Fortnite Patch 3.2 Post-Mortem
Fortnite Patch 3.2 Post-Mortem | ![]() |
- Patch 3.2 Post-Mortem
- St. Patrick’s themed Heroes
- Account hacked and money stolen, no response ,please help!
- Epic, I have an open case since July 22, 2017 and still no resolution or update since August 2. Anyone care to help?
- Hugs for Magyst!
- I loved this game, but enough is enough.
- STW as of lately...
- United we Stand - Justice for PvE
- Epic, if you're trying to kill StW, just tell us and move on
- The last rant
- Hey EA, y'all gonna do something anytime soon to help stw???
- I'm staying!
- Stat Squishing should have never applied to Stormshield Defence and need fixed now.
- The reason why they're killing StW is V-Bucks.
- You still don't get it.
- Soooo are they gonna get rid of the illegitimate nocturnos?
- [LONG] How to Save, Save the World.
- What is it with 10 year olds and trading
- So I pay full price for my Noc and this guy gets a fire one for something that happened to his Game. The love is unfair.
- Looks like they added an Epic themed emote
- I'm so damn sick of "eny1 wan trade" "<player> is a scammer".
- Bae time to buy STW?
- Epic has both the most praised and most scorned/hated gaming subreddits
Posted: 09 Mar 2018 02:09 PM PST Dragon Weapons
EDIT: We've noticed the feedback around stat caps in Storm Shield Defenses. We've investigated this and discovered that the stats in the SSD missions were not being increased per difficulty level. In patch 3.3 we are going to raise those stat caps so that your stats match the final SSD mission in the zone. [link] [comments] | ||
Posted: 09 Mar 2018 03:25 PM PST Hey Fortnite Fans, In patch v3.2 we added three new St. Patrick's themed Legendary Soldiers to the Spring it On! Event Llama:
If you have one of these Heroes… save them! We'll be adding a Collection Book section for these heroes in the next few days. Thanks, Magyst [link] [comments] | ||
Account hacked and money stolen, no response ,please help! Posted: 10 Mar 2018 04:40 AM PST EDIT: Right so after posting these posts and spamming a bit on discord I got a pretty quick response, seems to be all sorted for now. If you have had the same thing happen to you then I advise you make your own reddit post as I had no luck commenting on other posts. Also go into the discord and @ a few staff members. I recommend everyone changes passwords and double checks bank statements as I think a lot of epic accounts have had details leaked due to a break in on their end. Good luck guys! I had a payment of £119.99 taken from me and multiple payments of £7.99. The worst part is I have never even played or installed fortnite I just bought a game called paragon years ago. I cant even get into my epic games account and I have sent a bunch of emails to their support team, tweeted them and looked around on discord but I have had no response. I really hope this can be resolved as I'm really not in a place where I can afford to just lose £150+ as I have bills to pay and I cant use my card until this is resolved. Not sure what else to do other than post here and hope someone at Epic Games helps me out soon. [link] [comments] | ||
Posted: 09 Mar 2018 08:59 PM PST Upgraded to Ultimate in July 2017, missing some bonus items and was told they would look into it. The last update was on August 2, I sent several emails in 2017 about it and I last emailed about this on Feb 9. It would be nice to get a resolution. Thanks. [link] [comments] | ||
Posted: 09 Mar 2018 07:36 PM PST
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I loved this game, but enough is enough. Posted: 10 Mar 2018 01:16 AM PST I decided to do it. I mailed in a refund ticket for 300 dollars spent on this game. I'm not a whale, I don't ooze money. I was shocked to see how much I spent on this game over the last year, and when I get that money back it's going to be bigger than my tax return. I play BR. I like BR. If after the refund they close my account and lock me out of my BR skins I'll be sad but that would make it easier to put it all behind me. This game looked so good last fall just before BR released. The Halloween update proved to me that they still were putting in tons of work and everything would be fine. But it wasn't. A early access game is supposed to get better closer to release, not worse. Nothing's been added in a year, not really. Only things that really change are the bugs that go with the season and the 'inadvertant' progress wipes in the form of inventory deletion and perk wiping. I always love those little robots, a lot like I still love my ex girlfriends dogs. But the bitch was toxic and spending my rent money on her lesbian lover. Time to leave. [link] [comments] | ||
Posted: 09 Mar 2018 11:55 AM PST
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United we Stand - Justice for PvE Posted: 09 Mar 2018 01:09 PM PST
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Epic, if you're trying to kill StW, just tell us and move on Posted: 09 Mar 2018 01:02 PM PST I don't know how many people I speak for. All of us? Some? Shit maybe just me. But honestly all I'm getting from these "updates" is that you're trying to decrease the size of the player base so you can justify shutting the story mode down to focus solely on BR. You have to be legitimately trying to ruin the game or so disconnected from any loot/grind based game to even think stat clamping or nerfing rolls like crit chance is smart. Borderlands doesn't do that, diablo doesn't do that, any decent loot game doesn't do that. If you want to be powerful they let you be powerful. If shutting down StW is the end goal just tell us and give people their refunds like you did with paragon so we can stop wasting time and effort when you don't respect it. End rant [link] [comments] | ||
