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I will be pushing a change to the Hellforged Armor and many weapons on June 28th. These changes are on the dev server and I'll be taking any feedback until then.
The goal of this update is to make more builds viable. The nerf to the Core Staff coincides with many buffs to other melee weapons, so now there are more options for viable pure melee builds.
Hellforged Armor:
115 Armor (+10)
60 Dodge (+5)
55 Speed (-10)
55 D Skill (+5)
T2 Rail Gun:
60 Min Dmg (-10)
105 Max Dmg (+15)
49 Acc (+10)
69 Speed (-5)
47 G Skill (+10)
18 D Skill
Q15 Gun:
82 Min Dmg
95 Max Dmg
42 Acc
120 Speed
48 G Skill (+15)
31 D Skill (+10)
T2 C Sword:
84 Min Dmg (+10)
95 Max Dmg
50 Acc (+13)
77 Speed
38 M Skill
40 D Skill (+21)
T2 C Bombs:
66 Min Dmg
97 Max Dmg
48 Acc (+10)
77 Speed
51 P Skill (+10)
16 D Skill
Conc C Bombs:
87 Min Dmg
112 Max Dmg
77 Acc (+45)
0 Speed (-65)
0 P Skill (-18)
0 D Skill (-5)
Split C Bombs:
55 Min Dmg
87 Max Dmg
23 Acc
79 Speed
84 P Skill
80 D Skill (-3)
T2 Scythe:
80 Min Dmg
101 Max Dmg
42 Acc (+4)
75 Speed
65 M Skill (+20)
18 D Skill
T2 Chain Blade:
82 Min Dmg
98 Max Dmg
48 Acc (+6)
82 Speed (+10)
61 M Skill (+20)
12 D Skill
Core Staff:
50 Min Dmg (-5)
60 Max Dmg (-5)
55 Acc
75 Speed
110 M Skill (-20)
50 D Skill
Void Sword:
90 Min Dmg
120 Max Dmg
35 Acc (+7)
60 Speed
40 M Skill (+20)
5 D Skill
Void Axe:
68 Min Dmg (+3)
96 Max Dmg (+6)
44 Acc (+5)
78 Speed (+8 )
80 M Skill (+38)
30 D Skill (+15)
Dbl Barrel Sniper:
90 Min Dmg (+1)
95 Max Dmg (+4)
85 Acc (+2)
0 Speed
0 G Skill
0 D Skill
The goal of this update is to make more builds viable. The nerf to the Core Staff coincides with many buffs to other melee weapons, so now there are more options for viable pure melee builds.
Hellforged Armor:
115 Armor (+10)
60 Dodge (+5)
55 Speed (-10)
55 D Skill (+5)
T2 Rail Gun:
60 Min Dmg (-10)
105 Max Dmg (+15)
49 Acc (+10)
69 Speed (-5)
47 G Skill (+10)
18 D Skill
Q15 Gun:
82 Min Dmg
95 Max Dmg
42 Acc
120 Speed
48 G Skill (+15)
31 D Skill (+10)
T2 C Sword:
84 Min Dmg (+10)
95 Max Dmg
50 Acc (+13)
77 Speed
38 M Skill
40 D Skill (+21)
T2 C Bombs:
66 Min Dmg
97 Max Dmg
48 Acc (+10)
77 Speed
51 P Skill (+10)
16 D Skill
Conc C Bombs:
87 Min Dmg
112 Max Dmg
77 Acc (+45)
0 Speed (-65)
0 P Skill (-18)
0 D Skill (-5)
Split C Bombs:
55 Min Dmg
87 Max Dmg
23 Acc
79 Speed
84 P Skill
80 D Skill (-3)
T2 Scythe:
80 Min Dmg
101 Max Dmg
42 Acc (+4)
75 Speed
65 M Skill (+20)
18 D Skill
T2 Chain Blade:
82 Min Dmg
98 Max Dmg
48 Acc (+6)
82 Speed (+10)
61 M Skill (+20)
12 D Skill
Core Staff:
50 Min Dmg (-5)
60 Max Dmg (-5)
55 Acc
75 Speed
110 M Skill (-20)
50 D Skill
Void Sword:
90 Min Dmg
120 Max Dmg
35 Acc (+7)
60 Speed
40 M Skill (+20)
5 D Skill
Void Axe:
68 Min Dmg (+3)
96 Max Dmg (+6)
44 Acc (+5)
78 Speed (+8 )
80 M Skill (+38)
30 D Skill (+15)
Dbl Barrel Sniper:
90 Min Dmg (+1)
95 Max Dmg (+4)
85 Acc (+2)
0 Speed
0 G Skill
0 D Skill
Hello Dear Legacy,
I feel like the last update was a stir in this giant soup called Legacy.
