.
no you have 1/2 the effect and proc on Terror, but you get 15% wand damage wooo
yea.
I'm going through all the blue nodes right now to see what was buffed and nerfed. Currently heavily leaning in the mixed to negative direction.
i don't recall all the old numbers but in general id say no; perhaps with full legendary gear it's meaningfully better
stun is just never going to be as good tho
Nope. way less crit
but maybe doesn't need to be
I think perhaps the worst thing about the skill tree can be boiled down to a complete failure to fulfil the role fantasy
Guardian doesn't block.
Assassin is forced to take max HP.
Trickster has no evasive, subterfuge, illusions.
I am not happy with the changes to one-handed combat, especially to the nerfs to leap/warp
Yeah, feels like the devs don't understand the classes they are trying to make. I mean all we get for necromancer is a percent chance to make some friendly bones with our spells, and a grind to make for sure ones. THey think spells should be like archers arrow quivers too. Then they don't allow the one cool thing that ranger types get which is to shoot from mid air to be more viable by making updraft only work poorly.
IF they are gonna make skills have levels the least they could do is allow us to invest levels to get more then one updraft.
See ya man, sorry to hear about your experience. Devs might listen in the feature upvote place maybe idk
Yes. That seems like a no-brainer.
It genuinely feels anti-fun.
people are more upset than i expected. As someone who invested in mage it is a bummer but not un-recoverable
Also i'm immune to the updraft changes since i didnt take it before anyways haha
it's not just mage, all people wanted was a fix to 2hand and somehow every other build suffered because of it
There was a glitch where you could get more then one by swaping your weapon mid flight. it made the game amazing. They should have embraced that and allowed us to get more then one.
at least dagger perks are more accessible haaahaaa
ya im with ya, i didn't expect any new abilities/spells this update and the number changes aren't wild to me (ez stun getting tuned down just kind of makes sense)
from everything i've seen basically mage was the only thing actually nerfed. Ranger i think they leaned away from just generic crit and into skillshot. Melee seems to be in a good state
its because they don't know what the different classes want. Assassins want to kill powerful enemies in one hit. Tricksters want to make them fall off bridges. Mages want to explode the field. Fighters want to duke it out with the big bosses. healers want to keep everyone up.
Mage really needs it's dedicated update, hopefully before 1.0.
Mage skill node changes (specifically the ranked nodes):
POSITIVES
- Mana Currents - New mana regen skill. This will probably be a game changer for helping early mage gameplay feel less awful, and probably make Mana Leech feel less mandatory in general.
- Mage Apprentice - Unchanged at rank 2. 5% magic weapon buff at rank 3.
- Necromancer - Unchanged at 2 ranks. 5% spawn chance buff at 3 ranks.
- Bone to Ash - New 5% damage per rank against Hollow skill.
- Healer - Unchanged at 2 ranks. 15% buff at 3 ranks (now if only the healing spells themselves were actually good).
- Divine Surge - It's no longer locked behind Martyr, I call that a positive. Not sure if the crit rate is still bugged though.
- Arcane Deflection - Unchanged at rank 2. 10 additional mana restored on parry at rank 3.
- Unity - Slight nerf at rank 2, but 6% chance and 2% mana restoration at rank 3.
Wand Mastery - New wand damage bonus skill in Battlemage tree. 5% per rank.
MIXED
- Spellslinger - New staff damage bonus skill in Trickster tree. 5% per rank. Too bad it's locked behind Arcane Concentration. Spirit is a lackluster stat without percent based mana regen to go with it.
- Counterstrike - Mild nerf at two ranks, mild buff at 3 ranks.
- Elemental Damage - Bonus is roughly the same at 3 ranks, but technically costs an extra point.
- Elemental Resistance - Slight nerf to total %.
- Fire Aura - Does 1 more damage per Int at rank 3, but still only works on Fell enemies.
- Water Aura - Unchanged as long as it's at rank 3.
- Waters of Life - Technically costs 1 more skill point to get, but that point goes to an Intelligence node so it's not exactly a wasted point.
- Eternal Spark - Unsure if buff or nerf. Formerly 25% chance to not use wand durability. Now it has a 10/20/30% chance for wand projectiles to restore 1 durability.
- Life Essences - Now 6x your Intelligence as bonus Health at rank 3. Still cheaper to spend 3 points in Constitution for more Health though.
NEGATIVES
- Bloodletting - 5% orb spawn chance nerft even at 3 ranks.
- Terror - Got massacred. Went from guaranteed chance on crit to stun for 4 seconds, to 15% chance per rank to stun for 2 seconds.
- Quick Charge - 5% cast speed nerft at 3 ranks, 20% nerf at 2 ranks.