Posted: 10 Mar 2018 07:31 AM PST I wonder how long until they pull the plug, perhaps when the costs outweigh the gains. At least STW lived long enough to fund BR, where people are having fun at least. It would be the wise decision, in the developer or business perspective. No point in trying to remedy a failed product (or is it?), which may take upwards of months and years to fix. Epic games have their own agenda in mind. To make a cash-grab game. It was needed because Fortnite was in development hell, funds getting low and the end nowhere in sight. Lets just hype it up, charge people for the entry fee, get a gambling machine in there, and get our shareholders some money before they shoot us in the head. What was the original intention of fortnite? Who wanted to introduce the card system? But not fully embrace the gacha element and develop it properly, and yet throw out hydra/gravedigger/god-tier nocturnos to non-iap players and making us whales look bad. Who wanted to introduce the fake progression, the power levels, the survivors, FORT stats, and the meaningless trivial missions? Making the grinders feel unworthy of the investment and segregating teamwork and friends. We end up with nobody being happy. One could look past all these blemishes if the gem beneath shone bright enough. The gem being the FPS TD game squished under all the time-wasting systems. It was the one thing that needed to be worked on: Making the game fun. Over the year, I know you tried. We've had STS, HB, Halloween and they were good events on their own. However, the core gameplay remained extremely stale and things weren't coming together. The experience flatlines from PL 1-100 and refuses to deviate. Later in Canny Twine, bullet sponges get spongier and elementals required you to have better gear. Modified smasher waves made us sweat in the arsecracks but that's just another bullet sponge. Nothing of importance happened to core gameplay. Apart from these, I can't think of anything special. Every time a new event comes around, new carrot cards are hung in front of us grind donkeys but otherwise its poopy. Like this new years even: 1. Year of the dog and new hero is Wukong, a monkey. 2. Was a chance to educated people on some Chinese mythology but no, still the same ignorable lines voiced from a nonsense script. You know that we have our own cerberus called Tiangou, no? The black dog that ate the Sun, causing lunar eclipses, was later captured and put as guardian of the heaven? 3. Uninspiring new weps/heroes. Little or no work is being done on what is killing the game – boredom. They wanted to attack the problem by number crunching, nerfing crit, herding players into trying new things. How about you do this by making set wipes on vbucks that will refund every major experimental patch? Then you could go ape-shit on that perk stuff and introduce all kinds of insane buff/nerfs and new mechanics. You can't do this balancing stuff whilst still be blatantly charging people. This happened during Christmas when people asked that Outlander fragments be removed from the game. Lo and Behold, we had a Christmas Jess that reloaded fragments in combat. Which is a trend I'm beginning to see. You want more money from us to test your stuff, and listen to our feedback to come up with your own $$$ version of the solution, which brings me full circle to why I'm leaving Fortnite forever. I'm done being dumb. At launch, some people splurted: "Cash-grab mobile game" and left at the sight of it. But some of us believed, some of us stayed. I salute you, fellow world savers, it was nice having yall around in game. Goodbye. [link] [comments] | ||
Hey EA, y'all gonna do something anytime soon to help stw??? Posted: 09 Mar 2018 11:12 PM PST Oops, epic, EA, hard to see the difference these days... [link] [comments] | ||
Posted: 10 Mar 2018 06:56 AM PST Yeah man I'm staying. I've thrown down maybe $400 on the game and I'm still enjoying it. I'm not 100% in agreement with some of the changes EPIC has made but then again I dont know exactly what their end vision is. I'm willing to hang in there and see...for now. That said I won't be dropping anymore real currency on the game. [link] [comments] | ||
Stat Squishing should have never applied to Stormshield Defence and need fixed now. Posted: 09 Mar 2018 11:04 PM PST Basicly, stats are squished on Stormshield defence, even tho it scales up, but the stats wont. Making not only harder to defend because of many waves, but also because now your stats are stuck at low levels ... I went from 455+ on stats, down to 195... I don't even want to try at the moment, because if I try to to defend it, I might fail and all the bases will be ruined. Please fix this. This patch had many many issues, some affected me, some didin't. But obviously you guys don't seem to test your stuff before sending it to live servers ... I am extremly disapointed in the whole handling situation of this patch, it makes me really reconsider a full refund on all the item I bought, but at the same time, I like this game, and want to support it. But please, stop fucking it up so badly. Thank you. [link] [comments] | ||
The reason why they're killing StW is V-Bucks. Posted: 10 Mar 2018 05:55 AM PST You can use V-Bucks earned in StW in Battle Royale. I'm sure that presents a huge flaw in their marketing/profit because they earn so much selling v-bucks to BR players. But they also can't completely remove v-bucks from StW because Llamas are so built into the progression system. If they weren't planning on making StW free it might be salvagable, but at this point they'd rather this just get rid of it all. [link] [comments] | ||
Posted: 10 Mar 2018 06:25 AM PST "EDIT: We've noticed the feedback around stat caps in Storm Shield Defenses. We've investigated this and discovered that the stats in the SSD missions were not being increased per difficulty level. In patch 3.3 we are going to raise those stat caps so that your stats match the final SSD mission in the zone. " This is all fine and dandy but you're missing the point NO-ONE wants stat caps. The feedback clearly shows WE do not want them. The one thing i want to see in 3.3 is stat caps removed that is the only thing that will make me forgive you for this fuckup. you've slaped your longest/loyal "Founders" in the face with this one. all that time money effort into progressing has been for nothing if we feel like we've just started the game again. [link] [comments] | ||