I'll try to explain the intentions of this update and the actual changes that were made because overall I feel it wasn't understood by the community as much.
I had intended to post a blog but didn't have the time, so sorry on that from my part.
1 - Gang T4 weapons are out, They were rebalanced couple of times and I feel like we should try em out.
I did read all the feedback about ritual dagger and warlord katana, my itention were that they would have higher damage compared to their gun counterparts, therefore they recieved a buf of 6 damage.
Berserk ability:
Introducing a new mechanic that counts damage, if you get 100k damage on the weapon (Yap it was nerfed) you can activate the weapon to have +20% weapon stats (AFTER crystals+mod calculations) for 2 hours.
It has a 7 day cooldown.
All damage is counted after you press Activate so all damage dealt within these 2 hours are counted towards the next rage.
2- Armor stablization,
The older armor formula as I see it is a defect, it didn't work.
Therefore I planned and tested carefully a new formula that would work for everyone but still make the previous feeling for fights.
This created meaningful stat and rebalanced armors to have a favor based on their stat.
THIS IS STILL A HOT POTATO
Meaning - the stats are still work in progress, Live is a larger scale which affects people more and I never said the current stats are pefect, we will rebalance them and already tested readjustments.
Before making these readjustments I'm still observing how it affects people and we're thinking of ways to introduce fairness to this change so please be patient.
The intentions are still in place:
HF - If you prefer tankier build but you get penelty on dodge.
DL - You want more dodge.
SG1 - You want a balanced build with Def.
It didn't change the intention of the armors just buffed them according to their choice.
Overall players feel that armors are more meaningful and HF is a valid choice now.
This part of the update was a success, Before that I rarely saw someone run a HF armor.
And I'm happy to see people experimenting and choosing an armor
For all other armors, all armor values were multiplied by 1.7 to accomodate to the new formula.
This didn't affect anything just rebalanced their armor value to the same feeling as before.
3. Damage statistics
As I said in previous posts we now count every damage dealt by weapons and damage takne by armors.
We're still thinking of fun features to do with these stats, expect some fun variances that include new tasks and rewards
4. Item abilities
In the last poll people liked the idea of abilities and we'll introduce more to existing weapons, this will make them valid again, this includes:
Railgun T2, Scythe + Scythe T2, Chain blade and C.Sword.
5. Combat updates.
Everyone agreed that combat was stale and boring, everyone got to their end game build and nothing changes - Then I made my first poll about "What kind of updates you want to see".
The conclution was - players want more choices, more builds and more variances.
The focus of these updates are just that, to create more variances, cool choices, second builds and maybe even 3rd builds.
Not all builds are going to be 50/50 but that's called Balanced imbalance.
I want to create more meaningful choices and things you can keep testing and playing with.
What to expect?
More item abilities, more attack types and more items in generally - Weapons, miscs and Gang items.
P.s
I encourage you to send me a PM in discord or Legacy if you feel like something isn't understood or you want more explenation on some things like how I tested and designed them or if you just wanna have a chat it's cool too. The coffee is on you
See you in the next update <3
I feel like the last update was a stir in this giant soup called Legacy.
I'll try to explain the intentions of this update and the actual changes that were made because overall I feel it wasn't understood by the community as much.
I had intended to post a blog but didn't have the time, so sorry on that from my part.
1 - Gang T4 weapons are out, They were rebalanced couple of times and I feel like we should try em out.
I did read all the feedback about ritual dagger and warlord katana, my itention were that they would have higher damage compared to their gun counterparts, therefore they recieved a buf of 6 damage.
Berserk ability:
Introducing a new mechanic that counts damage, if you get 100k damage on the weapon (Yap it was nerfed) you can activate the weapon to have +20% weapon stats (AFTER crystals+mod calculations) for 2 hours.
It has a 7 day cooldown.
All damage is counted after you press Activate so all damage dealt within these 2 hours are counted towards the next rage.
2- Armor stablization,
The older armor formula as I see it is a defect, it didn't work.
