I think the specific hunt X while wearing X is a bit annoying, but yeah, get to it.
I'm done with all the quests and whatnot, and have basically two setups now. Super defensive crit pike dude, and an Iceborne/Rage/Wild Frenzy build that's all about constantly being in a monster's face and ignoring that whole 'damage' thing. Like, yes, you did just hit me, but I'm back to 50% health, so wanna try again?
Yeah, I really enjoy the Iceborne/Rage/Wild Frenzy. Works really well with the axe since the numbers it puts up are so huge. I've literally healed myself to full on a single hit. The only problem is that it takes a while to build up a charge on the axe, so the beginning of the fight is definitely a lot touchier, but once it gets going its pretty unstoppable.
I think the specific hunt X while wearing X is a bit annoying, but yeah, get to it.
I'm done with all the quests and whatnot, and have basically two setups now. Super defensive crit pike dude, and an Iceborne/Rage/Wild Frenzy build that's all about constantly being in a monster's face and ignoring that whole 'damage' thing. Like, yes, you did just hit me, but I'm back to 50% health, so wanna try again?
I would not mind hunt x with Y if there were saveable gearsets.
What is this I don't even.
+3
Golden YakBurnished BovineThe sunny beaches of CanadaRegistered Userregular
Shrowd and Rezakiri down, and got my radiant axe to +13. I think I finally figured out the mastery system; I had been stuck at level 26 forever. Maybe it's obvious to everyone else, but you only progress in levels by finishing off the miniquests (ie fight embermane wearing embermane gear, stagger nayzaga 10 times, etc). So just grinding patrols while using the same gear and same weapon like I was doing does great on orbs, but doesn't progress you in levels, which is important because all the mastery rewards are locked behind those. The good news is once you complete a weapons mastery card, further xp you earn with it unlocks cores periodically even though it doesn't progress you on the mastery scale.
I really need to make a Godhand though. I randomed into a Rezakiri fight where the other three people all had one, and they basically just spread out and lasered him to death. Getting more neutral skullgems is a pain though (break the head within 2 minutes on 8+ threat).
I've been seeing a lot of Godhand at endgame myself. I do have one, I just haven't got around to bringing it into battle. Maybe I'll level it up a bit and give it a shot. Seems weird that you could have a long-range weapon that does effective damage from that far away.
I'm far enough in mastery that I've got another round of upgrades available for my armor, but I'm not sure how much grinding I want to do at this point - I can already kill the strongest behemoths in the game with what I have, I'm not sure I need to do any more. Even grinding mastery to make things easier isn't that appealing since, y'know, I don't need things to be easier, I'm already killing them.
I hope next season we get signs of a new behemoth.
I join a Heroic+ hunt, it’s Shrowd, and it’s the 2nd time I meet it.
The 3 others know what to do, and suddenly I’m staring at the victory screen and see the “Hunt Shrowd in 3 minutes” checked :eek: :eek:
The worst offender imo has be the fact that every time you want to swap up cells you have re-equip old shit just to remove it if it happens to be one you need
The worst offender imo has be the fact that every time you want to swap up cells you have re-equip old shit just to remove it if it happens to be one you need
It's maddening :x
Is that so? When equipping Cells, it tells you if the one you're looking at is equipped by something else. I was pretty sure you could just equip it directly still from there.... Maybe I'm misremembering, or it's changed. Or different, if you aren't on PC like I am.
The worst offender imo has be the fact that every time you want to swap up cells you have re-equip old shit just to remove it if it happens to be one you need
The worst offender imo has be the fact that every time you want to swap up cells you have re-equip old shit just to remove it if it happens to be one you need
It's maddening :x
I'm confused. Everytime i equip cells on Y and its equipped on X it says "This is currently equipped on X, are you sure you want to remove it?" and then it just puts the cell i want from X to Y.
Golden YakBurnished BovineThe sunny beaches of CanadaRegistered Userregular
You used to have to do it that way yeah, but currently it's as folks say. An improvement yes, though I'd also like an 'unequip all cells' option, and I'm looking forwards to saveable loadouts.
