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Ask your Producer: Traits edition

Tecton
The Garden of the GodsAdministrator Posts: 2,507 Admin
Comments
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Is there any chance we can get specific details on the effects of every new trait?
Full list of details requested, if so:
[spoiler]
Expert Diagnoser: All the costs/restrictions, how much slower it makes tree.
Lethal Ink: Exactly how much faster/slower the balances are.
Sawbones: What the actual limb health ranges for the different messages are, any costs/restrictions/balance, how much slower restore is.
Limbcrusher: How much avoidance is reduced.
Health Inspector: How much the eq is reduced and mana cost is increased.
Mind Warden: How much the increased mana usage is.
Cheap Shot: How much the damage/bleeding is, and what influences it, if anything.
Sticky Stirrups: What exactly it does and doesn't work on.
Meticulous Care: How much the chance to fade is reduced (and possibly what the chance to fade is without the trait).
Island Trader: How much of a discount it gives.
Traveller: How much it reduces the delay.
Master Milker: How much the balance cost is reduced.
Braggart: How much the limit is increased.
Bottom of the Barrel: Is this increased alcohol tolerance, immunity to the effects of drunkenness up to a certain point, reduction in the severity of effects like slurring, something else? Exactly how much of a difference does it make?
[/spoiler]
Alternatively, can we have at least 48 hours of unlimited trait resets to thoroughly test the traits ourselves? This is too big a change for just one trait reset to be anywhere near enough without more information.
Edit: Is moss/potash intended to be 8% or 10% now that triage is gone?
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I'd love to know what the balance bonus of Nimble is. I've heard conflicting stories. It seems to be the only thing for most people that gives Balance bonus, but I've heard that the bonus is very small, so considering it's a major trait is it worth it?
Uh... I hope this is relevant. Sorry if it's not.
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Sena said:Is there any chance we can get specific details on the effects of every new trait?
Expert Diagnoser: All the costs/restrictions, how much slower it makes tree.
Lethal Ink: Exactly how much faster/slower the balances are.
Sawbones: What the actual limb health ranges for the different messages are, any costs/restrictions/balance, how much slower restore is.
Limbcrusher: How much avoidance is reduced.
Health Inspector: How much the eq is reduced and mana cost is increased.
Mind Warden: How much the increased mana usage is.
Cheap Shot: How much the damage/bleeding is, and what influences it, if anything.
Sticky Stirrups: What exactly it does and doesn't work on.
Meticulous Care: How much the chance to fade is reduced (and possibly what the chance to fade is without the trait).
Island Trader: How much of a discount it gives.
Traveller: How much it reduces the delay.
Master Milker: How much the balance cost is reduced.
Braggart: How much the limit is increased.
Bottom of the Barrel: Is this increased alcohol tolerance, immunity to the effects of drunkenness up to a certain point, reduction in the severity of effects like slurring, something else? Exactly how much of a difference does it make?
Alternatively, can we have at least 48 hours of unlimited trait resets to thoroughly test the traits ourselves? This is too big a change for just one trait reset to be anywhere near enough without more information.
Edit: Is moss/potash intended to be 8% or 10% now that triage is gone?Sheesh man, that's a whole wall of questions!Expert diagnoser: No cost, no restrictions, can be used at any time. Has it's own cooldown, similar to tree tattoos.Lethal ink: Currently ~half a second in each direction before modifiers.Sawbones: Not giving out the percentages for the messages, sorry! This requires eq/balance/not prone, uses balance.Limbcrusher: ~30% reduction in the mounted bonus to avoidance.Health Inspector: 75% reduction in equilbrium cost, 100% mana cost.Mind Warden: 100% mana costCheap shot: Currently 40 - 60 bleed per hit, nothing influences the bleed amount up or down.Sticky Stirrups: Off the top of my head: Angel/Demon beckon, adduction, gust, grove eject, beguile, yank, boomerang, and mind throw.Meticulous Care: About ~20% higher chance of them not fading.Island Trader: 25%Traveller: About a second.Master Milker: 30% before modifiers.Braggart: 25%Bottom of the Barrel: Reduced chance to slur/hiccup, and it varies based on drunkenness, but to ballpark it, a "stage" of drunkenness.10 -
Silvarien said:I'd love to know what the balance bonus of Nimble is. I've heard conflicting stories. It seems to be the only thing for most people that gives Balance bonus, but I've heard that the bonus is very small, so considering it's a major trait is it worth it?
Uh... I hope this is relevant. Sorry if it's not.3 -
Sticky Stirrups: Off the top of my head: Angel/Demon beckon, adduction, gust, grove eject, beguile, yank, boomerang, and mind throw.0
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Daslin said:Simple question. WHY?
- The way they were setup didn't really lend itself to any real personalisation, about 95% of people had the same 5 traits.
- It skewed combat far too defensively, health pools were too high, especially on classes that could afford to stack huge amounts of health.
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Synbios said:Sticky Stirrups: Off the top of my head: Angel/Demon beckon, adduction, gust, grove eject, beguile, yank, boomerang, and mind throw.0
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Tecton said:Silvarien said:I'd love to know what the balance bonus of Nimble is. I've heard conflicting stories. It seems to be the only thing for most people that gives Balance bonus, but I've heard that the bonus is very small, so considering it's a major trait is it worth it?
Uh... I hope this is relevant. Sorry if it's not.