Soooo are they gonna get rid of the illegitimate nocturnos? Posted: 09 Mar 2018 11:58 PM PST I've looked around all the comments and threads related and haven't seen EPIC indicate they'll get rid of the illegitimate nocturnos aka our ultimate edition ones are no longer ultimate edition exclusive. [link] [comments] | ||
[LONG] How to Save, Save the World. Posted: 09 Mar 2018 06:34 PM PST From an experienced FortNite Player in the endgame, this is what it will take (in addition to finishing the Canny Valley and Twine Peaks stories/aesthetics) to save the game and make it what it should be. A change in mindset for the dev team - Stop following the path of most gaming companies and nerfing anything that stands out, if something is insanely overpowered, then tune it down - SLOWLY, don't cut something down 25%, drop it 10-15%, then modify from there. Instead, bring others up to par. Abilities should not be minimal, they should be the reason you choose that hero above others. I went through each hero and made them stand out, and add real diversity. Perk ReRoll Mechanic - Should be completed by now, it has been at over 6 months since Early Access began and over 4 years in development. Mechanic can be simple: Player selects a Perk Row, pays 10% of the current evolution's cost in Evolution materials and is granted a randomized roll for that perk row. Classes/Sub Class Viability Changes: Soldier: Urban Assault: Leave As Is. Support Specialist - Changes allow for more of an Explosives Expert, while fulfilling his name as a Support. Lvl 12: Modification: Spoils of War: While War Cry is Active, you consume No Ammo/Suffer no durability loss. (Yes, he can use Rocket Launchers effectively, someone should be able to, especially given it will be on a limited timer.) Lvl 15: Rework: Explosive Entrance: Damaging an Enemy with Explosives (Frag Grenade included) Applies 5 stacks of Vulnerability. Removes the Knockback effect of explosives, replacing it with a 2.5 second Stun. Lvl 25: Modification: Change to: Kneecapper (Increases the effectiveness of Debilitating Shots Vulnerability stacks to 9%.) Lvl 30: Modification: Change to: Fight or Flight (While War Cry is active, you now do 10% more damage to enemies.) Special Forces: Leave As Is. Centurion: Lvl 25: Modification: Blitz: Allies affected by War Cry move 25% faster and gain energy 10% quicker, for the duration of War Cry. (Change from only Centurion Wildcat gaining the benefit.) Warlord - Changes allow for more use of Goin' Commando, and increasing it's availability, making a "Warlord" feel as though he has access to a big gun frequently. Lvl 5: Modification: Ain't Done Yet!: Increases the duration of Goin' Commando's active effect by .5 seconds per enemy killed during it's effect - To a maximum of 10 additional seconds. Lvl 8: Modification: Easy Operation: Reduces the Energy Cost of Goin' Commando to 35, and reduces the Cooldown by 25% seconds. Commando - Changes allow for Goin' Commando to lay down some serious on-demand damage, without having the cooldown reduction of the modified Warlord Jonesy. Lvl 5: Rework: Say Hello!: Increases Goin' Commando's damage by 5% for each enemy killed during it's effect. Lvl 8: Rework: Bring it back!: Kills during Goin' Commando reduce the duration of the following Goin' Commando by 3 seconds. Lvl 15: Rework: More… More… MORE!: Goin' Commando fires 25% faster. Lvl 18: Rework: Outta Here: Move at full speed while Goin' Commando is active. Rescue Trooper - She is designed to be a starter hero, and fulfills that role well. Leave As Is. Survivalist - Changes allow for more of a Survival/Tank role. Lvl 2: Rework: Battle Hardened: For 3 seconds after damaging an enemy, take 20% less damage. Lvl 5: Modification: Survivalist: Damaging an enemy heals the player for .5% health over 3 seconds. Stacks up to 5 times. Lvl 8: Rework: I'm Right Here: Weapons no longer cause a stun effect, but rather force the target to attack the Soldier for 2 seconds. Lvl 12: Modification: No Time to Bleed: After losing 25% HP in 5 seconds, the healing of Suvivalist is increased by 50% for 3 seconds. Lvl 15: Rework: Party On Me!: Shockwave no longer knocks back, but forces all enemies hit to focus the Soldier for 3 seconds. Lvl 25: Rework: Insurmountable Odds: Reduces damage taken by 2% for each enemy within 10 meters. Shock Trooper - Changes allow for more of a skill-focus on Shockwave, as opposed to it being moderately available/useful (Changes allow for more of a Dragon Ninja playstyle.) Lvl 5: Modification: Explosive Optimization: Reduces the Energy Cost of Shockwave to 15, and the cooldown of Shockwave to 15 seconds. Lvl 18: Modification: Doppler Effect: Reduces the cooldown of the next Shockwave by 1 second per enemy hit by Shockwave. Lvl 30: Rework: Lightning Rod: Each Enemy Hit by Shockwave increases Shockwave's damage by 2%, stacking 50 times. Lasts 10 seconds, timer resets at each new application of Lightning Rod. Master Grenadier Ramirez: Leave As Is. Raider - Changes allow for more of a Shotgun Focus, without being so reliable on close range (Changed Berserker will fill that role.) Lvl 8: Modification: Survivalist: Damaging an enemy heals the player for .5% health over 3 seconds. Stacks up to 5 times. Lvl 15: Rework: Boom-Barrel: Increases the effective range of Shotguns by 33%, and decreases the pellet spread by 50%. Lvl 18: Modification: Critical Blast: Increases Shotgun Critical Hit Chance and Damage by 100% (If a weapon has 20% Crit Chance, and 100% Crit Damage, while the Raider is holding it, it will have a 40% Crit Chance, and 200% Crit Damage, allowing for the selection of weapon Perks to be amplified significantly, though requires specific perk rolls.) Berserker - Changes allow the Berserker to be the close-quarter DPS Soldier, as opposed to being solely focus on Shotguns. Lvl 5: Modification: Survivalist: Damaging an enemy heals the player for .5% health over 3 seconds. Stacks up to 5 times. Lvl 8: Rework: Sawed Off: Increases damage of ranged weapons on targets within 15 Meters by 33%. Lvl 12: Modification: Up Close and Personal: For each enemy within 15 Meters, Fire Rate is increased by 10%. Lvl 15: Rework: In The Chamber: For each enemy within 15 Meters, shots have a 10% chance to return Ammo to the Magazine. Lvl 18: Rework: Fight or…: For each 15% HP missing, increases