Patch 1.8 on the PTS…
Well, actually, it’s been there quite a while, I’ve just been up to my nose in work and haven’t had a chance to tinker with it much.
Last night I got to run around and do some PvP with the new systems in place. Thanks to Finn Feral for organising, Saints for opening their vent, and everyone for not sniggering at me.
What did I learn? Well, that I wasn’t the only one not using abilities (apart from heals and the odd rez – generally someone else rezzing me) that aura-stacking is the new HP/speed stacking, that the furball (because of the aura ranges) still exists and is not going anywhere soon… and that I still can’t figure out who the heck I’m meant to be shooting at especially when everyone’s wearing DT armour and names are lost in the scrum. It was made substantially easier by the lack of speed stacking though.
I think the ranges on auras need to be extended some, that will help break teams up a bit. But as long as there are melee players there will be a furball, the difference would be in the stages before full engagement in a fight – no running around clustered together to engage, more of a tactical approach possible without losing the benefit of the auras. As for the new skills? As alluded to, they weren’t seeing a lot of use. The majority of the fights were based mostly on white damage – which should make it possible for there to be a few interesting builds, some of which may skip mutations altogether beyond the lowest level abilities.
To be frank, there seem to be issues with some of the new mutation lines (and by “issues” I mean that they are most unattractive in their current state, either impractical (standing still to heal=death, esp. if focused, and who gets focused first? The healers, that’s who), or kinda borked (the fix to stop Telekinesis attacks unequipping weapons hasn’t gone through yet) and it’s hard to steer one’s eyes away from the thermal/empathy combo that is already FotM), and it will be much easier to test with higher build varieties when we’ve a better feel for how the more unfamiliar mutations actually work.
Hopefully when the next round of tweaks gets pushed to the PTS we can all get together and test again.
Oh, and yes, there was a State of the Game for March too…
My highlights: Progress towns are back on the table, housing is coming (sooner rather than waaaaay later) and S4 looks freaking amazing. The wall, it taunts me so!
Full SotG here.
Sneak peek at Shackleton (the town, not the long-dead explorer) here (no larger image yet)
Also of interest, there will be an increase in the rate of earning bonus AP, but that increase will only kick in from when the character receives their next bonus AP.
I haven’t had time to play on Poly Nomial much at all lately, and I’m head-scratching over whether I should reroll based on that, but laziness wins out – she’s such a low level now that there should be plenty of opportunity for the new system to boost her random AP gains sufficiently.
And now, seeing as I have the afternoon off, it’s back onto the PTS with me to futz about with builds.