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Dragonknight said:Sena said:Edit: Is moss/potash intended to be 8% or 10% now that triage is gone?1
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I'm actually feeling a little bit better seeing the rationale and exact figures. And I definitely like minor traits having very few combat implications so people can actually personalise characters.I still don't like many of the new traits having such huge drawbacks though. There's already the drawback of not being able to select a different trait, which is rather large. Things like sawbones and expert diagnoser are interesting and potentially useful, especially to newbies, but spending a major trait on them and getting slower recovery/tree is really going to reduce the number of people who take them. I get the logic of it - make people more offensive and less defensive at the same time to help mitigate the turtling problem - but that doesn't work if people don't take them.And I'm still not wild about across-the-board health lowering either. I think a system that dealt more with the problem cases of very high health while leaving lower health intact would have been better, but that's whatever.Edit: Seeing as how they're very intertwined, it might be reasonable to unspecialise everyone's races too.0
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First off, I like the update having had a chance to take a look at it. I find myself conflicted with two setups I want to use an apostate so I'm probably gonna try both out. I like how the removal of a lot of the commonly picked traits and restrictions of certain combinations allows me to guilt-free pick some more unique personalized minor traits.The web tattoo speed increase is overpowered in my opinion. With a diadem, people are web/biting and web/impale for blademaster becomes more of a reality even without a diadem. This almost makes a buckawns a requirement to avoid getting lamed.2
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Tael said:I'm actually feeling a little bit better seeing the rationale and exact figures. And I definitely like minor traits having very few combat implications so people can actually personalise characters.I still don't like many of the new traits having such huge drawbacks though. There's already the drawback of not being able to select a different trait, which is rather large. Things like sawbones and expert diagnoser are interesting and potentially useful, especially to newbies, but spending a major trait on them and getting slower recovery/tree is really going to reduce the number of people who take them. I get the logic of it - make people more offensive and less defensive at the same time to help mitigate the turtling problem - but that doesn't work if people don't take them.And I'm still not wild about across-the-board health lowering either. I think a system that dealt more with the problem cases of very high health while leaving lower health intact would have been better, but that's whatever.0
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Cahin said:First off, I like the update having had a chance to take a look at it. I find myself conflicted with two setups I want to use an apostate so I'm probably gonna try both out. I like how the removal of a lot of the commonly picked traits and restrictions of certain combinations allows me to guilt-free pick some more unique personalized minor traits.The web tattoo speed increase is overpowered in my opinion. With a diadem, people are web/biting and web/impale for blademaster becomes more of a reality even without a diadem. This almost makes a buckawns a requirement to avoid getting lamed.0
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Drauka said:After a while can you post a table of statistics of what traits people chose? For just those curious.3
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Can we know how Airborne compares to the Brooch of the Tempest?
Any chance at a percentage?0 -
Wait, so basically Triage doesn't exist as a trait anymore but everyone has it? Yessss.
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If questions about old traits are okay:
What exactly does Aim to Kill do? Is it something like "x% damage bonus on all criticals"? Can you say how much the damage is increased? This is something that's pretty hard to test, since denizens that can show their damage are immune to criticals.
How does Light Stepper (also Feral Spirit) differ from increased dexterity, since dexterity is mostly just increased dodge chance already?
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Nellaundra said:Wait, so basically Triage doesn't exist as a trait anymore but everyone has it? Yessss.Why make the Receptive body/mind major traits and make them conflict with stat boosts? I got nothing I want for minor traits now.0
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Sena said:If questions about old traits are okay:
What exactly does Aim to Kill do? Is it something like "x% damage bonus on all criticals"? Can you say how much the damage is increased? This is something that's pretty hard to test, since denizens that can show their damage are immune to criticals.
How does Light Stepper (also Feral Spirit) differ from increased dexterity, since dexterity is mostly just increased dodge chance already?Light Stepper / Feral Spirit are the equivalent to multiple points of dexterity in the calculations for avoidance.3 -
Veldrin said:Nellaundra said:Wait, so basically Triage doesn't exist as a trait anymore but everyone has it? Yessss.Why make the Receptive body/mind major traits and make them conflict with stat boosts? I got nothing I want for minor traits now.0
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(Clan): Voc says, "Hrmm. So, the response to my issue says that the mounted avoidance bonus does work against denizens, as does the dodge trait."
What kind of bonus are we looking at with the dodging major trait vs. adventurers and denizens?And I love too Be still, my indelible friend
That love soon might end You are unbreaking
And be known in its aching Though quaking
Shown in this shaking Though crazy
Lately of my wasteland, baby That's just wasteland, baby0 -
Melodie said:(Clan): Voc says, "Hrmm. So, the response to my issue says that the mounted avoidance bonus does work against denizens, as does the dodge trait." What kind of bonus are we looking at with the dodging major trait vs. adventurers and denizens?0
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I've always thought that dexterity (and any other dodging bonuses) were meaningless against denizens. Do they give physical damage reduction against denizens instead? Does that apply to all dodging increases (speed elixir, weaving, acrobatics, etc.)?
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Delphinus said:I'll echo the request for some more concrete facts. Also,
Necromancy buff.
Limbcrusher
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About:
You're guaranteed to always break four limbs while TRAMPLING, but at the cost of reduced avoidance from being mounted.
Major Trait: Yes
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