movement speed by 10%. Lvl 25: Rework: Enrage: For each 15% HP missing, increases ranged weapon damage by 10%. Snowstalker - Fulfills his niche role well. Leave As Is Outlander: I feel their role is there, but never performed. The following changes will improve their role, while providing benefits even from Perma-Farmers. The following changes apply to each ability: Fragments: Generates 1 Charge Fragment after 150 seconds - Fragments still remain on the ground, collecting a Fragment while at Maximum Charge Fragments are Llama Fragments, if Maximum Charge Fragments are not currently obtained, a Charge Fragment is obtained. Anti-Material Charge: Performs a punch that travels 1 Tile, dealing damage to any structure punched, and 450 (up from 201.1) blunt damage to enemies struck. This punch will stun smaller enemies. TEDDY: Consumes a Charge Fragment to deploy TEDDY for 15 seconds. TEDDY will blast enemies within 4 tiles for a base of 25 (up from 10) physical damage, 4 times per second. Shock Tower: Consumes a Charge Fragment to place a Shock Tower that pulses every 0.5 seconds, and lasts for 10 (up from 6) seconds. Causes Chain Lightning, doing a base of 20 (up from 18) energy damage to enemies within 1.5 tiles, stunning small enemies for 1 second. Can stun Large Enemies after multiple hits. Enforcer - Changes improve Burst TEDDY/Shock Tower Damage. Lvl 1: Modification: Focused Acquisition: Increases chance to find double loot by 10%. All Building Material gains are split evenly amongst the entire team. (Changes make Focused Acquisition's double-loot chance somewhat useful, while forcing the "Gatherer" role.) Lvl 8: Rework: This One's For You!: Causes TEDDY to attack the last target damaged by the Outlander, if it is within TEDDY's Range. Lvl 15: Rework: The Big Boy!: TEDDY deals an additional 5% damage for each enemy it kills during it's activation period. Recon Scout - Role of exploration and loot hunting enhanced. Lvl 1: Modification: Focused Acquisition: Increases chance to find double loot by 10%. All Building Material gains are split evenly amongst the entire team. (Changes make Focused Acquisition's double-loot chance somewhat useful, while forcing the "Gatherer" role.) Lvl 15: Modification: Phase Runner: Phase Shift's cooldown and energy cost are reduced by 50%. Lvl 18: Modification: Loot Find: 10% extra chance to find double loot. Upon obtaining an item (other than rewards for expeditions and other side objectives) there is a 10% chance for each ally to also obtain a copy of the item. Lvl 30: Modification: Impossibility Matrix: Containers within 3 tiles of allies are revealed to the Outlander, shimmer/glow effect remains regardless of distance traveled from it. (Shimmer/Glow disappears while the Outlander is in combat, returns when out of combat.) Vanguard: Lvl 1: Modification: Focused Acquisition: Increases chance to find double loot by 10%. All Building Material gains are split evenly amongst the entire team. (Changes make Focused Acquisition's double-loot chance somewhat useful, while forcing the "Gatherer" role.) Lvl 8: Rework: Flanking Strike: Increases the base damage of Anti-Material Charge by 50% when striking a target from behind. Lvl 15: Rework: Anti-Personnel Strike: Increases damage of the next Anti-Material charge used within 20 seconds by 10% for each enemy struck by Anti-Material Charge. Lvl 30: Modification: Phased and Confused: Increases the damage of Anti-Material Strike by 33% if used within 5 seconds of Phase Shift. Striker - Increased focus on Anti-Material Charge. Lvl 1: Modification: Focused Acquisition: Increases chance to find double loot by 10%. All Building Material gains are split evenly amongst the entire team. (Changes make Focused Acquisition's double-loot chance somewhat useful, while forcing the "Gatherer" role.) Lvl 5: Rework: Charged Strike: Using Anti-Material Charge while it is on cooldown consumes a Charge Fragment, increasing the damage dealt by 250%. Lvl 12: Rework: Lightning Fast: Reduces the activation time of Anti-Material Charge by 50%, when Anti-Material Charge kills an enemy it reduces the remaining Cooldown of Charge Fragment by 25%. Lvl 15: Modification: Long Arm of the Law: Increases the travel distance of Anti-Material Charge to 3 tiles. Lvl 18: Rework: Faster Than Light: Phase Shift decreases the cooldown of your next Charge Fragment by 10%. Trailblaster - The game needs a Sniper-centric hero, and who better than the Trailblaster, he/she who blasts everything, while setting a trail! Trailblaster with this rework would be a mobile sniper. Lvl 1: Modification: Focused Acquisition: Increases chance to find double loot by 10%. All Building Material gains are split evenly amongst the entire team. (Changes make Focused Acquisition's double-loot chance somewhat useful, while forcing the "Gatherer" role.) Lvl 5: Rework: Hawk Eye: Successful Sniper Headshots have a 25% chance to instantly reload the Sniper Rifle. Lvl 8: Rework: Conditioned Response: While a Charge Fragment is available, Sniper Rifles gain 20% Critical Strike chance and 75% Critical Strike Damage. Lvl 12: Rework: All In: While TEDDY or Shock Tower is active, Sniper Rifle damage is increased by 50%. Lvl 15: Rework: Collaborative Efforts: Headshots with Sniper Rifles increase the active duration of the Shock Tower and/or TEDDY by 1 second, to a maximum of 15 additional seconds. If no Shock Tower or TEDDY is currently active, the remaining cooldown on the next Charge Fragment is reduced by 5 seconds. Lvl 20: Modification: Change Anti-Material Charge out for Phase Shift Lvl 25: Rework: Relocate: Using Phase Shift grants 100% Crit Chance with Sniper Rifles for 5 seconds. Lvl 30: Rework: Sniper Trance: Increases damage with Sniper Rifles by 33% while Aiming Down the Sights. Shock Specialist: Lvl 1: Modification: Focused Acquisition: Increases chance to find double loot by 10%. All Building Material gains are split evenly amongst the entire team. (Changes make Focused Acquisition's double-loot chance somewhat useful, while forcing the "Gatherer" role.) Lvl 30: Zeus' Bolt: Killing an enemy with Shock Tower reduces the cooldown of the next Charge Fragment by 1%. This reduction