Re: Paladin damage needs to be fixed
Posted: Tue Feb 12, 2019 1:44 pm
I don't do the spellscripting myself, but I can tell you that any class ability that is basic and easy to set up has been.
But keep in mind that we're working on things from a "wide scope" down to details. We need to get the 'wide scope' in place first, we need the basic framework in. Players want details, but we're not at the stage that we can refine things when we're still at the stage trying to make sure the framework is in place.
If you have an ability that just says something like "Does weapon damage + 6" then chances are real good that it's already set up.
But then we have abilities that are "Does 350% of weapon damage and if you're behind the target, it adds more damage, and if you're flanking an enemy it does this damage, and if you shake a little and turn yourself around, it has a chance of stunning"
Okay that's an exaggeration, but there are a lot of abilities in VG that do things or require things that haven't been set up yet. Since all the classes have their own unique skills, abilities, weapons, and requirements, there's a lot of framework we have to put in place that accommodates ALL of them.
So right now, player priority is: stuff to do, loot, and skills. But dev/designer priority is setup and only setup. We can't work on details when we're still working on the backend. We have given players some skills and some incomplete skills so they can do some things, but that's where we're at right now. It'll be a while before we can add in the details that the players are looking for.
And this is part of why we say we're not comparable to live yet.
But keep in mind that we're working on things from a "wide scope" down to details. We need to get the 'wide scope' in place first, we need the basic framework in. Players want details, but we're not at the stage that we can refine things when we're still at the stage trying to make sure the framework is in place.
If you have an ability that just says something like "Does weapon damage + 6" then chances are real good that it's already set up.
But then we have abilities that are "Does 350% of weapon damage and if you're behind the target, it adds more damage, and if you're flanking an enemy it does this damage, and if you shake a little and turn yourself around, it has a chance of stunning"
Okay that's an exaggeration, but there are a lot of abilities in VG that do things or require things that haven't been set up yet. Since all the classes have their own unique skills, abilities, weapons, and requirements, there's a lot of framework we have to put in place that accommodates ALL of them.
So right now, player priority is: stuff to do, loot, and skills. But dev/designer priority is setup and only setup. We can't work on details when we're still working on the backend. We have given players some skills and some incomplete skills so they can do some things, but that's where we're at right now. It'll be a while before we can add in the details that the players are looking for.
And this is part of why we say we're not comparable to live yet.