What's Good.
It's Fevir.
Today we're going to cover the large, pre-open beta patch Dauntless released last week..
the New Horizons patch, I'm a little late here.. as I wanted to actually play it and
be able to talk about it from experience and give feedback rather than a rewording of their
press release or blog post.
Given to me from the team I also have a number of beta keys that will appear randomly throughout
the video - it's really the last chance for these keys to mean anything because as of
May the 24th - all current progress gets wiped and the game enters open beta and is free
to all.
So this patch had a lot of changes.. big and small..
I'm really only focusing on the ones that kind of change the way the game plays .. Categorized
that would be...
Lantern Changes, Exotis Items, Consumable changes, Island Changes, and some smaller,
but notable additions.
Lantern changes.
This is my favorite part of the entire patch.
Lanterns before were pretty low impact, it was another slot to throw stats on and had
a weak effect attachd to it - With their rework they now give access to two abilities- that
feel almost like a cooldown or a trinket from an mmorpg.
One when you hold down the lantern key and one when you tap it.. and these abilities
range from coating you in a hurricane of rocks - just like the Skarns attack to deal damage
to behemoths near you.. to shooting a thunderbolt like the Drask.. to increasing movement speed,
or attack damage in small windows of time... or giving you an on demand shield.
This kind of change adds a bit of depth to build creation but also gameplay.. because
it's still tied to your lantern meter that charges up - and there are still the aether
wisps and armor and cell system, that allow you to increase the generation of the lantern
meter.. so you could create a build emphasizing this stuff.
The on demand shield especially.. in a game about more deliberate combat where you're
often locked in animations - gives you that ability to add a bit of that twitch reflex
based defensive style - as you can activate the shield mid swing- goes off instantly,
right before an attack to keep you safe alive - if you like.. or the small duration DPS
themed buffs let you punish behemoth staggers and boops.
Or the elemental based damage attacks.. it all works to give you more tools and allows
you more freedom to play well.
The next big addition.. and it's a bit of a gamechanger.. are exotics.
These are unique items - requiring rare drops and quite a bit of dedication or luck to obtain
- that offer some really interesting effects . To give two examples.. there is a weapon
called The Hunger - Dealing umbral based damage and themed.. complete with blinking eyes,
from the shroud behemoth.
It deals more and more damage as you build your sword's meter.. and allows you to use
that meter to activate a buff that causes you to deal 3x as much damage for 15 seconds..
but you personally take damage with each swing... within those 15 seconds you can stop the effect
early - which will unleash an attack, which looks really cool, that if it hits will cause
you regain back the health you lost.
A second exotic would be another Umbral themed item, a helmet.. where when you die the Tragic
Echo effect happens.. where you come back to life as a shadow clone for 15 seconds..
and deal triple damage during that window.
Now these exotics - don't have traditional keywords attached, giving you other stats
.. just the cool effects themed around the behemoths themselves.
This all kind of introduces a more action RPG.. diablo style vibe to the itemization.
Which I think is a really cool blending.. and probably really fun for the team to design
but also gives a really long tail goal structure for the people who want to not collect them
all .. but upgrade them as they require some rare and hard to get items in a good amount.
I would hope that most exotics don't amount to pure power creep - but play with the rough
balance they've established at their Evergame - either way cool stuff is cool stuff.
Item changes.
Another huge step forward.. received some streamlining.
So the main things.. are that potions and resurrection items.. are no longer something
that are craftable.
Instead you have a healing flask, with 5 charges.. that refill after every fight - and 1 self
revive, that also refills every fight.
It removes the chore and possibility that you forget to craft or equip these staples
before starting a hunt and turned like 10 items into 2.
The next big thing is unlocking the item categories.. so now you can equip any other 3 items you
want.. you aren't locked into 1 defensive, 1 offensive, 1 flare based... you can pick
and choose freely.
This, alongside with the lantern - allows you to further create a more personalized
build.. which is strengthened because the items that you craft themselves.. are much
more potent.. and there are less of them.
With fewer items, come fewer gatherables.. and something weird happens when there is
less to keep track of - you now can more easily recognize what a particular plant or resource
is and what you can use it for - which is further aided by some clever changing to how
gatherables are placed on the islands.. less sporadic and random.. and now found in patches
of the same stuff.
Usually close to Aether Jets so if you veer away from the group you can usually catch
up..
I think there is still work to do here - but they made consumables in general feel like
more than an afterthought or a chore and more something to support a build.
Island changes.
I mentioned the different gatherable item layouts .. and that goes hand in hand with
a bunch of just reorganization of some of these islands and their decorations and what
they look like.
Selecting between islands via the interface windows also got a visual bump - it reminds
me of the first revamp of the Warframe starmap, in a good way - I really like the appearance
of this - in addition they added 2 new maps .. not biomes but layouts.
