BXR_Lonestar wrote: »It needs an adjustment, but none of your poll options fit what I'm about to suggest, so I'm just going to say it:
Streak morphs need to be broken down into "offensive morph" and "defensive morph."
For offensive morph, streak should have its current AOE stun, but the streak should be over a relatively short distance (5 meters). This way, you can use it as an opener to your attack, but it has very little utility as a "get away" ability because 5 meters is a very short distance and by the time someone breaks free, they can gapclose or make up that distance with some effort.
For the defensive morph - this is basically the skill you will want to use when you need to bail on an engagement and get away. THIS streak morph will have a long distance dash (what it is currently, IDK what it is, maybe 20m?) but with no stun. This way it really has no offensive utility other than getting TO the fight faster or getting away from the fight faster, but it has no crowd control element to it.
The premises here is that you need to make a choice whether the STUN is the most important facet of streak or if it is the get away ability that is more important. But neither will be particularly great for both applications. IMO, this would be the best way to balance it.
So we should note that we haven't announced what overland changes are yet. We'll have more information to share next year. We wanted to just note that there will be changes to overland difficulty generally. What form that takes will be shared next year.
As of right now, the goal is to still have this out during the content pass timeline. But if that changes, we will update once we have a clear picture if anything changes.
Totally get it. Understand where you are coming from. Just want to clarify here that we have a team dedicated to overland, so it is getting the focus and time needed. This is an important feature and we want to make sure this is done correctly. So there is a team dedicated to this. Some of the features that you are seeing today have been in the works for a bit. So that is why you are seeing them today. We hope to have more info in the future to share about overland.
I was gonna toss this in the other thread that just got nuked, didn't think to do it back on the day of the streams lol, but here's a link to where they touch on the harder Overland difficulty if anyone who hasn't seen the stream wants to hear/see for themselves:
Video will start at where they mention it
colossalvoids wrote: »Without a frustration funnel like this you'd get lot more of it in the general section instead, it's tidier having it here in one place, also overland feedback overall is a thing, not just the difficulty of it that started the thread
Good Lord those plants are MASSIVE! Flowers the size of trees?
Napalm_Death32 wrote: »Sure, and let's just keep making every game the same...you know, homogenize them all
[snip] Keep to the topic rather than needing to leave negativity over a common complaint. This has been an issue for years. [snip] They don't understand what a Necromancer is, they mixed up the classes
Erickson9610 wrote: »I feel that the Werewolf passives would need a minor adjustment in the event that Werewolf is allowed to sneak, namely:
- The Pursuit passive should have a condition where the cost of remaining transformed is reduced while sneaking, and further reduced while sneaking and not moving. This allows Werewolf to pursue their prey while not being as pressured by their timer, although it doesn't completely remove the timer.
- The Devour passive should continue to allow you to devour slain bodies, but it should also allow you to "assassinate" a target from stealth (like the Blade of Woe or Vampire's Feed passive) to pin the target down and devour them, restoring transformation time and health to you. This would look awesome and I'd use this feature all the time.
These two changes would allow Werewolf to comfortably participate in stealthy content (like Heists and Sacraments) while remaining consistent with the roleplay fantasy of being a better hunter in that form.