increases to 5% for Mist Monsters. Trailblazer - With the Fragment and TEDDY/Shock Tower modifications her current setup would suit her niche playstyle well. Leave As Is. Pathfinder - Changes would give the Pathfinder (primary harvester) a different playstyle. Lvl 1: Modification: Focused Acquisition: Increases chance to find double loot by 10%. All Building Material gains are split evenly amongst the entire team. (Changes make Focused Acquisition's double-loot chance somewhat useful, while forcing the "Gatherer" role.) Lvl 1: Modification: In the Zone: After 5 hits in a row with a pick axe, gain In the Zone which increases harvesting damage by 25% and causes 750 base Impact against Monsters. Lvl 5: Modification: Passing Zone: Increase run speed while In the Zone by 20% (up from 12%) and Pick Axe base damage to 25 against Monsters. Lvl 12: Modification: Loot Find: 10% extra chance to find double loot. Upon obtaining an item (other than rewards for expeditions and other side objectives) there is a 10% chance for each ally to also obtain a copy of the item. Lvl 15: Rework: Master Picker: Increases Harvesting damage by 50% and grants the Pick Axe a 25% chance to critical strike, instantly consuming the structure. Critically Striking a monster deals 150% bonus damage. Ranger - Perfect As Is. Leave As Is. Phase Scout - For a Mythic she is very underwhelming, these changes would make her unique. Lvl 1: Modification: Focused Acquisition: Increases chance to find double loot by 10%. All Building Material gains are split evenly amongst the entire team. (Changes make Focused Acquisition's double-loot chance somewhat useful, while forcing the "Gatherer" role.) Lvl 5: Rework: Spatial Runner: Phase Shift increases Movement Speed by 25% for 5 seconds, and increases Pistol and Shotgun damage by 25% for the duration. Lvl 12: Rework: Phasic Conservation: Phase Shift causes Pistols and Shotguns to not consume Ammo for 3 seconds. Lvl 15: Rework: Quantum Grasp: Using Phase Shift causes Pistols and Shotguns to deal Plasma damage for 3 seconds. Lvl 30: Rework: Quantum Leap: Using Phase Shift increases Pistol and Shotgun damage by 50% for 3 seconds. (resulting in 150% Crit Chance and Damage from the equipped weapon, not an additional 50%. IE: Pistol has 20% Chance to Critical Strike, after using Phase Shift, it has 30% Chance to Critically Strike.) Gunblazer - He fulfills his function very well, and the modifications applied to all Outlander skills and the Lvl 1 Perk (Lvl 1: Modification: Focused Acquisition: Increases chance to find double loot by 10%. All Building Material gains are split evenly amongst the entire team. (Changes make Focused Acquisition's double-loot chance somewhat useful, while forcing the "Gatherer" role.)) would fit him well. Leave As Is. Fragment Flurry - Changes further enhance her ability to get a stronger TEDDY/Shock Tower up more frequently, resulting in a "Flurry" of Fragments. Lvl 1: Modification: Focused Acquisition: Increases chance to find double loot by 10%. All Building Material gains are split evenly amongst the entire team. (Changes make Focused Acquisition's double-loot chance somewhat useful, while forcing the "Gatherer" role.) Lvl 8: Modification: Fragment Generation: Every 60 kills earned by the team, grants 1 Charge Fragment. Lvl 15: Modification: Bear Stare: TEDDY now deals 30 base Energy Damage. Flash Eagle Eye - Changes grant more Crowd Control/Utility while retaining the base playstyle. Lvl 1: Modification: Focused Acquisition: Increases chance to find double loot by 10%. All Building Material gains are split evenly amongst the entire team. (Changes make Focused Acquisition's double-loot chance somewhat useful, while forcing the "Gatherer" role.) Lvl 5: Modification: Hit 'Em While They're Down: Increases Critical Stike Chance by 25% and Critical Strike Damage by 75% against Stunned, Staggered and Knocked Down Enemies. Lvl 12: Modification: Parting Gift: Phase Shift drops 2 high Impact Explosives. Dodging Melee attacks with Phase Shift grants an extra Explosive. Stuns/Staggers with these Explosives result in a 2.5 second Stun. Ninja: Crescent Kick - A quick kick that does 550 (up from 295.7) damage, 1000 Impact and stuns for 3 seconds. 15 Second Cooldown. Energy Cost of 30. Throwing Stars - The Ninja hurls throwing stars in a straight line. Throwing 1 star three times in a quick series, dealing 75 (Up from 35) Edged (Physical) weapon damage with each star. 15 Second Cooldown. Energy Cost of 25. Smoke Bomb - The Ninja throws down a smoke bomb, creating a cloud that persists for 5 seconds. The cloud slows all enemies inside by 30%, dealing 250 (up from 219) Physical Damage every Second. 60 Second Cooldown. Energy Cost of 50. Mantis Leap: Ninja can leap once more while already jumping. Can only be executed once per jump. Costs 15 Energy (down from 50.) [Mobility Ability costing ½ of a Player's Base Energy is insane. This is a mobility ability, and aids with survivability in a melee situation.] Brawler: Focuses on Crescent Kicks and Melee Damage - Changes maintain this playstyle, while allowing for more burst playstyle. Lvl 1: Modification: Shinobi: Reduces Fall damage taken by 35%. Lvl 8: Modification: Five Winds Cut: Increases Edged Melee damage by 75% for 3 seconds after hitting a target with Crescent Kick. Lvl 15: Rework: Accelerated Execution: Striking an enemy with an Edged Weapon reduces the remaining Cooldown of Crescent Kick by 1 second. Can only occur once per swing (striking multiple targets does not reduce Crescent Kick by several seconds.) Lvl 25: Rework: Leg Press: Killing a target within 3 seconds of striking it with Crescent Kick refreshes the cooldown and resets the Energy Cost. Stonefoot: Focuses on stunning with Crescent Kick, changes increase survivability as well. Lvl 1: Modification: Shinobi: Reduces Fall damage taken by 35%. Lvl 8: Modification: Shadow Stance: After defeating an enemy with edged damage, the Ninja enters a Shadow Stance for 4 seconds. During Shadow Stance damage resistance is increased by 15%, and Enemies ignore the Ninja until struck by the Ninja, or Shadow Stance fades, whichever occurs first. Lvl 12: Modification: Five Winds Cut: Increases Edged Melee damage by 75% for 3 seconds after hitting a target with Crescent Kick. Lvl 18: Modification: Footloose: Doubles the Impact of Crescent Kick and increases the Stun Time to 4 seconds. Lvl 25: Modification: Extra Long Fuse: Increases the duration of Smoke Bomb's persistent cloud effect by 5 seconds, and increases the slow effect from 30% to 45%. Lvl 30: Rework: Granite Kick: Successfully striking a target with Crescent Kick grants the Ninja 50% damage reduction for the next 3 instances of damage, or 5 seconds, whichever occurs first. Skirmisher: An All-Rounder Ninja, with the ability and perk standard perk changes, the subclass would be fine, nothing that wasn't changed from the previous classes/perks. Leave As Is (with changes to abilities.) Poisoner: Specialization of poisoning targets enhanced, allowing for DoT playstyles. Lvl 1: Modification: Shinobi: Reduces Fall damage taken by 35%. Lvl 5: Modification: Corrosive Stars: Throwing Stars afflict their targets, doing 35% of their damage every second for 3 seconds. This effect can stack up to 3 times. Lvl 30: Modification: Corrosive Blade: Critical Hits from the Ninja's edged weapons deal 25% of hit damage every .5 seconds for 2 seconds and reducing movement speed of the target by 35% for the duration. Damage Over Time effect can stack up to 4 times. Dragon: Great as is, nothing beyond the static changes listed to similar abilities needs to be changed. Leave As Is. Fleetfoot: Suits an entry-level Ninja well, when previous changed are taken into account. Leave As Is. Dim Mak: A good defensive ninja, slightly improved with one modification beyond previous perk changes: Lvl 15: Rework: Choking Fumes: Targets killed while within the Smoke Cloud reduce the remaining Cooldown on Smoke Bomb by 1 second. Assassin: Focused on all weapons, modifications enhance her viability with alternative edged weapons. Lvl 1: Modification: Shinobi: Reduces Fall damage taken by 35%. Lvl 5: Modification: Easy Strike: Reduces the cost of the Ninja's Heavy Strikes by 75%. Lvl 18: Rework: Rapid Strikes: Reduces the activation/animation of Heavy Strikes by 50%. Lvl 30: Rework: Bladewind: Striking with an edged weapon, increases the damage of all other edged weapon types by 35% for 5 seconds. (IE: Striking with a Light Sword, increases Spear/Axe/Medium Sword/Heavy Sword attacks by 35% for 5 seconds, rewarding multiple melee weapons in a loadout.) Shuriken Master: Brings back the viability for this skill/aim dependant playstyle. Lvl 1: Modification: Shinobi: Reduces Fall damage taken by 35%. Lvl 18: Rework: Sharp Edges: Grants Shurikens a 35% chance to critically strike, resulting in 150% damage. Swordmaster Ken: As with the Mythical Outlander, Ken falls off very hard when you leave Plankerton, changes here fix that both in damage and survivability. Lvl 1: Modification: Shinobi: Reduces Fall damage taken by 35%. Lvl 5: Rework: Tag Along: Striking a target with an edged melee weapon grants 30% bonus movement speed for 5 seconds. Lvl 25: Rework: Chi Alignment: Killing an enemy with a Melee Edged Weapon restores 10% of missing health. Lvl 30: Modification: Masamune: Shadow Stance increases Edged weapon damage during Shadow Stance by an additional 100%. Energy Thief: Modifications to previously mentioned perks/abilities cause her perks to be great, though some changes add extra utility in groups. Lvl 1: Modification: Shinobi: Reduces Fall damage taken by 35%. Lvl 5: Modification: Vigorous Blade: Every 3 Edged weapon strikes grants all party members within 60 Meters 5 Energy. Lvl 18: Modification: Rebound: Crescent Kick will grant 10 Energy to all party members within 60 Meters. Lvl 25: Rework: Stamina of the Dragon: Passing through Allies with Dragon Slash removes the Energy cost of that/those Allies' abilities for 10 seconds. Sarah Clause: Slight modification to improve healing with Smoke Bomb to allow her to function as a healer. Lvl 1: Modification: Shinobi: Reduces Fall damage taken by 35%. Lvl 5: Modification: Hearty Blade: Every 4th hit with an Edged Weapon restores 1% of Missing Health to all Allies within 60 Meters. Lvl 12: Modification: Medicinal Fumes: Smoke Bomb now heals Allies who enter the affected area, restoring 2% health every second. Lvl 18: Rework: Restorative Fumes: Healing Allies with Smoke Bomb reduces the remaining Cooldown of Smoke Bomb by 1 second. Lvl 30: Rework: Chi Pass: Throwing Stars that pass through allies heal them for 5% of missing health for each star. Thunder Strike: Focuses on attacking stunned/staggered enemies, changes improve this effect. Lvl 1: Modification: Shinobi: Reduces Fall damage taken by 35%. Lvl 8: Modification: Wake Up Call!: Ninja deals 35% more melee edged damage to enemies that are stunned, staggered or knocked down. Lvl 15: Modification: Dragon Daze: When the Ninja's shield breaks, an AoE blast that deals 1000 base impact and stuns nearby enemies for 2 seconds. Lvl 25: Rework: Edgelord: Ninja has an additional 25% Critical Strike Chance, and 50% Critical Strike damage to targets that are stunned, staggered or knocked down. Deadly Blade: With the perks/abilities changed previously, she would be great at her role. Leave As Is. Constructor: Perks/Abilities focused on Base Defense and Crowd Control enhanced at the cost of decreased damage from abilities. BASE: The BASE alters the matter of connected building pieces. Affected walls will deal a base of 10% (up from 8 base) damage taken as energy damage to melee attackers. Attached structures gain 15% damage reduction. Extends 3 segments from placement. Bull Rush: The Constructor charges forward 3 tiles, collecting enemies on a shield, knocking them back at the end of the rush or when colliding with a wall. Collected targets are slowed by 35% for 5 seconds after the Rush. Colliding with a wall results in a 3 second stun, followed by a 3 second slow. Does 250 (up from 228.6) blunt physical damage. DECOY: Deploys a DECOY which will distract all enemies within a 1.5 tile radius for 12 seconds. (HP increased by 50% from current state.) Plasma Pulse: Deploys a device which emits exploding Plasma Pulses every 0.125 seconds for 10 seconds. Deals 250 (down from 