- Wizard - Hard nerf from 10% to 6% at three ranks.
- Mass Destruction - 5 meter range nerf at 3 ranks.
- Healing Revive - Slight nerf. -1% revive health bonus at 3 ranks, but also costs 1 more point to get that close to the original 25%.
- Shroud Filter - 3 second Shroud timer nerf at rank 3.
- Shared Misery - 5 meter range nerf at rank 3.
i also saw the change to terror and was like huh that's fair. It was way too strong. HOWEVER, the fact its 6 points now is INSANE
Also necromancers want an army of the dead.
just give us an army. thats the point of necromancy.
yeah i picked up what i think i picked up last update and have much less points to go around maxing con and picking up QOL buffs from green tree
well, no extra points really
lol
Good write up. worth adding that Bloodletting and Terror also got skill point cost increases for T3 compared to base, which is death
Yeah, just noticed that.
Don't forget the changes to armor though, since you can get skill increases from that and jewelry too.
yeah BL went from 4>6 and terror was 3>6 which is bonkers
In the case of mage, it doesn't even offset the nerf. Other classes it's very good. Like i think skillshot ranger is GIGA buffed
it would be fair, if mages had any ability to cast more than 1-2 spells with out it.
yeah that is kinda true, it only needed to be a 4s stun bc the casting is so slow
The only spell that could keep Terror chains going reliably was Light Bust, and that spell has almost no offense power to it after Kindlewastes.
so did channel lihgnting.
yeah channel lightning i thought was the go to terror abuser for single target
I found Lightning Channel to be too janky to use before.
Maybe after the targeting fix in the patch, but with Terror nerfed who knows.
its dps was less than wands by a good margin so i didn't even bother using very often
ye i goofed around with it a bit today did not feel good having wolves run through it lol
i was reading and seeing some prints u guys posted here just correct me if i am wrong but it is possible to drop the sets from every map but sometimes u get like blue rarity and sometimes u can get the legendery version of it?
yeah i understand that's how it works right now
and with like the sets from the albaneve summits that are all crafted we just don get to see a legendery version? or they drop too?
i think the way it is they're just named differently, like for example:
this is someone's legendary drop from above:
WTF? no soaked builds and lightning channel / chain.
Chain Lightning sure (if they're already soaked, I don't go out of my way for it), but Lightning Channel was too janky to use in my experience.
that is exaclty what i am trying to understand so like the craft armors we dont realy get to see a legendery version of them
just the sets that can drop on chests
yeah so far i haven't seen someone post a non-crafted tidecaller or other crafted gears
just elder, eagle eye, and whatever the warrior gear is called drop with multiple rarities
just look at it on the resorce world if you don't have it
bit sad soo i will need to like farm again and get the newest rarity
i looked early and didnt find any legendery but it was close to the update
i will check again
I am modding terror back and my friends will just have to play on my modded server instead. I am abit upset by the nerfs.
Time to write a C++ DLL
Oh god, I have to scan the game to find where that 45% value lives.
Anyone intrested in it?
I found the complete opposite, got regular shocks from gem of storms eye, but I don't think that was nerfed. They removed/changed the soaked bonus stuff before this patch though.
I hope this update was not that. This don't feel that interactive.
naw, you just have to walk around wet.
pop a balloon every 15 mins 5-7 mins thanks to gear
I just don't understand the changes to what you called "warping" where you leap forward on an initial hit, or were able to leap to another target in a group, that was literally the BEST thing about melee combat and it's just feels BAD now.
right, but before that the gem would auto-soak your enemies and apply off their soak, and now you have to be soaked, so still a nerf because of the stamina penalty of soaked
yea but it may be dead now with terror's nerf
Terror was nerfed by 75%
i am almost sure that before u need to be soaked too tho
bugged
nah, it was bugged when it first came out
ok so they fix the bugg and now it is normal so i was using it and getting wet for nothing before
good to know
I mean, it would make more sense to soak an enemy and then shock does more damage to them, rather than soaking yourself
Sooo much of Staff's offensive ability was in terror, Playing today on hard, you just can't cast a 3rd spell per pack any more (form a none cheezing range)
Another legendary quality armor piece
what chests u are grinding them? any? or the same ones that get armor pieces before?
I tried starting a new character and doing melee, but I found it a bit difficult to play. The difference between a short and a long press is too close so I keep long pressing hin sequence. Where it will attack. I stop clicking, it attacks again and again (long attacks) and I'm like, "Whoa, I stopped clicking, why is it still attacking?"
This is the path I am taking- I can explain where the chests are if needed (Most are gold only)
Also, the whole make yourself wet to make others wetter is too gimmicky. The game shouldn't make such a gimmick like that the best way to do big damage.