Golden YakBurnished BovineThe sunny beaches of CanadaRegistered Userregular
Okay, this Godhand glitch stuff is getting out of hand. These guys are throwing my hunt score totally out of whack. Plus I can't do it. Someone said it's finally getting patched this friday.
Okay, this Godhand glitch stuff is getting out of hand. These guys are throwing my hunt score totally out of whack. Plus I can't do it. Someone said it's finally getting patched this friday.
Is that the laser beam thing? i was wondering what was up with that.
0
Golden YakBurnished BovineThe sunny beaches of CanadaRegistered Userregular
Okay, this Godhand glitch stuff is getting out of hand. These guys are throwing my hunt score totally out of whack. Plus I can't do it. Someone said it's finally getting patched this friday.
Is that the laser beam thing? i was wondering what was up with that.
Yeah, it's only supposed to last for a couple seconds, but there's a glitch that lets you fire it forever. I can never pull it off, and so I am staunchly against it.
It is seriously breaking the game though, so it really should be fixed.
Ah, that explains how I got that “Hunt Shrowd in 3 minutes” mastery only when fighting it for the second time; the were 3 LazerLadz there...
It’s weird, it seems as if everyone is in Heroic+, as I have trouble getting in groups of 4 for Dire Patrols or even Heroic.
And the way to +10 for weapons is ridiculous! 20/40/60 arcane orbs to get +8 to +10, but after that it’s 20 Peerless, 25 Peerless, which is WAY easier!
This is a few days old but still news to me. Trials can't come soon enough imo
aggressive fauna beginning with slugs that "if they aren't exterminated in due haste" will pollute the battlefield". The plan is to bring even more battle fauna to the game over time.
markers over islands that provide direction on the best ones to explore
head and back cosmetic slots
Twitch Prime rewards
Trials Modifiers will "use a system of modifiers to buff up baddies and keep you guessing"
Terra Debuff that slowly siphons health from Behemoths to distribute to Slayers
June 27th 10 AM PT sees the arrival of patch 0.8.3 on the PS4.
Estimated downtime is 90 minutes.
Contains Godhand fixes, the arrival of the Winterhorn Skraev, and “more”.
I finally have my 3 elemental tailgems and have now a fireball spitting hammer :biggrin:
Interested to see what they do to the Godhand. Definitely OP as is, but I really enjoy the laser aspect and there is a good tradeoff between having to 1) melee the boss to build up a charge and then 2) be completely immobile while firing. Hopefully they just fix the infinite ammo bug and don't nerf it to nothing; its nice to have exotics that actually have some unique benefits. I also like the fireball hammer, but the damage from the fireballs seems so low that it seems kind of pointless. Mine is only at like +8 though, so I'm going to rank it up a bit more and see if it gets better.
On the rare parts, there are some definite discrepancies. I did some tests with a full group last night and even if you meet the requirements for the drop (break part x in 2 minutes), the actual drop is random. In the same group, all our drops were different; on one fight, I got 2 neutral skullgems, 1 neutral claw and 1 neutral tail, while one of my fellow hunters got zero of any of them. We did break all those parts, and obviously under the time limit, but he didn't get the rewards which is pretty crappy. I had been getting frustrated solo farming some of the gems and wondering why sometimes it didn't drop even though I was pretty sure I was within the time limit, but now I know. I have to say its pretty bullshit to have such a strict timelimit which is almost impossible to do in pugs anyways and not easy to do solo either, and then put an RNG on top of that.
I noticed with my fireball hammer that if I double tap my fire button (for the evade) I drop two slow rolling fireballs which seem to do more damage. I haven’t tried to see if I can charge the fireballs by holding the shoot button.
And yes, trying to solo Charrog for the tailgems, it seems harder than when I see the Youtube vids on that; the beast is constantly facing me, twisting, turning and charging. So basically I hope for a lucky pug group and type “tail please” and with a bit of luck we get it in time. But yes, the drop is random, which sucks a bit.
For neutral gems, I guess Quillshard is the beast to beat, because it’s the least mobile? Even if you have to break through spikes first which regrow as soon as it rages?