304.8) Plasma Damage and slowing targets by 35% for 5 seconds. Striking the same target multiple times results in a 3 second stun. Controller: Oriented toward distracting targets from the Base/Fort, changes improve that. Lvl 8: Modification: What Doesn't Kill You…: DECOY has 100% (Up from 25%) increased Health. Lvl 12: Modification: I'm Just Not User-Friendly: DECOY reflects 50% of melee damage back to melee attackers. Lvl 25: Rework: Professional Distraction: Each enemy that dies within the DECOY's taunt radius reduces the remaining cooldown of DECOY by .5 seconds. Lvl 30: Rework: Bide: DECOY collects 25% of all damage taken, exploding for the collected damage when it expires or is destroyed. Damage radius is 1 tile in diameter. Power BASE: Big BASE, made stronger - Focused nearly entirely on defense. Lvl 5: Modification: Safety Protocols: Increases damage resistance of structures within area of BASE by 10% (up from 6%.) Lvl 8: Rework: Defensively Offensive: Triggering Kinetic Overload within the Constructor's BASE reduces the damage dealt by the target by 25% for 5 seconds. Lvl 15: Modification: Big Brother: Increases BASE connectivity by 2 building pieces (makes up for the removal of Automated Defenses.) Lvl 18: Modification: Fully Contained: BASE deals 20% of damage taken from melee attackers as Energy Damage back at the attacker. Lvl 30: Modification: Recycling: For every 3 buildings of the same material BASE generates 1 of that resource type every 30 seconds. The BASE can store a maximum of 150 for each resource. Plasma Sentinel: Oriented toward using DECOY and Plasma Pulse to decimate groups. Modifications enforce that combo, while granting Plasma Pulse more individual utility. Lvl 8: Modification: What Doesn't Kill You…: DECOY has 100% (Up from 25%) increased Health. Lvl 18: Modification: Power Pulse: Plasma Pulse deals 25% more damage when affecting targets within DECOY's taunt radius, and increases the rate of Plasma Pulse's explosions by 33% at all times. Lvl 25: Rework: Bide: DECOY collects 25% of all damage taken, exploding for the collected damage when it expires or is destroyed. Damage radius is 1 tile in diameter. Lvl 30: Modification: Plasma Overdrive: Kinetic Overload procs have a 25% chance to reset the cooldown of Plasma Pulse. Kinetic Guardian: Designed to crowd control enemies with Kinetic Overload and Bull Rush, yet performs this role very poorly, this is corrected with these changes: Lvl 5: Rework: Energized Strikes: Striking a target with a hardware weapon while on connected BASE structures deal 50% more impact. Lvl 8: Rework: Charging… ME!: Bull Rush has extended width, increasing width by 100%. Lvl 12: Modification: Exit Plan: While inside any BASE, the Constructor's movement speed and blunt weapon critical hit rate are increased. Increases run speed by 15%, and Critical Hit Rate with blunt weapons by 10%. Lvl 15: Modification: Big Brother: Increase BASE connectivity by 2 building pieces. (Makes up for the removal of Automated Defenses.) Lvl 18: Rework: Stay Down!: Kinetic Overload has a 35% chance to knock the target down for 2 seconds. Lvl 25: Modification: Riot Shield: Any enemies pushed by Bull Rush will be knocked back an additional tile at the end of the rush, and become Vulnerable, taking 40% increased damage from all sources for 5 seconds. Lvl 30: Modification: Kinetic Overdrive: When Kinetic Overload is triggered, it affects targets within 1 tile radius of the primary target. Hotfixer: Designed to repair walls and use resources efficiently, he performs this poorly. Changes correct this. Lvl 5: Modification: Hotfix: Increases building repair rate by 25% (up from 20%.) Lvl 8: Rework: Halt!: Plasma Pulse's slowing effect is increased to 75%, but no longer stuns targets. Lvl 15: Modification: Big Brother: Increase BASE connectivity by 2 building pieces. (Makes up for the removal of Automated Defenses.) Lvl 18: Rework: Repair Module: Structures connected to the BASE automatically begin to repair from the Constructor's resources after 10 seconds of not receiving damage, resources will be drawn from the BASE first if Recycling has been learned. Lvl 25: Modification: Recycling: For every 3 buildings of the same material BASE generates 1 of that resource type every 30 seconds. The BASE can store a maximum of 150 for each resource. Lvl 30: Rework: Master Fixer: 10% chance upon starting to repair a structure for the resources cost to be ignored. Electro-Pulse Penny: Designed to deal damage with Plasma Pulse and Electric Floor, though the damage from these is often times poor. This has been corrected with the below changes: Lvl 5: Rework: Halt!: Plasma Pulse's slowing effect is increased to 75%, but no longer stuns targets. Lvl 8: Modification: Fully Contained: BASE deals 20% of damage taken from melee attackers as Energy Damage back at the attacker. Lvl 12: Modification: Electrified Floors: Enemies within the area affected by BASE take damage every second. Damage is equal to 1% of the 2.5% of the monster's HP, or 5% of the Constructor's Maximum HP, whichever is greater. Lvl 15: Modification: Electric Channeling: Enemies that die while affected by Electrified Floors reduce the remaining cooldown of Plasma Pulse by 1 second. Lvl 18: Rework: Electric Net: Electrified Floors slows enemies by 25%. Lvl 25: Modification: Big Brother: Increase BASE connectivity by 2 building pieces. Lvl 30: Rework: Mechanical Genius: Plasma Pulse increases the damage of Electrified Floors by 300% for it's duration. Only affects tiles connected to the tile that the Plasma Pulse is placed on. Tank: Designed to Tank, survive and hold the attention of monsters, yet nothing in the current kit does this. Tank is currently a DPS subclass using hardware. These changes fix that. Lvl 5: Rework: Health Coding: While within the Constructor's BASE, health regenerates at 1% per 3 seconds. Lvl 8: Rework: Battle Suit: Increases Maximum Shield and Health by 25%. Lvl 12: Rework: ATTENTION!: Impact no longer knocks back/staggers/stuns, but rather forces the target to focus the Constructor for 3 seconds. Lvl 15: Rework: Restorative Cell Suit: 20% chance upon taking health damage to regenerate 50% of the Constructor's Shield instantly. Lvl 18: Rework: Forced Measures: The Slow applied from Bull Rush is removed, and replaced with a 7.5 second taunt. 