They really are playing with different sized spaces, verticality and using the aetherjets
and your hops to move around.. undocumented.. they made the climbing or grasping at cliff
faces to pull yourself up a lot cleaner - the last couple patches have continued to add
different ambiance and weather .. all this is to add variation, which is good.
I'd love to see randomized landing positions - sometimes venturing into an island from
a different location can give you the illusion of variation without the need for more assets.
The beloved goats have been demoted to soley decorations at the moment .. immortal, untouchable
death beasts.. roaming the grounds with not an aether hide to spare ... and trees are
now destructible.
By players and behemoths.. and it's a change that sometimes really lends itself to cool
moments like a pangar thrashing it's tail and leveling an entire grove .. or leaving
a stump behind that gets you killed.
If you're in the Dauntless community .. stumps are the true endgame .. I don't mind them
.. I just don't want them climbable.
As for smaller but notable changes..
They added in what they call a reputation system.
In essence - tied to different NPCs, currently there are 3 reputations, .. you're given different
themed daily and weekly tasks to earn experiece.. to level up your reputation with each.
As they level up - you unlock stuff.
So for instance - one of the reputations is Alchemy and you'll have different tasks that
require that you harvest specific materials... and as you move through the reputation track
- you'll unlock new types of potions.
This is what they came up with to give you some loose goals for the day or week.. and
pace out rewards.. or even make you try a new weapon or make you hunt something you
don't normally.
Cryptically..
I will say.. that moving forward - adding a time gate to your game.. you need to be
careful what's locked behind it, because they are not fun.
You can get around things creatively.. like instead of unlocking a specific thing.. you
unlock a token that lets you choose a thing to unlock from a list.. adding that layer
of player agency changes the tone.
Or giving ways to make progress on a track.. albeit at a very low rate that most people
will choose to ignore.. again, changes the tone.
Flat walls.. suck.
But reputation, faction, daily based progress.. always skirts a fine line between feeling
forced, or chorelike, or unfair.. or more importantly, unfun.. there is a lot feedback
and systems to look to in other games to see where people get mad.
Cells, the games gem systems, are now removable.
A bit rarer as I feel I've gotten most of mine only from the reputation tracks.. but
you no longer lose or feel compelled to hoard them.
They released a transmog system for the gear.
So the ability to take the skin of an item you like.. and apply it to a piece of gear
that has the stats you want.
Fashion.
The sword got a new rolling attack.
It shouldn't but does make the sword feel better to use.
I did as Dyoshii told me and made a stamina based sword build.. and you just roll, slash,
roll slash, roll slash.. it's rather cool - but I think it finally gave me a feel for
the weapon's identify.
The weapons in Dauntless even though the movesets are incredibly small and simple - there is
kind of a feel to them .. and the Axe and Hammer on their last rework really nailed
them down -but I find the sword and chainblade kind of are lacking with the pike somewhere
in between.. and this was a good step in the right direction .. I feel like.. and this
is going to be dumb .. but the sword feels like it's all about the animation hang.
It's the timing on when the next keypress comes.. its not letting the window or the
combo drop.. and I don't know who is in charge of the sword - I think it's obvious the sword
needs something to break itself up .. and even though the game wasn't all that great
- Extinction has a really simple combo system that felt the way Dauntless' sword feels..
using only 1 button, using taps, holds and delays and an interesting weaving combo system
that feels like something I hope the combat team has seen.
The Chainblade.. so I hate this weapon.
After playing a heavily elemental style this patch - I don't think it's as weak as people
say .. but there is this bonus on one of the set of chainblades that made the weapon feel
fun .. and honestly I think should almost be added to every chainblade.. and that's
the if you hit the behemoth x amount of times within a window .. you deal a larger sum of
damage .. like every 20th hit deals x damage.
Not only do the multi hits from the chainblade come from stamina - but it makes using the
dash in, dash out important to not drop your stack .. it lets the weapon really shine on
its own .. but also made the lanterns and items that increase attack speed feel build
defining.
It's a great patch - a lot of focus on empowering people to create builds or playstyles that
didn't occur before the patch and will really flourish as more dire behemoths are made available..
I'm still trying to make a caster slayer work .. by just ramping up as much lantern energy
generation as I can and just dropping as many fireballs as I can and getting mad when behemoths
move away from them.. on top of just lots of small improvements, graphics flourishes,
sound effects that only occur when you fight over water.. it's shaping up.
Each patch takes such noticeable steps forward and I think more than ever .. Dauntless is
really coming into it's own and showing, or maybe through tweaking finally figuring out
exactly what it is and where it's going.
BUT - that's going to be it for me, until next time.
This is Fevir.
Peace.
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