Dragon Update Patch Notes (Discussion Thread)

Not even that, you just did not understand the change at all and still got mad about it

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vetex

How about an overly-exaggerated western-style stance that lets you lock onto targets via aimbot to shoot them?

Hold on, aren’t these just braziers on sticks?

and bone jaws

Where? If anything, people want full release! why care about a chapter ten when this update should’ve come out in June :clown_face:

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Honestly, I would prefer an actually useful projectile skill.

A blast reskin would be perfect.

no ty we dont need m1 aimbot, the only way to counter m1 passive gameplay is baiting it or get enough attack speed to reduce your frame data

omg just word the patch notes like you’re speaking to a five year old if the people making complaints are that illiterate.

I’m assuming it basically means if your a level 1 and it consumes 1 energy per blast it will consume one energy per blast at level 100, maybe implying energy and level was at some point proportional to where a level 10 with 100 energy expended 10 per blast and a level 100 with 1000 expended 100 per blast. To balance this obviously beams and pulsars would consume like, lets say 100 energy so that it still takes a large toll on high level players energy instead of them have basically limitless amount (ex:10000) and and very low consumption (ex: ult art pulsar = 10 energy cause not proportional anymore blah blah blah..).

how to make this PROBABLY work

make player combat and npc combat tags
make it only apply to players who are not in your party

he is specifically against separating ctags

This change is a net positive, because the system no longer disadvantages you for having low total energy (Which was a big problem prior to this change) and also fixes certain interactions with energy that were unintended (it was essentially like having infinite usable energy when using certain moves).

It’s basically a fix to two issues with the energy system that almost every tester had pointed out.

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get the part where i said it should be made

idk shit about code but im willing to bet its something along the lines of “when take damage = combat tag” if thats the case make it “when take damage from player = combat tag 1” and “when take damage from npc make it = combat tag 2” :robot: :robot:

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Thing is that there is nothing in the game to differentiate players from npcs in terms of forms of damage. The forms of damage that trigger combat tag comes via damaging moves, which both players and npcs use.

You could separate the moves into a npc and player version and have those trigger it, but that would probably cause abhorrent lag and is not worth the effort.


put me on the dev team im a coding god

I now no longer understand anything about energy

Just wait a month for the update to drop, I’m sure you’ll develop an understanding of the system through first-hand experience.

Correct me if I’m wrong. So essentially, this just means having higher total energy equates to having the supposed maximum usable energy for longer periods of time, but not affecting the usable energy cost of attacks and making it theoretically infinite which means you still need to manage usable energy.

Admittedly I didn’t fully understand the change myself when I first read it, but analyzing it for a bit made it seem like what I just explained.

Vetex will give strength users abilities that completely break AO powerscaling and still proceed to call magic superior smh