ShadeDev

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ShadeDev
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Member, Robot Entertainment, Early Access, Apprentice Founder, Featured Developer
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  • Re: Chaos Trials Feedback

    Bragdras said:
    What are the key droprates? I know it was said that longer maps mean higher chance, but what are those chances? I haven't gotten a single key so far beside the one we were given on patch day.
    It's ROUGHLY 1 key per 3 hours of gameplay.  However, it's random.  We make no guarantees.

    If you're in a group, that will average to 1 key per 1 hour of gameplay.
    Post edited by ShadeDev on
  • Re: Chaos Trials Feedback

    Yeldarb said:

    @ShadeDev

    Does it take into account modifiers specifically or just on the difficulty rating?  Like would it raise the difficulty of the "deaths take away rift points" if you had the "You have 1 rift point" mod.  Just wondering :D

    Those cannot be combined :)
  • Re: Sabotage Matchmaking

    Axony said:
    U don't get the point.

    They put up 3-4 of them, keep 1 minion alive, and kite it over and over those 4.
    they facetank the minion until 1 drops low and then the next person takes the aggro.

    Now we use basic math:
    4 Coin generators
    1 repair tool to reactivate them

    It's like having a "Penguin" giving him the rank of "Admiral" and giving him "13" soldiers and 2 more people of a guild...
    Have you seen this happen?  Because it's not actually possible.  You can't reset the coin generator.
  • Re: Release 2.2 - Chaos Trials

    SeanPoe said:
    I feel like the control resistance change deserves an entire developer paragraph explaining how it works exactly. 

    Will it affect physic traps (e.g., spikewall, push trap, etc.) that have a binary effect (i.e., either they hit or don't)?  If the control resistance does impact physic traps, does it work by essentially increasing enemy mass so they get moved less? 

    How does control resistance work on constantly reapplying CCs like viscous tar? 

    How does it work on snares/slows which have two different factors that could be modified?  For example, if a snare was originally a 50% slow for 5s and an enemy has 50% control resistance will that snare now be 25% for 5s or 50% for 2.5s? 

    How much control resistance do they gain per wave?


    Control resistance reduces the duration of slows/stuns.  Persistent area effects are not affected, I believe.

    Knockbacks are not affected.
  • Re: Un-Endless

    We debate every change made to every map.  In general, we look at the risk to reward ratio.

    If something is incredibly easy to do and offers an enormous advantage, we will typically adjust it.  Otherwise, you simply have mass adoption of a play-style that trivializes the game, lowers diversity, and ultimately shortens the lifespan of the content.

    In other cases, the strategies are hard to pull off.  We prefer to keep these strategies, since they offer a bar for mastery and also reward discovering alternative strategies.

    I understand the concern, which is why we try to make changes to existing maps conservatively.