Update June 25th, 12:30PM EST
We have made significant changes to the combat play for melee/archer characters. I am not going to go into details because I feel that it is more about how it feels then what formulas we used to create the feel. Instead I’d like you to read this short description on flow theory:
http://jenovachen.info/flowtheory
This is our goal for “how does it feel”. Please try and put aside your expectations and just play with the system and let us know how it feels. Here are some of the things you should expect:
We have made significant changes to the combat play for melee/archer characters. I am not going to go into details because I feel that it is more about how it feels then what formulas we used to create the feel. Instead I’d like you to read this short description on flow theory:
http://jenovachen.info/flowtheory
This is our goal for “how does it feel”. Please try and put aside your expectations and just play with the system and let us know how it feels. Here are some of the things you should expect:
- Low-end mobs now scale UP to the player so that they are potentially dangerous if you get a lot on you.
- Mobs and Players take less damage because of AR, but everyone is DOING a lot more damage, doing it faster, and with a higher chance of hitting.
- Tanks, those with Shield & Parry, should have a much better chance of tanking the high-end mobs, especially if they have a healing buddy.
- The damage gap between one handed and two handed weapons has been slightly increased.
- Critical hits have been implemented for players but not yet for mobs, we are still testing that. However, the upper-end cap for damage has been significantly reviewed and some high-end magical weapons are now within the cap whereas they were not before.
- Feed back can go here: http://forums.sanctuaryshard.com/showthread.php?tid=1299
- Both Cuiveinen and Summer Isle have updates. Summer Isle has three new shops, and a new Jotunn hunting area.
- Precision abilities that required two-handed weapons before were not correctly excluding bows, they do now.
- Divine Fury was not properly stopping the mob from attacking while frozen
- Fix for bows parrying attacks, they will no longer do so