Yeah, I makre my gold chests too when I find them. And repair stations.
ok i just get the hang of it now soo we just need to farm in the highest chests lvls we have and it is fine we can drop armor that is crafted too and not only the pieces that where already drops from chests, i was still confused about this part sorry
bro, my shroud timer went from 20+ minutes down to 13... wtf is this?
the two skills that work with time are counting with seconds
my brand new character shroud timer started at 10 minutes. being in a world with others probably affected this though.
the one that bust your time in the shroud and the one that bust the time for rested buff
I put 3 points in inner fires, so what, I have to roll a new character?
i have like 11 min and 6 seconds i already reported tho
no is just buged for everyone i think just dont use the inner fires
for now
cmon guys
you can change your skill points anytime using runes at your flame altar/base
that skill is bugged, so for now just re-spec your points
I haven't found any armor in chests that is crafted so far
is this something that is used on resources or for pickaxe weapons?
resources
is literaly a special attack for the pickaxe try itis fun
alright thank you. do you think the points are worth putting into it?
just when u are going to farm i think
gotcha, thanks!
I'd suggest specing into it to farm, then reallocating the points after, yah
Is anyone else having the camera zoom out in an annoying way as soon as you engage enemies?
And is there a fix for this?
Does anyone know if water aura counts as a spell so divine surge has the potential to crit?
I believe it is just an aura and not a spell; spells are only the things you actively cast
That's what I figured
You could try it with like the fire aura to test though i suppose? But yah I don't think it works unfortunately
Is it just me, or do most skills cost more just to get a similar effect? Trying to recreate my previous build as close as I can and mage skills already require 3 ranks just to have slightly nerfed bonuses, but even the non-mage skills are eating up a lot more points than I remember.
definitely uses more skill points for similar effects as prepatch
I'm literally going through my mage build as well and yes, i'm not able to fill out as much as I use to
I'm not max level though also, only level 38
I'm not quite max either, but even after gaining points that originally went to the Ranger skill for the critical chance I'm having a hard time even getting to some of my previous skill choices.
The changes to the camera/zoom during combat is making things borderline unplayable
Thankfully they seem to have put a Quick Charge bonus on staff casting gloves.
settings
What part of the settings? Changing the camera distance does nothing. The camera still zooms out to a ridiculous extent when there is more than one enemy present.
try this
Not a solution. When set all the way left upon making contact with enemies the camera zooms out to the extent shown on far right. This throws off coordination during combat.
There's a new combat camera setting somewhere in the options. Disable it.
Found it. It's under accessibility instead of game. Thankfully it can be disabled.
I like the new camera. Gives a better scope of the engagement
I've always had mine set to max so I've never encountered this issue.
I know things are still being discovered, but has anyone found the updated fowler set to see what skills are tied to the upgrades?
Also, do daggers still benefit from melee crit chance, or has it been swapped to benefit from ranged crit chance? The warrior path now specifies one-handed melee weapons, so that node at least no longer helps daggers.
Daggers i think get their own line of crit chance and damage buffs in the assassin tree no
They are still melee weapons though
Casters lost a ton of crit from the mage and Ranger changes.
I can’t make the same build anymore. There’s two few skill points. Things cost way too much.
If they're still melee, then it sounds like veteran and battle heal would still be useful for a dagger build
I honestly don’t like any of the talent changes. The small bonuses like a runner being in the center do not nearly make up for the deficits.
It's nice that some things are more optional and/or cheaper to go around to get to what you want, but it does feel like it costs much more to do the same or even less than what you used to be able to do with the same amount of skill points.
Agreed. I can't do close to my normal mage build
Armor being tied to specific nodes also makes it somewhat harder to mix and match though - e.g. The melee crit chance armor has perks tied to two handed skills even though I'd want them for my dagger build.
I’ve already been all over the suggestion threads
Terror has a 75% Nerf accumulative. Plus a mass massive cost increase.
Half the duration and half of the chance to trigger
Now, You just don’t get the cast more than two or three spells per engagement before you’re in melee terror was holding together staff builds.
To be fair, they did say that they will be implementing mage changes here soon as they focused on the others so far. But I can only hope that includes the skill tree as well as combat
To be fair, they’re not here.
Doesn’t make the game fun today
I really feel this was bungled
Progress takes time. That's about all I can say on it. Give positive feedback and hope they make the changes you like. The game is still in alpha so there is plenty of time to make changes
How about the three 6 skill point it takes to get 9 MP 5 for the early game 🤣. You know at the same time you’re trying to get all the other things you need to function. Instead of putting mana regen on the early game staff., they make you waste your skill points
This is a very important perspective to keep. ❤️
Unfortunately the promised mage update down the line has a lot of work to do to change perceptions with the playstyle at this point.