Streaming install. Added streaming install to Dauntless on console so that players can start slaying sooner.
Improved weapon previews. Added new weapon preview animations that make it easier to see the weapon you’ve selected. Check them out in the store, Loadout, and Hunt Pass screens.
Winterhorn Skraev. Winterhorn Skraev has returned to the Shattered Isles with a new look – and some deadly new moves. Queue up for a hunt and let us know how the fight feels! Shrike has also undergone some visual improvements to make it look even more handsome.
Weapon demo videos. Kat now offers a video tutorial for each of the weapons available in Dauntless. Be sure to stop by and watch a few. She’s sure to appreciate the studiousness.
Terra elemental effect. Slayers using Terra weapons will now be able to inflict an elemental status effect on Behemoths which will spawn Terra orbs that seek out and heal injured Slayers who are doing damage to the Behemoth.
QUALITY OF LIFE
Fixed a bug where users could use the Godhand special indefinitely, or get indefinitely stuck when aiming the war pike Concussive Payload attack.
Decreased the likelihood of the in-game store getting stuck in an eternal load cycle.
Added a way for players to see what Creator they have selected for Support-A-Creator.
Fixed a bug where the jump landing animation could play repeatedly.
Reformatted numbers in Mastery objectives to make them more readable. Example: Five million would be represented as “5M” instead of “5,000,000.”
Added a new model to the Sylvan Barrel to distinguish it from the other weapon barrels.
Fixed a bug where Slayers could lose focus on the quest log when switching between mouse and controller input (PC).
Improved the description on the “Boost - Patrol Chest Loot” item and added an indicator to the UI to show Slayers when the boost is active.
Fixed a bug where Slayers’ ears could clip through the Savant’s Hood.
Ace chip costs for cell “speed up” purchases should now display correctly. Also improved some of the Middleman’s UI flow.
Fixed a bug where the Skullforge’s blaze VFX would show even if the helmet was hidden.
The Stealthwork Mask will now display the correct set of default dyes.
Stormclaw lightning curse has new VFX. Good bye, sweet cloud.
Added a slight offset to gear tooltips to prevent them from blocking other options.
Did a polish pass on frost VFX.
Fixed a bug where Death’s Head and Sky Anchor sigils were not appearing in the banner customization menu.
Improved performance in Ramsgate.
Improved deflection for players running directly into a wall or Behemoth. This will make it easier to crash into one and continue moving naturally. (Previously, running into a wall or Behemoth could cause a Slayer to drastically change direction/momentum.)
Fixed some typos and cleaned up some confusing quest text. Yes, that includes the blaze weapon reference in the “Green Light” quest.
Items that you transmog to will now display their default dyes instead of the dyes from the base item.
Added party member icons to the compass. This should make it easier to locate your friends when you’re in the city or a hunt.
Fixed a bug that caused some reward names to display a placeholder name. Rest in peace, Really Long Item Name.
Hammer swings and war pike piercing attacks can now sever tails and tusks.
Replaced Glacial Prism’s placeholder text with the correct in-game text.
Reorganized the quest log so that Challenges appear before Quests. This should help prevent long-term quests from dominating the log.
Removed an unusable placeholder emote (“End of Hunt”) from the emote menu.
Cleaned up the way elemental resistances were displayed in the airship lobby. Slayers will now see a single strength and a single weakness for the Behemoth they’re hunting.
Fixed a bug where banner plants could play audio and visual effects that were out of sync with their animations.
Cleaned up and improved terra SFX.
Fixed a bug where some interactions would fill up the interaction circle, but wouldn’t complete the interaction.
Improved performance on VFX.
Fixed a bug where Skarn’s vortex could one-hit-kill players using anti-stagger cells and abilities.
Healing grenades will no longer attach themselves to Slayers with full health.
Fixed a bug where the revive indicator could display the wrong interaction button.
Improved Embermane’s animation transitions. They should be much smoother.
Fixed a bug where Boreus could appear to slide across the ground instead of walking.
