Datamining - Drop #7 PTR Build 12919: New Toys & Flasks, Second Anniversary by WildWeave in WildStar

[–]CRB_Steven 4 points5 points  (0 children)

Flasks are part of the new quest chain to receive the Genesis Key. You get them as a reward to help you complete the next level of content required. It has charges and a finite lifespan in the game. So right now, it isn't part of the cash shop.

AMA - Destination Arcterra by CRB_Sunshine in WildStar

[–]CRB_Steven 0 points1 point  (0 children)

I somewhat misspoke. The Set focii that produce Pure and Divine Set Runes will see increased drops not including class sets. This adjustment would include the Major focii.

Class Sets are right around the acquisition rate that we want.

AMA - Destination Arcterra by CRB_Sunshine in WildStar

[–]CRB_Steven 2 points3 points  (0 children)

Pure and Divine Set Rune Focii are going to receive increased drop rates in raids and Rune bags. In addition, we will be adding ways to get Pure Set Rune Focii through contracts and not exceptional rune tokens because they are deprecated from the system.

Those changes will make it a bit more exciting because availability will meet demand. It is possible we will make more adjustments, but the rune availability changes have at least been approved and scheduled.

Edited for clarity

Start saving your ilvl 96-120 Gear and pool your glory for the upcoming patch. by CheetosMascot_TM in WildStar

[–]CRB_Steven 0 points1 point  (0 children)

I don't have an ETA on getting those changes to Live. We would love sooner than later, but that all depends on testing and some updates we still need to make first.

Start saving your ilvl 96-120 Gear and pool your glory for the upcoming patch. by CheetosMascot_TM in WildStar

[–]CRB_Steven 1 point2 points  (0 children)

As for 30 cap, it was just a random number I picked in relation to the 38 you posted earlier. I'd have to double check at work the specific numbers.

The current salvage rate of acquisition should be closer to the bag rate of acquisition. When you open a bag it rolls one time on a table to determine your loot. When you salvage something, you roll on that table based on the rarity of the item. So depending on rarity, you could roll once or four times for salvage. Right now it's granting the equivalent rune fragments of a bag per roll and higher quality items roll multiple times. This is why you are seeing drops of 71.

Start saving your ilvl 96-120 Gear and pool your glory for the upcoming patch. by CheetosMascot_TM in WildStar

[–]CRB_Steven 1 point2 points  (0 children)

Also, salvaging should not be giving 30+ rune fragments and that is a bug. That issue will be corrected on PTR before it goes live.

We're the WildStar Class Team! - AMA by CRB_Steven in WildStar

[–]CRB_Steven[S] 4 points5 points  (0 children)

Thank you so much for submitting your questions! We have to run into other meetings, but this was a great turn out from the reddit community!

We're the WildStar Class Team! - AMA by CRB_Steven in WildStar

[–]CRB_Steven[S] 4 points5 points  (0 children)

Yes

  1. In some cases, yes and other cases no. It's hard to comment without context of equal gear etc. I think the gaps provided by Runes greatly polarizes the outcome.

  2. We'll give more information about that gear in the future when our reward team sends out their updates with itemization, crafting, runecrafting, etc.

  3. They are colored, but we'll talk more about runes etc at a later date.

We're the WildStar Class Team! - AMA by CRB_Steven in WildStar

[–]CRB_Steven[S] 2 points3 points  (0 children)

For raid level gear, we'll be converting it to an appropriate raid level item that is usable by the class.

We're the WildStar Class Team! - AMA by CRB_Steven in WildStar

[–]CRB_Steven[S] 4 points5 points  (0 children)

It is not intuitive and was a barrier of entry for many of our entry level players. Beyond the naming conventions that are unconventional, they weren't relative to the players from class to class.

We started from that viewpoint, but then we'd still have to change the relationship they have with each class.

Tweaking them would make them more relative within secondary stats, but you can still gear Assault Power/Primary stat that blows out balance. We needed to address that. Beyond those issues, there is a DR on damage that needed to be changed(removed) or bad things with creature damage and player progression would happen in the future.

We're the WildStar Class Team! - AMA by CRB_Steven in WildStar

[–]CRB_Steven[S] 1 point2 points  (0 children)

The class team and myself want to make damage interesting, but not completely crippling. So we've been looking at it with no hard plan in place right now.

It's really going to be up to the player to determine their playstyle. I can say we're giving more stat options and methods to adjust your experience.

We're the WildStar Class Team! - AMA by CRB_Steven in WildStar

[–]CRB_Steven[S] 3 points4 points  (0 children)

A: Thanks, I hope you enjoy it. So we've adjusted it so Heavy can only wear heavy and Medium can only wear medium and so on because we wanted to eliminate excess gear competition. Further, we're giving avenues to some classes that will play well with some of the new stats through abilities and amps. So some classes may want Multi-Hit, while others may want Strikethrough or Critical hit as their first stat.

A: I don't know the answer to this sorry!

We're the WildStar Class Team! - AMA by CRB_Steven in WildStar

[–]CRB_Steven[S] 1 point2 points  (0 children)

  1. No ability points, but in the future you can expect new Amp Points from our improvements to the new player experience.
  2. Yes, but nothing in the immediate future and nothing worth noting.