I'm glad they're dedicating time specifically for updates to mage gameplay, but these last few major patches have been rough for the playstyle.
That's fair and has my full agreement. Most I can do is have fun with the classes/archetypes and parts of the game I know work for my style and interest in the meantime. I still am very impressed by this game and haven't been soured on it. The playtesting I've done for dagger main (about 500 hours playtime) has been very satisfactory today. Tomorrow I'll test my mage (about 200 hours playtime and my more recent character) and see where it stands personally, but either way I understand growing pains and patience are part of E.A. This isn't my first rodeo, so if I gotta hunker down, podnuh, I'll hunker down. 🌪️ 🤠
I just jumped on a lower level character to test out some early game, major stuff. The skewer food looks interesting but the amount of nerfing to crit that’s happening is kind of taking me back. Even the root staff is down to only 4% critical strike chances.
Oddly, I don’t think it’s really worth going down the trickster tree anymore on a mage. There’s two intelligence points that are easy enough to pick up in it
Blood leading is the only talent that feels worth considering, Everything else is just too costly for too little effect.
At first I was annoyed they reduced the base cast time reduction to -45% from -50%....but then I found this is possible lol
instant cast fireballs
ring of rapacity is so back
O.O
@cunning mural @gleaming musk
oh I saw that, and I am happy about that
but still angy about other changes
hapy on some, angy on others
Unfortunately, the casting animation makes up a considerable amount of the time it takes the cast spells and the cast time doesn’t count for that
It’s a DPS increase, but I’m much smaller one then the numbers along with lead to believe
.
But it's big survivability and mobility increase, you can basically jump cast fireball now, when previously you could only really get away with light burst or icebolt
Blood magic good.
Also Spell Slinger is good but very expensive to get
Hard disagree. It used to be very, very good. But that was several patches ago.
Yeah, you’re right. It’s too expensive to get there.
Yeah, I'm wondering what to do, I feel so nerfed as a mage, I'm feeling very demotivivated as it feels like I can't even afford half of the skills I had.
Yeah, I don’t think the patch should’ve shipped in the state
On the upswing, I’ve noticed fell soldiers’ running attack is less of a homing missile now.
anoyone else notice that staff spells have less range now. The projectile seems to be affected by gravity more
I didn’t notice the change, but I haven’t had any very long range engagements,
I think i'll have to drop waters of life, it's too expensive now
Can anyone confirm if cast speed increases the DPS of lightning channel while channeling? Or once you are already casting the channeling speed is fixed? And likewise for the other channeling spells.
I guess I can just test it
I have not noticed a damage or speed increase of the channel itself, only the windup cast.
If the casting speed increases, the channel channeling spells could be seeing a huge buff. But I think you’re right.
And with terror not worth taking anymore, I think lightning channel is a dead spell. It can joint acid bite and shrouded meteor, and light burst
wait, absorb is 4% chance to absorb mana per hp lost...that is super nerf
even maxed out it isn't worth it.
Some staff have 6% crit. But overall, my crit is down about 9%.
And everything mages have is based off of crit
I've been getting some use out of lightburst, only because it seems two or so casts stuns things.
But lightning channel is a garbage bin spell.
Acid Bite seems to do a little more damage, but no where near enough to justify the cast time.
I’ve already modded the terror skill back to 100% on a crit, but I can’t find a way to change the duration back to 4 seconds
but with slightly higher casting speed, I can just about stun lock things (when I get crit chains)
Sneak attack and merciless attack don't say "with melee weapon" but I tested and confirm wands don't work. I definitely think sticking a wand in someone's ear from behind and saying, "Surpris!" should be a thing as thier head explodes.
But it may be worth carrying a melee weapon for sneak attack damage. Even unskilled, 900% is a lot.
I am thinking of going like a battle cleric build but i see some passives that proc off magic weapon damage. Are there any melee weapons that proc this as i want to use melee weapon with shield but still get these procs?
My full staff mage feels exactly like before
How invested were you in other trees?
Because I have to go 2 trees mage only if I want to dabble in any other tree
Like I was before could even pick some extra tankinesse
wierd. I had to drop the guardian tree. I had to drop the survivor tree. I had to drop the middle. I had to drop the ranger tree, which I had all the way to the ranger skill, and I had to drop like half of the trickster tree to get a sad approximation of what I had before.
necromancer seems stronger and maybe more useful now though,
I had 176 skill points to use
Maybe it all works out in the end, maybe all the pain is at lower levels...
I had 121 points when I updated
Now that the talents are much better sorted I don’t have to waist points anymore
My build flew out of the window, hurray! 