Jumping hammer blasts will now correctly consume ammo.
Fixed a bug where Slayers could get stuck in the axe’s heavy attack charge if they ran out of stamina.
Fixed a bug where Mastery rewards weren’t marked as complete until the Slayer completed the following Mastery level.
The hammer will now correctly consume all ammo when using the Concussive Salvo for the first time.
Slayers can now cancel interactions (e.g. using an aether vent, reviving another player) by dodging.
Sword Repeating Elements, war pike Piercing Flurry, and chain blades Blade Spin can no longer get in a stuck state when the user has run out of stamina using them
Improved performance on Valomyr.
Moved the Disband Guild button out of the social context menu. It now lives at the bottom of the Guilds tab. This should reduce the likelihood of accidental guild disbandments.
Fixed a bug that was causing a delay between opening a core and seeing the Open/Close buttons.
Fixed a bug where players could get reset to the airship drop zone after falling off an island.
Fixed a bug that could trigger a weird audio effect when transitioning from the city to the airship lobby.
Improved performance on Scorchstone Hellion.
Fixed a bug that allowed pylon bonuses to stack.
On the account linking screen, the “continue without linking” option now only appears after a brief delay. This will give players more time to process the message about this being a permanent choice.
Added a progression data check to the player load sequence so that Slayers don’t spawn into Ramsgate with missing quests or an empty hunt board.
Fixed a bug where some players were unable to retrieve their axe after using the Grim Onslaught special.
Fixed a bug where Molten Edict could fail to create its lava ball.
New water ripple VFX will appear when Slayers move through water. I’m swimming!
Improved performance on hunts.
Fixed a bug where slaying Heroic Scorchstone Hellion would not count towards “The Farslayer’s Apprentice” quest.
Equipping a cell now plays a cool new confirmation sound.
Polished Gnasher, Pangar, and Hellion locomotion and transition animations to eliminate any hitches between their movement and attacks.
Increased gatherable interaction range so that Slayers can collect gatherables from 25% further away. Long, long aaaaaarms.
Fixed a bug where Riftstalker weapons/prism could go above the stack limit when doing large amounts of damage.
Fixed a bug that caused Slayers with the feminine body type to hold some weapons incorrectly in the Loadout screen.
Fixed a bug where social UI (e.g. chat) could open on top of cinematics.
Added a loading animation to the “Help, I’m Stuck!” menu so that players know it’s working.
Fixed a bug where dyes wouldn’t properly save when transitioning between an island and the city.
Fixed a bug where players could encounter a very dark Ramsgate when loading into or closing out of a menu.
Fixed a bug where self-revive restrictions weren’t working some of the time.
Fixed a bug where, after changing cells, the most recently-equipped cell wouldn’t appear in the list of possible cells until swapping it a second time.
Fixed a bug where the End of Hunt screen might not show any break parts or rewards.
Fixed a bug where Transfusion Grenades weren’t appearing in the crafting menu.
Corrected war pike aiming (it was slightly offset).
Fixed a bug where players could accidentally purchase cells with platinum when they tried to spend aetherdust or vice versa.
The sword’s Ardent Cyclone’s finisher attack can now interrupt Behemoths.
Fixed clipping issues on a handful of cosmetic armours.
Slayers will now receive a confirmation check (“Are you sure?”) when resetting their controls. This should prevent accidental resets.
Adjusted the positioning of the aether shield and stamina shield on the Player Health HUD so that they aren’t cut off.
Fixed a bug where the End of Hunt screen could become unresponsive if the emote wheel was open at the end of a hunt.
Fixed a bug where PlayStation Network friends might not show up on the friends list in some circumstances.
Fixed some bugs that cropped up when switching profiles in-game (on PlayStation and Xbox).
Fixed a bug where users would occasionally be unable to interact with objects or revive other Slayers.
BALANCE CHANGES
Cunning’s critical chance has been reduced to 2/3/4/5/7.5/10% (from 2/4/6/9/12/15%).
Cunning now gains +10/20/30% critical strike damage at ranks 4/5/6
Critical strike base damage increase has been reduced to 150% (from 200%).