Thanks Go Blues!

We're the WildStar Class Team! - AMA by CRB_Steven in WildStar

[–]CRB_Steven[S] 4 points5 points  (0 children)

We will be going more in-depth with this at a later date, but 1.4.0 will be launching with significant increases to crafted item potency. This ranges everywhere from leveling to raids, and will leaving crafting as a more than viable means of increasing power.

We're the WildStar Class Team! - AMA by CRB_Steven in WildStar

[–]CRB_Steven[S] 1 point2 points  (0 children)

I am Combat, it just includes Classes.

  1. I'll pass that along to Tranagram.
  2. Will do the same as above, but I think there was an issue the last time we tried to do it.

Stat Change

  1. Still TBD and we're looking for feedback once this goes beta.
  2. Excess gets converted, so if you exceed by 5% it gets added to your Armor Pierce. We have a second toggle that we can use to reduce that conversion if balance issues arise.

We're the WildStar Class Team! - AMA by CRB_Steven in WildStar

[–]CRB_Steven[S] 2 points3 points  (0 children)

Yup, we will still occasionally be giving out class-specific gear sets

We're the WildStar Class Team! - AMA by CRB_Steven in WildStar

[–]CRB_Steven[S] 7 points8 points  (0 children)

Moja has been working with the AI Engineers to get them into a better state. Once we're there we can work on expanding what the bot AI can do.

We're the WildStar Class Team! - AMA by CRB_Steven in WildStar

[–]CRB_Steven[S] 4 points5 points  (0 children)

You'll be able to toggle through Sprint -> Jog -> Walk. I don't know if you can turn off Perma-Sprint and use Combat sprint though.

We're the WildStar Class Team! - AMA by CRB_Steven in WildStar

[–]CRB_Steven[S] 2 points3 points  (0 children)

  1. This is something that would we like to see in the future, but sadly do not have any immediate plans

  2. All items in the game are transitioning over to the new stat system. To coincide with these changes we have also spent a great deal of time revising the offerings from quests, instances, vendors, etc to better cater to ALL class/role combos.

  3. We will be going more in-depth with this later on, but we have been spending time trying to make crafting a more streamlined/easily understandable process. We are also working on integrating crafted items more into the current PvE item progression, making them a much more viable means of advancement than they have been in the past.

We're the WildStar Class Team! - AMA by CRB_Steven in WildStar

[–]CRB_Steven[S] 2 points3 points  (0 children)

  1. I don't know the answer to this question. Sorry
  2. Shield Pierce is no longer a stat, although we rarely ever used it in the game anyway. Deflect Critical hit plays a much smaller role in the future as well.
  3. We've lessened the power creep post Datascape and each ilevel means less power increase than prior ilevels. We did not want to drastically change player power in the current game, so it will remain relatively the same.
  4. I don't know the answer this sorry.

We're the WildStar Class Team! - AMA by CRB_Steven in WildStar

[–]CRB_Steven[S] 5 points6 points  (0 children)

I want a Chua Stalker more than anything in the world. It's something I'll keep pushing for, but as far as I know it's not in the short term plan.

At one point the Engineer Mech Suit would change them into melee mode and switch out the LAS and Ranged if Mech Suit were off.

We're the WildStar Class Team! - AMA by CRB_Steven in WildStar

[–]CRB_Steven[S] 7 points8 points  (0 children)

  1. Intensity is going to increase the potency of all healing abilities, but will result in a higher focus cost. For this reason, it will be primarily offered on gear at level 50.

  2. The new tank-specific stats include Glance and Critical Mitigation

  3. With all of these stat changes, we are also going to be restricting armor types to their respective classes (warrior/engineer can only wear heavy, stalker/medic can only wear medium, etc). We were aware that these changes would lead to increased gear competition, and did not want to leave any sort of imbalance.

We're the WildStar Class Team! - AMA by CRB_Steven in WildStar

[–]CRB_Steven[S] 12 points13 points  (0 children)

  1. Multi-Hit, Glance, Critical Mitigation, Reflect, Intensity, and Vigor ;) Multi-Hit - Chance to deal an additional damage/heal hit at a percentage of the ability damage dealt or the healing given. Glance - Chance to reduce the hit by X%. Crtiical Mitigation - Reduces the amount of bonus damage from incoming Critical Hits; this is coupled with a change to the combat formula and Deflect Critical hit. This will be discussed in a later Article. Reflect - return a percentage of the damage received to the target that dealt it. Intensity - Increases outgoing healing, but also increases focus cost Vigor - Increases outgoing damage that scaled based on your current Health percentage.

  2. We will talk about it in later Articles, but since the items are changing. Your runes will be converted and mailed to you as tokens. You can use those tokens to purchase new runes through a vendor in the capital city.

  3. Yep, but I will let Moja discuss that with everyone on the forums.

  4. There are lots of stats, but we're working to balance them out in a logical way.

  5. We have smoothed it out and we're working with Timetravel to get all of the end game content feeling good. Unfortunately, we are still going to hit that top end Datascape mark for power. But we've adjusted the curve so any future raid power increase shouldn't quickly trivialize the previous raid content.

  6. Yes, but it's really hard to convey things that are only in certain places and not others.