Yeah my build is dicked aswell with a mere 77 points to spend
I have like 75% of what I had before
Sucks because I had finally got the chance to invest in confort stuff such as updraft and better regen/endurance
Is the late game better post update skillwise?
This is what i have so far with 87 points to use (i also have Intelligence, 1/3 Arcane Deflection and Blink). I only have that Eagle's Bane point because i was testing if i needed the talent unlocked in order to benefit from the added bonus of Armor upgrades (spoiler, you do need at least 1 point in a skill to benefit from armor giving you more).
The rest of my points would head into survivor. Extra food slot is the goal, but 3/3 Runner, Arachnoid, Rebound and Swiftshot Sustenance when you have the points to do so.
After that im not sure how many points would be left over. Can grab Eagle eye if you want it, it doesnt do that much for you, and Mithrandist is a good point to snag imo, the scavenger matron is a b*tch
Backstab Mastery and Slice and Dice would be on the menu as well. Considering every weapon type can backstab, its almost worth the points required to get it for everyone. Even archer, as not only arrows do it, but (at least, before update 8, havent tested yet) the pool of shroud damage left behind by a Shroud Arrow can also backstab if the enemy is walking at you or at least away from the center of the circle.
Before the update, i would want the Arsonist wizard talents (or frost / lightning if i was using those bows / arrows exclusively, arsonist WAS best choice) but you might not get enough points to get there now, considering all the skills in the magic side got nerfed with reduced values, slightly buffed values, and over all more skill points to get what you want.
This character definitely feels weaker than they did before the update, considering i have less skills now (I also had Water Aura + the upgrade talent, in addition to Blink and the skill to remove stunned condition when you blink)
So, in a way, maybe it isn't necessary to be so strong anymore. It is much easier to attack, withdraw, and repeat the process wittling them down without the entire zone making a bumrush attack at me.
i am not sure i like the fact that you already have to invest in skill points to get the armor bonus skill..
i mean, yes i can over the limit with it, but i can't really mix armor pieces if i have to invest my skill points in a specific way to fully utilize the armor
it feels like this restrict the armor use more than it gives more freedom
You can still mix and match. You just need to find the pieces that'll fit into your build with the perks you want.
but if i want for example use a warrior piece because i like the perk, i have to invest in the warrior tree just to use this single piece of armor fully, although i am a mage or a ranger
'options'
You need less skillpoints now to get what you want and 176 skillpoints is more then enough. You can save a lot skillpoints now because you don’t have to waste them on useless stuff. I can see people saying they don’t have enough because a lot skills are honeypot traps
to be fair, i was going off of what ive heard from others here today, i dont have the points to really test myself. Pre update i had upgraded blink and water aura, and a character i have of the same level but more shroud root clears (approx 25-30 more points total) had all that and the extra food slot and 2/3 rebound nodes. So i was being a bit of a doomer
i'll tell you what tho, i am thuroughly discouraged from ranged for the update, at least for now. It was already tough needing to farm for arrows and stuff (because you use so damn many to kill normal difficulty mobs, even doing 500~ per skill shot at my level) on top of the farming required for consumables, im definitely switching to melee. with my own eyes i saw the people i play with that were melee pre patch just thriving way more than they were the day prior, both in damage and survivability
aside from the sicklescythe issue, that is
Use the magic arrows for the trash mob and the special ones for the elites
This is totally dependent on build and play style.
I would say otherwise
Everything is more condensed and reachable
I'm glad it's working for you. I can honestly say, it's not for others. Not everyone plays the same way, these changes were bound to effect some negatively
the eternal ice arrows dont do as much damage as piercing arrows of the same level, but i also dont have the level 2 version of it yet
Yeah I am talking about the max level stuff
Ice arrow 2 with points into frost dmg
And yes you do less dmg but you have infinite ammo
And the dmg loss is small
i dont have a max level character yet. I went to a depot world for EXP scrolls and used 2880 of them last night on a level 3 character i had, also explored different towers for the discover EXP and got to level 41, but i dont have a world file that is in the end game yet
I have 2 fully maxed characters. One focused on melee and the other focused on bows. I've gone back to the melee build because the bow build just don't hit like it did.
but even then, the stuff i was having issues with iirc is resistant to frost damage so even though its "infinite" (quotes cuz it takes a chunk of mana per shot and you only get mana back on crits, not sure if a crit will give enough mana to shoot that arrow again ive not tried)
Yeah bow def feels a little worse
i didnt even have the Ranger node pre update and i was still overall doing better pre patch
the farming issue was the same tho that never went away
That’s were the correct bow rings and the multishot comes in
i have multishot and my rings are Commander's Ring and Ring of Burning Light, which the former is just what i had since i didnt have a leech ring, and the latter helped my explosive arrows.