Reduced total health on Valomyr’s tail part.
Tuned Valomyr’s teleport range to reduce cases of extreme teleportation when fleeing.
Boreus Tuning:
Boreus now becomes more aggressive while below 50% health
Boreus’ immunity now triggers at the end of the shield activation animation rather than at the start
Boreus can now summon a few minions while out of shield phase
Reduced the maximum number of times Boreus can enter the shielded phase
Dreadfrost Boreus’ minions deal more damage and have increased attack speed
Slightly increased the upper limit of Spitters that Dreadfrost Boreus can summon
Slightly increased the cooldown on Dreadfrost Boreus’ minion summons
Kharabak can now perform personality animations during its rage state.
Reduced the maximum distance that Valomyr can teleport away from players while in combat.
Disabled controller camera lock on Koshai during burrow attacks.
Shocked status will now clear when a player deals damage to a Behemoth.
Reduced quill health on Deadeye Quillshot.
Did a VFX update pass on Skarn’s rock flinging and recall attacks.
Removed damage done to players when Rezakiri flees.
Increased hang time for Grim Onslaught throws and catching the axe will now grant special meter.
Reduced number of mines and increased damage per mine on Skraev weapons.
KNOWN ISSUES
We’ve heard feedback around common drops not being guaranteed on break parts. In a future patch, they will drop any time you get a part break.
tl;dr: loads of fixes, Cunning nerfed, Boreus is a bigger asshole, less mines but more mine damage for Skraev weapon mines.
I find it interesting that you can now sever tails with hammer and pike’s poke.
+1
Golden YakBurnished BovineThe sunny beaches of CanadaRegistered Userregular
The Boreus changes mention that she can do her armor power fewer times and that the invulnerability window is smaller. Hopefully this will actually make her less obnoxious to fight.
Has the Shrowd encounter changed? I fought him today and he was continuous throwing corruption, jumping on us and casting its shadow which did the same. We died after he cast his shadow for the tenth time or say, and we even didn’t see his “make everything dark” attack. It didn’t help that we were only with 3 people.
Haven't tried Shrowd, but new Boreus is a pain in the ass. There are a bunch more of the little spawns all the time and they seem to be more aggressive, so its just constant interrupts. Definitely seems more annoying to fight, not less. He might have been faster to break out of the ice, but its hard to tell since I spent half the time staggered from being shot by stuff totally out of my field of view.
They also changed the axe throw, which sucked at first, but I am coming around on. The rebound now takes a pretty significant time before it comes back to you. Before patch, I could throw it point blank as part of a combo and it would instantly be back in my hand to continue attacking, or I could throw it at range and be sprinting towards the behemoth and pick it up on the way in. Now a throw at point blank has it land a couple seconds later several yards away, so you can't really combo it in but have to actively look for it. Throwing further away has it rebound back to exactly where you threw it, so no more throwing it while on the move. While those are both negatives, they seem to have massively upped the charge rate if you do catch the axe instead of picking it up off the ground, so there is a strong incentive to move and actually position prior to the rebound. I was getting to level 3 charge much much earlier last night than I was ever able to before, which I think is going to easily make up for the lost dps of having to wait around for the rebound. It might even make the axe mod that lets you build a level 4 charge actually useful, since previously the fight would be 90% over by the time you could charge that far.
The new Skraev/Winterhorn Skraev encounter is awesome, completely different from how it was before.
I did it yesterday and didn't notice any difference, though I'm known for being oblivious. What were they if you can remember?
Before it was literally just the Shrike, but some attacks would also freeze you.
Now he does this new dive where he flaps straight up high and then swoops down on you, has a totally different interrupt window and angle of attack, much more vertical than horizontal. He's got some different close-ranged area attacks with his wing-blades, a lot of it reminded me more of the Shrowd than the Shrike.
The biggest thing is he'll start a snowstorm that covers the screen in a graphical snow effect, somewhat similar to the Shrowd's veil of darkness, but if anything even more obscuring. You can end it early if you're able to find destroy these frost-orbs that he creates when the storm starts. But of course the whole time you're hunting these orbs down he's swooping around and smashing into you and everything. Plus he still has a few of his freezing attacks from before.