Therefore I planned and tested carefully a new formula that would work for everyone but still make the previous feeling for fights.
This created meaningful stat and rebalanced armors to have a favor based on their stat.
THIS IS STILL A HOT POTATO
Meaning - the stats are still work in progress, Live is a larger scale which affects people more and I never said the current stats are pefect, we will rebalance them and already tested readjustments.
Before making these readjustments I'm still observing how it affects people and we're thinking of ways to introduce fairness to this change so please be patient.
The intentions are still in place:
HF - If you prefer tankier build but you get penelty on dodge.
DL - You want more dodge.
SG1 - You want a balanced build with Def.
It didn't change the intention of the armors just buffed them according to their choice.
Overall players feel that armors are more meaningful and HF is a valid choice now.
This part of the update was a success, Before that I rarely saw someone run a HF armor.
And I'm happy to see people experimenting and choosing an armor
For all other armors, all armor values were multiplied by 1.7 to accomodate to the new formula.
This didn't affect anything just rebalanced their armor value to the same feeling as before.
3. Damage statistics
As I said in previous posts we now count every damage dealt by weapons and damage takne by armors.
We're still thinking of fun features to do with these stats, expect some fun variances that include new tasks and rewards
4. Item abilities
In the last poll people liked the idea of abilities and we'll introduce more to existing weapons, this will make them valid again, this includes:
Railgun T2, Scythe + Scythe T2, Chain blade and C.Sword.
5. Combat updates.
Everyone agreed that combat was stale and boring, everyone got to their end game build and nothing changes - Then I made my first poll about "What kind of updates you want to see".
The conclution was - players want more choices, more builds and more variances.
The focus of these updates are just that, to create more variances, cool choices, second builds and maybe even 3rd builds.
Not all builds are going to be 50/50 but that's called Balanced imbalance.
I want to create more meaningful choices and things you can keep testing and playing with.
What to expect?
More item abilities, more attack types and more items in generally - Weapons, miscs and Gang items.
P.s
I encourage you to send me a PM in discord or Legacy if you feel like something isn't understood or you want more explenation on some things like how I tested and designed them or if you just wanna have a chat it's cool too. The coffee is on you
See you in the next update <3
Hey guys,
* THIS IS TRUE FOR DEV ONLY, It's not live yet!
Combat update live on dev:
* Gang T4 weapons. check on citadel
* Armor formula change.
In the current hour I'll be balancing armor values for all armors
Berserk ability -
Reaching 10k with the weapon will allow activating it, increasing its value +20% for 2 hours.
7 days cooldown.
Mods - all mods are available in shop I haven't update the description yet.
2 new features:
* Item statistics - now we track damage dealt + damage taken for weapons and armors.
We will do cool things in the future with that!
* Item abilities - Enhances items to do cool stuff, expect more in the future!
I will keep it there for a week for balancing sesions and tests.
Let me know what you think,
Enjoy!
* THIS IS TRUE FOR DEV ONLY, It's not live yet!
Combat update live on dev:
* Gang T4 weapons. check on citadel
* Armor formula change.
In the current hour I'll be balancing armor values for all armors
Berserk ability -
Reaching 10k with the weapon will allow activating it, increasing its value +20% for 2 hours.
7 days cooldown.
Mods - all mods are available in shop I haven't update the description yet.
2 new features:
* Item statistics - now we track damage dealt + damage taken for weapons and armors.
We will do cool things in the future with that!
* Item abilities - Enhances items to do cool stuff, expect more in the future!
I will keep it there for a week for balancing sesions and tests.
Let me know what you think,
Enjoy!
To create a path for more variance in builds and future items that will be released we want to recieve your feedback about the combat system.
The poll is anonymous and helps us to determine your view of the combat in legacy and gather input for improvments.
https://forms.gle/JQq5Hx3giv8zbRad8
The first stat we want to focus on is Armor.
It has its advantages however we feel that armor doesn't have enough impact on fight results.
We want armor builds to feel more rewarding to the players who decided to prioritize it.
Thank you, every vote counts!
The poll is anonymous and helps us to determine your view of the combat in legacy and gather input for improvments.
https://forms.gle/JQq5Hx3giv8zbRad8
The first stat we want to focus on is Armor.
It has its advantages however we feel that armor doesn't have enough impact on fight results.
We want armor builds to feel more rewarding to the players who decided to prioritize it.
Thank you, every vote counts!
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