the latter still helps, just it helps more if i had points for Arsonist, and the former is still just what i have
on my other character that has more points, they are using the ring of the ancients which, until i upgrade it, is a fraction of what it was before (even after i upgrade it its still worse) and Ring of Endless Life, which i had because it had a little bit of Leech on it. Unfortunately now the leech was locked behind being level 8/9 (which since its low level wasnt that bad to upgrade)
the new versions of the Radiant Paladin, Elder and Eagle Eye sets having lower stats than the crafted sets is itching my brain really bad 🙁
Do they really...?
yea just 1-3 % of just some stats, not all but they do
You can get them up to legendary versions now, they'll be higher. And up to lvl50.
my next question was if they were a similar level
i got some of the pieces on lvl 50 thats how i was finding it out in the first place. This was also the same with the kindle waste versions from before the patch, where thy did haveing lower stats on some pices
do you have screenshots? I have the quetzal ranger helm and would like to compare
its in german but you can just look at the numbers and get the idea
Even after upgrading them?
yes upgrading just increases the armor values not the other stats
No I mean upgrading them gives now extra stats/perks
Like this
The reworked Kindlewastes sets also combine both Frost Resistance and Wet Duration, so worth keeping that in mind too when comparing raw armour values.
The new helmet is leagues better
to be fair, has anyone gotten a legendary qutzal helm? the extra 2 levels could make the difference
yes that is making a legendary elder hat better than an blue tidecaller hat but if the tidecaller hat was legendary it would have higher NON armor stats
Goodluck getting that.
so dont get me wrong a legendary Radiant Paladin, Elder and Eagle Eye pice would definetly better than a blue crafted pice but you can get these in legendary as well 😉
It'll be nice to be able to mix and match class sets to stack traits you actually want.
Well i would agree, except as far as i can tell the sets all have the same skills on them.
for example. the Quetzal Hunter Helmet, theHunter Hood and the Deerstalker hood all roll Snake Eater on them, likewise the Deadeye hood and Sharpshooter hood (and i presume the skillshot oriented Veilwater crafted helm) all roll Sniper.
So i wager the build variety is less than you think
so you just want to have the same armor you had before but in legendary ...
preliminary analysis says probably
definitely true for rings, since rings are strictly worse than they used to be if unupgraded, and some rings are worse now than before because of the changes made from upgrades. Ring of the Ancients is my prime example, as it no longer innately adds 5% melee, ranged AND magic damage, and instead needs upgraded to give the associated skill that would give the same bonus. if you dont ahve those skills unlocked before upgrading the ring they do nothing
I mean isn't every item strictly worse than their historic versions without being upgraded? That's universally true isn't it?
well they said in the video that that would be true for the armor values. They claimed to change how they do damage, and that armor values would be lower but shouldnt be that different
some items had functionality REMOVED, and re-added in a worse way with upgrades
so yes obviously armor is better upgraded
but mechanically the system is a tad worse imo
also their reasoning to make the Fire Aura still only damage Fell enemies, and subsequently righteous Fire, baffles me.I guess it makes sense becuas the Fell could be considered Unholy... but what about Hollow? They are LITERALLY undead and also weak to fire... if you want a skill to only affect a certain enemy type, at least make it make sense
I was thinking of taking that skill along with the aoe heal and aoe damage mitigation. As a newer player, the aoe fire one sounds a bit pointless?
Honestly, the fact that they only damage Fell enemies keeps me from taking those skills. If they worked on everything they would be amazing skills to add to a build, but as is there are better ways to deal damage that affect more than just a fraction of the enemies in the game.
it is. Only damaging 1 of 5/7 types of enemies makes it not worth the investment. You would have to almost exclusively fight those enemies to be worth it. of course you fight them a lot but not nearly as much to make it worth
Ah, any recommended paths for somebody wanting to play a tank with melee weapon but also be able to heal? Like a pally
Uh...
Without weapon swapping theres nothing sorry.
melee weapon and a staff as ranged weapon with only healing spells? 😄 tank and healer skill trees are not that far away from each other
i theory crafted a build for this very thing like 2 days before the update.
Take desired weapon skills, pre update i had the extra ttack speed with both two handed weapons and one handed weapons, so i had the option to switch if desired. I had all 3 auras (Earth, Water, and Fire) for flavor (DND paladins bread and butter abilities are Auras) with added wizard skills for boosted fire damage and boosted healing.
Ideal weapon: Melee that deals supported physical (Cutting/blunt) with added fire damage.
Playing solo?: Ignore the Martyr, Nemesis and Righteous Fire nodes, and allocate those skill points for utility like the Survivor tree.
