For tanks, we've updated the weighted profile system to treat them as heavier. Uruks for example, will now go after tanks ~25% of the time on spawning as opposed to going after Rohirrim. Tanks will also be juicier targets for a lot of the monsters in the random objectives. We'll adjust those numbers and balance as need be as we go on, the important thing is we have the lever in place to be able to do so.
Healers should be able to heal any of the Rohirrim present. If the healing skills don't work, bug it and we'll investigate. A lot of them do, some of the AoE's it seem don't. Either way, if you're not sure, send in a bug.
Your rank and promotions certainly weigh heavily into the new mechanics and how you can interact with those, and those are featured front and center within the system. But the underpinning of it all is still combat.
The contribution and the opportunity is present in the battle, it all depends on how you want to approach it and the choices you want to make. You can't do everything.
Yep, this is bugged. We've been mucking with aggro, threat, and the new system as we've been tuning and bugfixing and extending tank functionality and other things. One of those changes busted force taunts. Known issue.
If you haven't already, I would bug that those heals don't work on soldiers. I know the classes are, obviously, in a great deal of iteration and something may have just slipped through a crack. The commander heal gets a lot better with promotions, a lot.
We're marking where these locations are with dead rohirrim. There's a 50/50 argument to be made for blocking the path vs not having physics everywhere. I currently fall on the side of letting you go, but having a clear warning that's a kill zone, and then having consequences. If there are paths taht don't have bodies as a warning, those should be bugged with the /loc.
If you have thoughts on how to improve this we'd be interested to hear. The bar on the left side for expertise moves down as you spend and the traits there light up. I'm not sure what more we could do to make this more obvious.
Agreed. Toss in a /bug on the object and the location. Most of our barricades and things have different construction and damage states, this one may just not have been wired up to look at the dismantle property instead of the health property.
One of the main purposes of beta is playtesting and feedbacking balance and difficulty. For the primary objectives, the Caves were playing too easy, the Dike and Deep are roughly on par, and the Hornburg and Wall were too hard. We've made adjustments to them all, and will keep doing so as more feedback and data comes in.
That one has been rebuilt about 3 times as we've updated the design and changed other ones around it. The feedback and communication has lagged the gameplay updates by about a cycle. If this isn't better in the next beta bug it and we'll get it clearer. There are 46 side objectives. Most of them are in a pretty solid and good space functionality and feedback wise. Some aren't. Most of them need more balance work. We're working on it.
We've bantered back and forth on this one a bit internally, at the moment we fall on not presenting the quest because it's clearer large scale feedback to the player when it comes to advancement and rewards. I got a gold so why didn't I get a reward? Oh I had already done it, but I got a silver first so can't you just 'replace' the silver? There's not a clean way to handle this, but we'll be going back over it post-launch and seeing what all we could possibly do to clean this up and provide more information.
Да в битвах можно танчить!Да есть жеж!Мены могут хилить ура!
[BETA 5 ONLY] Warden - Skills - Surety of Death and Dance of War will be switching builder sequences after all
[BETA 5 ONLY] Warden - Traits - Shields up now grants a 5% block buff for 12s when entering In the Fray
[BETA 5 ONLY] Warden - Skills - Marked Target and Diminished Target now use percentage based debuffs to enemy mitigation. Their associated traits are also percentage based in keeping with this.
переводец можно?
__________________ Мирквуд. Зщт|Вои| - OФФ Brandywine. |Вои| - On
создаем спек. расставляем скилы в панелях.
создаем новый спек, снова расставляем скилы на панелях.
при переключении спеков новые скилы появляются в своих ранее установленных местах.
спеки, шмот, бижу и классовый предмет (гравюра) в бою менять нельзя
основное, доп. оружие и щиты можно
__________________ Мирквуд - Эсельсиор | Brandywine - Aestas | Arkenstone - Expendables (creeps) [Ссылки могут видеть только зарегистрированные пользователи. ]