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The blastmage, in short you sorta get it. There is a lot of factors that I am going to basically step out on a limb and say most people just don't get. So this is not something simple to explain.
I haven't heard different on cutlass, and can't say damage has been changed. It is locked though that you can't add to skills if previous skills are not open. Yes the dagger is suppose to be for the effect of back stab. Things like swipe being also dropped from 90-180 damage to 78-156. The result is lost damage and you have about five pictures right here on this page why. See any of those critters conveniently turning around so you can hit them in the back. I think I did two levels on dagger with this test and saw a back stab blow two times the entire time. That was on Urchinfist that were always backing and running away to throw a grenade. Perhaps good for throwing attacks, but that is not where the changes were made i am referring to.
Most people from what I can tell are not following what the effects do with blade instinct, in this case. Having enough 40 level characters sitting at 5 points, 4 points and some less in blade instinct, barrage, spirit mastery, I have tracked what happens when you put points into these skills. The skill basically says you get 25% with 5 points, 20% with 4 points etc. The max that we have been getting is around 19%. So if you put 4 points, you still have 19%. If you put 5 points you still have 19%. You put 3 points you drop to 15%. The result of this has been the 5th point has been always wasted putting it in these skills.
Penalized = loose like 6 or whatever it works out to levels in cannon on say 6 characters. And for that matter if you can't really attack anything from behind, now 6 characters lost up to 100 points damage in one dagger attack as well as damage on other attacks. Not everything is a negative side, this is just a few things I have issues with on some of this stuff.
There is a lot of other things happening, and much for the better. Some will think not for the better but shouldn't of been happening in the first place. I have seen lots of glitches fixed and there will not be any longer barrier fighting. ((something between you and a critter protecting you from being hit)) Bosses are a nice addition, and not all are at a specific quest location. I have yet seen one spawn on a colossuss flag ship, but have seen them spawn of other flag ships. As well fought a stump boss today, random spawn. I don't recall anything special off the bosses at this time, but are worth more rep. In general a lot more healthy is what I would call them, not so much massive hitters.
I mentioned open fire, it will be in my opinion a adjusting skill in the future, as people work out what timing it will take to do something like a broadside wait for the hit, race to cannon, and shoot three fury before it runs out. Though I need to play with that more, and not even sure fury is getting the effect or not. In general there are hang ups and things they I am sure are working out. As mentioned here, hex shot is not working. I see future grenade work going to be quite a choir, likely impossible with out hex shot effects. I believe also in the notes it said something about increased damage, but maybe that was just pvp, not good for leveling. There are chat issues, and things all that hopefully getting worked out before it hits live.
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