New update: Still working on it, no online planner is updated quite yet for it and i lack a max level character (that also has all shroud roots destroyed)
so really its preference. You can make something vaguely similar but you will need a staff to heal. Not the end of the world, but healing spells for targeting self i think suck? Heal channel being the only one that hits self iirc
but water aura will do pretty consistent healing combined with life leech items
yeah i'll be playing on a server solo but with friends also
so its up to you. if you wanna constantly change ur tree around, go for it. i myself cant be bothered and would rather lock in the tree how i like it once and only change if it ends up not working
yeah, i don't want to use wand, i want to be melee. I noticed wand charges focus now and fires an AoE, do the single handed weapons get this?
I have only seen mention of daggers and 2h weapons
I haven't got on to test yet, my friend is booting the server back up today.
Has any planner been updated yet?
Yes, one handed weapons also get a focus ability. Staffs did not.
I understand you want to be melee, im only suggesting things you can do to emulate "Paladin" (Heavy armor, melee, Big Bonk™, and healing*)
and to do healing outside of potions and Water aura, you need a staff and appropriate spell
I don't mind carrying a staff for quick casting a heal to me and my buddies
swap to staff, do healing, swap to melee. solo play makes that a little harder but mayne you have a friend that can heal for you
would also suggest this skill right here, you get 1 point of a skill you dont want (necromancer) but allows you to deal more damage to the Undead, which is very paladin coded
the hardest part is self heal, it is easy to switch to the staff with Q but if you have any allies or summons (or the nice flasks form the gem) it is really hard for the heal spell to target the caster...
also this, healing takes mana after all.
the guardian and warrior trees i believe get stuff to get mana back also, so really if you dont want this its probably fine
unfortunately, with this build idea, you have less strength than you did pre patch unless you take a bunch of two-handed weapon skills (an issue only if you want to exclusively use a shield)
(the "increase strength based on level of flame" talent is in between Whirlwind Crescendo and Heavy Hitter nodes now)
hmm i'll have a look. I wanted to be a tank with shield with the additional agro nodes, one of my friends is quite prone to dying 😄
So far it seems that melee, especially two handed melee, got decent buffs. However it seems that rangers and assassins got seriously nerfed. What used to take 3 arrows to kill now takes 15. Ridiculous.
15!? wth lol
They just parry/évade them now when before they did nothing
Does anyone know how to turn off the camera locking on the target with target lock?
Damage is reduced as well. Substantially. Tested with some level 4 fell beetles. Pre update my ranger could snipe them with golden steel arrows and one shot them. Now it takes two arrows to kill them. The damage nerfs are crazy for a class that relies on DPS, distance, and evasion.
Did u check if ur world settings arent fkd up? After update mine were not the same, they had like 200% health
Melee feels weaker too
Baseline, sure, but the heavy attacks and specials more than make up for it imo. Ranger is just... bad now.
Maybe it things got over-nerfed because of the new possibility to put more points in one skill, so baseline got lowered too much?
Yep. It was slightly nerfed but gear bonuses offset it. Though it does mean you get pidgeonholed into mage gear more
The real pain is how much tighter skill points are for mages, and the severe nerf to Terror
I hate the changes to terror. It’s a 75% Nerf. Accumulate , Half the duration and works half the time then it used to . on top of having less critical strike chance available to the player. I no longer think it’s worth taking.
With less critical strike chance most of the offensive skills in the blue skill point trees get worse.
I’m very disappointed
It would be a fair a nerf if it was cheap and if it wasn’t the only way mages could cast more than two spells per engagement without using cheese distances. Voice to text is stupid.
Yeah. You can kinda offset it some with ||Ring of the Ancients|| but its still a huge nerf
I get that it’s a small dev team, and this is still early access. But I really don’t see how that shipped.
General crit bonus in the range tree was also nerfed but is cheaper to access. Though I couldn't fit it when I tried to reproduce my existing build
I'll probably have to try dropping Earth Aura. Way too costly to get for mages now
I thought it got changed to only work with bows
That, idk, because I didnt test it
I posted feedback about the terror change
Though unless things changes in the official patch release, the node doesnt specify it only works with bows
And as soon as I find the value for it in the game code, I’m sliding it into a mod. I already built to revert it.
Does the bonus elemental damage still only work for spells? Or does it effect wands and melee weapons now?
The bonus dmg in tree that is
I dont know that anyone tested it, but the stat UI still lists elemental damage bonuses as general iirc
the elemental nodes in the tree (like arsonist) should work with all sources of fire damage
at least, it was assumed to before patch
I feel like this skill tree rework ignored the vast majority of player feedback about the skill tree
Dope
BuT mE dOuBlE jUmP
Double jump getting moved was one of the few positives
They do, though wand damage is so low the small bump is barely noticable
And might get rounded down at low tiers of play tbh
I kind of like that I my build seems more hybrid instead of legit being all the way down 3 and a half trees lol
With release we will probably have higher level cap so they anticipate that for skill tree
How do we lose the ability to get skills we used to be able to, despite switching to a system that lets us skip the skills were not interested in.