This was specifically the higher-end Winterhorn Skraev heroic encounter, the lower difficulty ones might not have everything, I haven't done those ones.
There have been some nasty fallfrom-the-map-bs introduced :bigfrown:
One time I got knocked off the map, ending at the bottom, unable to die. I ran towards the edge, respawned on top of the map, but could not run, use consumables or aim my shots.
The other time I fell through a hole of a wooden bridge, and I came into an endless fall loop :bigfrown:
My thoughts:
Trials and randomized abilities sounds interesting; not super excited about a new currency, especially when it sounds like its actually two, split into 'combat-enhancing' and 'looking good'; Why not something to spend rams on?
Two hunt passes I'm on board with since I finished up the current one quickly and have just been working on mastery. Having them run back to back maybe fixes the issue of a long gap in content for people who go faster than others, but might also just cause more problems than it solves if slower people don't have enough time to finish the first. Will have to see how they implement it.
Separately, it's weird that the new season starts offset from the weekly quest reset (as far as I can tell). What it means is that I'll have to be careful to not actually complete any quests before the season opens, otherwise its just wasted heartseekers.
Fortune & Glory (Patch OB 0.9.0) heralds a sea change for the Slayers of Ramsgate. On July 16, 2019, new challenges arrive in the form of the Island of Trials and a new Hunt Pass kicks off with High Skies: Fortune & Glory.
THE TRIALS OF LADY LUCK
If you’ve been looking for a way to prove your prowess, take it up with Lady Luck. She and her crew have towed an entire island to the edge of Ramsgate, eager to test the skills of the Shattered Isles’ most veteran Slayers. And you will be tested. These Behemoths are enhanced by dangerous modifiers, making them deadlier than anything you’ve seen in the wild so far. Think Nayzaga with Ragetail Gnasher’s shockwaves and Shrowd’s near-sight vision. Ouch.
Just in case the promise of a good fight isn’t enough to bait your hook, Lady Luck also offers exclusive Trials rewards. New weapon mods, special moves, and “Yes, I am that good” cosmetics can be purchased with Marks – a new currency earned through Trials successes. Spend Steel Marks on combat-enhancing items and Gilded Marks on looking good. Save up enough, and you can even fill in a brand-new cosmetic slot:
Head Accessory
Try on an accessory from Lady Luck's shop.
Just one more reason to put your skills to the test.
WALL OF CHAMPIONS
For Slayers who lean more toward “Glory” than “Fortune,” there’s another reason to take on Lady Luck’s Trials: the Wall of Champions.
The Wall of Champions
The Wall of Champions celebrates the fastest completion times for each week’s Trial. Work on your approach, master those combos, and calibrate your gear to claw your way to the top of the leaderboards. We’ve even divided the Wall into Solo and Group times, giving you two different ways to approach every challenge. Maybe you’ll even top both one day.
FLAVOUR OF THE WEEK
Like our current weekly challenges, Trials will change up once every seven days. That means you only have 168 hours to master a Trial and dominate the leaderboards. Once the Trial changes, the Wall of Champions is wiped clean.
PEST CONTROL
There’s one more thing we should mention about Trials: smollusks.
Smollusks
These snail-like creatures are the first aggressive fauna you’ll encounter while fighting on the Island of Trials. And while they might not look like much, a few unchecked smollusks can quickly turn a good run into a disastrous dance across miles of ooze. Take them out if you see them. We’ll be cooking up some other critters in the meantime.
HIGH SKIES
Assassins are out. Corsairs are in. With the end of Hidden Blades on July 16, 2019, the season of High Skies officially begins.
High Skies is our first-ever season to include not just one Hunt Pass, but two. Slayers will start with Fortune & Glory – a corsair-inspired Hunt Pass tied to Lady Luck’s arrival – and end (later on) with the Zephyr Strike Hunt Pass. Each pass will feature a full fifty levels, two tracks (Basic and Elite), and a treasure trove of themed rewards. They will also be timed in the same way as previous passes – Fortune & Glory will run from July 16 to some time in August, and Zephyr Strike will begin immediately after.