5 second taunt applied to Mist Monsters, and reduces their damage dealt to the Constructor by 25%. Lvl 25: Rework: ENERGIZE!: Placing Plasma Pulse causes the Constructor's shield to automatically begin regenerating at 20% efficiency for 10 seconds. During this time, damage does not prevent shield regeneration. Lvl 30: Rework: Continued Assault: Each time a target is taunted within the BASE, restores 5% of missing Health. Plasma Specialist: The description claims to design the Constructor to disintegrate groups of enemies and bolster shielding… Neither really happens currently, so let's fix that and get a Shielder. Lvl 8: Rework: Shield Stabilizer: Allies Standing within the BASE regenerate 1% of Maximum Shield every 3 seconds. Lvl 12: Rework: Kinetic Barrier: Kinetic Overload procs overcharge the Constructor's shield while within their BASE. Running past an Allied Player discharges this energy and regenerates 25% of their shield instantly. Lvl 15: Rework: Plasmic Discomposition: Plasma Pulse restores shields to all Allies within 10 Meters for 50% of all damage dealt. Lvl 18: Modification: I.F.F. Coding: Plasma Pulse kills cause the Constructor's Shield, and that of all allies within 10 Meters to regenerate at 20% of it's normal rate for 5 seconds. Stacks up to 3 times. Lvl 25: Rework: Shield Reflection: Allies within the BASE have a 25% chance to reflect 100% of ranged damage dealt back to the attacker. Lvl 30: Rework: Shield Booster: Allies within the BASE have 25% increased Shield Capacity. BASE: Currently the "beginner" constructor, so I believe he is fine to that effect, with the same perk/ability modifications presented previously. Leave As Is. MEGABASE Kyle: He is strong currently, no doubt. But his base is the same size as a Power BASE and really just has a better layout of perks. Slight modifications to keep him at Mythic Tier. Lvl 5: Modification: Safety Protocols: Increases damage resistance of structures within area of BASE by 10%. Lvl 8: Modification: Fully Contained: BASE deals 20% of damage taken from melee attackers as Energy Damage back at the attacker. Lvl 15: Modification: Mega BASE: Increase BASE connectivity by 2 building pieces. Lvl 18: Lofty Architecture: Increases Health of buildings within area of BASE by 15%. Lvl 25: Modification: Recycling: For every 3 buildings of the same material BASE generates 1 of that resource type every 30 seconds. The BASE can store a maximum of 150 for each resource. Lvl 30: Rework: Unhinged Structuring: Increases BASE connectivity by 3 building pieces and causes all enemies within the BASE to take 10% more damage from all sources. Machinist: Designed to make traps stronger, and succeeds at that. Though her BASE is too small currently to cover more than a single side of a base, and often cannot cover the defensive structure alone over a defensive objective. Changes correct that. Lvl 8: Modification: Big Brother: Increase BASE connectivity by 2 building pieces. (Makes up for the removal of Automated Defenses.) Lvl 30: Rework: Machina Ultima: Traps have a 15% chance when they damage an enemy to deal equal damage to all enemies within 1 tile range. Riot Control: Event Hero that has 2 perks differentiating himself from one of the other Constructors, changes fix that. Lvl 5: Modification: What Doesn't Kill You…: DECOY has 100% (Up from 25%) increased Health. Lvl 8: Rework: Lunar Shame: When an enemy damages the DECOY it has a 10% chance to stun all enemies within the DECOY radius for 1 second. Lvl 12: Modification: Stun DECOY: When the DECOY is destroyed or expires it stuns all enemies within it's radius for 2 seconds. Lvl 15: Rework: Quantum Stick: Plasma Pulse has a 25% chance to stun a target with it hits, resulting in a 1 second stun. Enemies stunned in this way have a 50% chance to chain it to another nearby enemy within ½ a tile. Evolution 3: Replace Kinetic Overload with Bull Rush. (Giving the guy with "RIOT" in his name a Riot Shield.) Lvl 25: Rework: Professional Distraction: Each enemy that dies within the DECOY's taunt radius reduces the remaining cooldown of DECOY by .5 seconds. Lvl 30: Modification: Plasma Pulse Blast: When placed, Plasma Pulse immediately stuns all targets within 1 tile for 2 seconds. If placed within DECOY's radius and BASE, all enemies within the BASE and DECOY Radius are stunned for 2 seconds. With these changes in mind, who would you play? EDIT: Formatting/Easier Reading [link] [comments] | ||
What is it with 10 year olds and trading Posted: 10 Mar 2018 07:06 AM PST I've been asking for half an hour in global chat for help with Canny, ssd1 and every time I've been drowned out by "trade, I have nocturno" Or "trade I have gravedigger". It needs to stop [link] [comments] | ||
Posted: 09 Mar 2018 11:16 AM PST
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Looks like they added an Epic themed emote Posted: 09 Mar 2018 01:34 PM PST
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I'm so damn sick of "eny1 wan trade" "<player> is a scammer". Posted: 09 Mar 2018 05:22 PM PST Run a script, bind all weapons until you can implement a proper trade window and trade chat channel. While you're at it, filter the word trade and silence for 15 minutes. I can't just close Global, I like to help others, so I need to keep an eye out. So sick of it. [link] [comments] | ||
Posted: 10 Mar 2018 06:09 AM PST Love Br and considering buying your mode, I see a lot of drama right now but as a new player would that affect me? Still a fun game? EDIT: title should say "Bad" [link] [comments] | ||
Epic has both the most praised and most scorned/hated gaming subreddits Posted: 09 Mar 2018 03:54 PM PST I haven't seen a subreddit garner the praise and adulation for what it does for its player base like /r/fornitebr has in recent months. Mostly ignoring lag of recent patch, bugs of past few patches, and mobile br (???????????). I've also NEVER seen the amount of pure unmitigated hatred and fury from /r/FORTnITE resulting from 3.2. [link] [comments] |
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