My build got sucked even more into the mages trees. Dont have the spare SP to branch out much anymore
That's the hope anyway
That doesn’t make the gameplay enjoyable today though
Thats your point I find it way better now
Yesterday everyone was saying, the terror changes were not that bad because there is going to be a spell rework. That doesn’t make the next several months of trying to play a mage enjoyable.
Specifically greatsword
I’m not talking about all of the skill changes being bad I’m saying certain skill changes make certain play styles unenjoyable. Surely you distinguished that.
What changed about terror? Sorry, coming back from a couple months break
Still running into the same mage problems as before. Wand animation locks preventing block, enemies charging forward constantly. Stunning no longer an option, light burst kinda emulates the functionality. But I'm seeing shield carrying shroud enemies ignoring the stun bar when filled via light burst or lightning channel.
Minus terrain cheese, there is no way to get things out of your hit box
75% Nerf and 50% cost increase
Yeah but mage were too op honestly
Only Fireball was.
What game were you playing? No they were not. They had the worst damage out of all classes.. and without terror, you don’t get to cast more than two spells per engagement at normal combat ranges
Additionally, an extra reduction of water aura when in healing gear from somewhere... Was ticking about 118 pre patch. Getting 69 now.
Wands got a good bit more usable at least. So there's that
And I think Water Balloons should be able to reliably apply Soaked now, based on one of the final patch version notes
- Not having the skill points to afford Earth Aura and still get the full ranges
"more useable" as in a projectile speed increase. No range increase. Still can't hit the fell Drake with a wand
Yeah, wands are definitely more function, unfortunately they’re damaged did get nerfed. And it’s harder to spot the nerf because it’s from crit triggering effects like mass destruction from multi hit wands Despite the skill points that buff wand damage.
The range was increased. They also no longer have insanely long endlag, and their durability issues may be lessened based on the final patch notes
Well, you have some more skill points if you stop going down the trickster tree. I think the two intelligent points and bloodletting are the only thing worth it.
Terror is dead
Terror can still reliably proc on multi-hit spells. It's not dead.
If it was, it was insignificant.
You couldn't wand the fell Drake boss pre patch. And you still can't now
Yeah I was running it last night with chain lightning and the passive thay buffs orbs. Felt fine
But the nerf to it does make it far less universally useful, which doubles down on the patch dropping mage survivability further
It’s 75% less effective for 50% more of the cost it’s not worth taking.
My guy, I am speaking from experience.
So am I I tested it all day yesterday
I was hoping a lot of the skill changes would help make choices feel more grounded in their investment. The growing problem before was that the more points builds got, the more they all pushed in easy grabs for better throughput/survivability, and the more builds started to look and feel the same.
What I'm seeing doesn't really address that concern and may actually have leaned more into it. Pathways do require more investment to be sincerely specialized in what you do, which is good, but now the routes to pick up all the supplemental items are easier to grab, which leads right back to the same experience.
Just yesterday.
Well, it’s 830 am, where I am. So yes, all day yesterday I had hours and hours with it.. I tested around until 2 AM
It's nowhere near as good, but it's not completely dead.
I even built most of a mod to put terror back
Likewise, after extensive testing on a higher mob count world. The only 'functional' tool for stunning is the bar fill from light burst. Dropped terror and that entire line minus the Int nodes
Good for you. I've had much more testing time than that.
The nerf makes it only really impactful on multihit spells, which is a huge shame
I like the idea of ranged classes needing a tank or melee to play with, but is nemesis even doing much?
Stunning enemies by breaking their guard not a thing anymore? I've been hitting blocking enemies until their bar fills up and it never seems to actually stun.
Right because mages should not be able to play by themselves, right.
It should Stun them, so that'd be a bug
Second. Seeing the same bug where shield enemies get a full bar, but aren't stunned.
They can play by themselves, just need to be less aggressive with your encounters and use more strategy
Btw, you can (last I checked) now jump without interrupting spellcasting
I just like seeing big ass chain lightnings
I don’t know it’s not exactly 3-D chess to spam the same spell now from Max, range. And then updraft away and do it again.
I'd love the lightning spells if they fix the jank targeting. And their range is abhorrent.
Well a bet alot of people saying mage is hard to solo with arnt doing that
I remember before being able to basically kite enemies via double jump and starting your cast mid air lol
I don’t think people are saying the class is hard, I think people are saying that the fun way of playing is also the worst way of playing.
Not everything can be unga bunga 1k+ damage swing 2h melee.