Fortune & Glory Rewards
Eager to see more of what’s coming in High Skies? Keep a tab open to playdauntless.com/hunt-pass/. We’ll be updating soon.
Doing the Trials with randoms is painful.
Finally finished it after 5 tries.
It’s Naygaza with stronger needles, more electrocution and the Shrowd darkness.
And that’s the easy one!
The hard one is the same as above + Shrike/Pangar ice ground spikes + Shell Shocked effects.
And already there’s a team that completed that within 2 minutes! (yes, the hard one).
At least the marks earned for the “easy” trials can be used to buy new cells, mods and skills :biggrin:
I did the easier one on the first go with randoms. Maybe 4.30 minutes, so nothing wild, but pretty painless.
The harder one was a complete clusterfuck.
They've disabled the shop I think, and I saw a comment that you're only supposed to be able to earn a few hundred of the currency per week, which is hopefully not true. A bit of a mixed bag update so far.
Ha, their Twitter mentions that “Trials Behemoth is sometimes underpowered”
That never happened when I encountered it!
Maybe that is how a 2-player team managed to kill it within 1:30 on Hard?
I mean, I have to be extremely lucky to break something within 2 minutes (blast those skull/claw/tailgems), but to kill an entire Heroic++ beastie in 1:30?
Yeah, I saw on Reddit that sometimes it spawns as a threat 8 or something instead of 22. I think only one of those fast clear times is due to the mis-spawn though.
I'm still working on the hard one, but I'm thinking I'm actually going to focus on solo. The reduced health leads to reduced part break and stagger thresholds, and being able to power through it to ignore the spikes seems like a winning strategy. I've been trying to use hammer, but I'm leaning more and more to just making a dedicated repeater build since that seems to be what everyone is using. It doesn't help that my Skarn hammer is only +9 >.>
Posts
I'm done with all the quests and whatnot, and have basically two setups now. Super defensive crit pike dude, and an Iceborne/Rage/Wild Frenzy build that's all about constantly being in a monster's face and ignoring that whole 'damage' thing. Like, yes, you did just hit me, but I'm back to 50% health, so wanna try again?
I would not mind hunt x with Y if there were saveable gearsets.
I've been seeing a lot of Godhand at endgame myself. I do have one, I just haven't got around to bringing it into battle. Maybe I'll level it up a bit and give it a shot. Seems weird that you could have a long-range weapon that does effective damage from that far away.
I'm far enough in mastery that I've got another round of upgrades available for my armor, but I'm not sure how much grinding I want to do at this point - I can already kill the strongest behemoths in the game with what I have, I'm not sure I need to do any more. Even grinding mastery to make things easier isn't that appealing since, y'know, I don't need things to be easier, I'm already killing them.
I hope next season we get signs of a new behemoth.
The 3 others know what to do, and suddenly I’m staring at the victory screen and see the “Hunt Shrowd in 3 minutes” checked :eek: :eek:
The worst offender imo has be the fact that every time you want to swap up cells you have re-equip old shit just to remove it if it happens to be one you need
It's maddening :x
Is that so? When equipping Cells, it tells you if the one you're looking at is equipped by something else. I was pretty sure you could just equip it directly still from there.... Maybe I'm misremembering, or it's changed. Or different, if you aren't on PC like I am.
It's a bad UI overall though yeah :P
3DS Friend Code: 3110-5393-4113
Steam profile
Yeah, saved loadouts is on their todo list.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
I'm confused. Everytime i equip cells on Y and its equipped on X it says "This is currently equipped on X, are you sure you want to remove it?" and then it just puts the cell i want from X to Y.
But yeah, you can pull a cell straight off another piece, no need to put that piece on.
Twitch: akThera
Steam: Thera
Of course, you actually do have to manually unequip them if you want to fuse them at middleman. Equipped cells won't show up on his lists for reasons.
I might have confused myself with the problem Etiowsa mentioned
Is that the laser beam thing? i was wondering what was up with that.
Yeah, it's only supposed to last for a couple seconds, but there's a glitch that lets you fire it forever. I can never pull it off, and so I am staunchly against it.
It is seriously breaking the game though, so it really should be fixed.
On that note, when does everyone usually play? I haven’t been able to catch even one PA group and I’d like to!
Twitch: akThera
Steam: Thera
It’s weird, it seems as if everyone is in Heroic+, as I have trouble getting in groups of 4 for Dire Patrols or even Heroic.
And the way to +10 for weapons is ridiculous! 20/40/60 arcane orbs to get +8 to +10, but after that it’s 20 Peerless, 25 Peerless, which is WAY easier!
<looks at exotic recipes>
None of them need Elemental Skullgems :bigfrown:
My Epic name is akThera, am I in the same guild as y'all?
Twitch: akThera
Steam: Thera
Estimated downtime is 90 minutes.
Contains Godhand fixes, the arrival of the Winterhorn Skraev, and “more”.
I finally have my 3 elemental tailgems and have now a fireball spitting hammer :biggrin:
On the rare parts, there are some definite discrepancies. I did some tests with a full group last night and even if you meet the requirements for the drop (break part x in 2 minutes), the actual drop is random. In the same group, all our drops were different; on one fight, I got 2 neutral skullgems, 1 neutral claw and 1 neutral tail, while one of my fellow hunters got zero of any of them. We did break all those parts, and obviously under the time limit, but he didn't get the rewards which is pretty crappy. I had been getting frustrated solo farming some of the gems and wondering why sometimes it didn't drop even though I was pretty sure I was within the time limit, but now I know. I have to say its pretty bullshit to have such a strict timelimit which is almost impossible to do in pugs anyways and not easy to do solo either, and then put an RNG on top of that.
And yes, trying to solo Charrog for the tailgems, it seems harder than when I see the Youtube vids on that; the beast is constantly facing me, twisting, turning and charging. So basically I hope for a lucky pug group and type “tail please” and with a bit of luck we get it in time. But yes, the drop is random, which sucks a bit.
For neutral gems, I guess Quillshard is the beast to beat, because it’s the least mobile? Even if you have to break through spikes first which regrow as soon as it rages?
Streaming install. Added streaming install to Dauntless on console so that players can start slaying sooner.
Improved weapon previews. Added new weapon preview animations that make it easier to see the weapon you’ve selected. Check them out in the store, Loadout, and Hunt Pass screens.
Winterhorn Skraev. Winterhorn Skraev has returned to the Shattered Isles with a new look – and some deadly new moves. Queue up for a hunt and let us know how the fight feels! Shrike has also undergone some visual improvements to make it look even more handsome.
Weapon demo videos. Kat now offers a video tutorial for each of the weapons available in Dauntless. Be sure to stop by and watch a few. She’s sure to appreciate the studiousness.
Terra elemental effect. Slayers using Terra weapons will now be able to inflict an elemental status effect on Behemoths which will spawn Terra orbs that seek out and heal injured Slayers who are doing damage to the Behemoth.
QUALITY OF LIFE
Fixed a bug where users could use the Godhand special indefinitely, or get indefinitely stuck when aiming the war pike Concussive Payload attack.
Decreased the likelihood of the in-game store getting stuck in an eternal load cycle.
Added a way for players to see what Creator they have selected for Support-A-Creator.
Fixed a bug where the jump landing animation could play repeatedly.
Reformatted numbers in Mastery objectives to make them more readable. Example: Five million would be represented as “5M” instead of “5,000,000.”
Added a new model to the Sylvan Barrel to distinguish it from the other weapon barrels.
Fixed a bug where Slayers could lose focus on the quest log when switching between mouse and controller input (PC).
Improved the description on the “Boost - Patrol Chest Loot” item and added an indicator to the UI to show Slayers when the boost is active.
Fixed a bug where Slayers’ ears could clip through the Savant’s Hood.
Ace chip costs for cell “speed up” purchases should now display correctly. Also improved some of the Middleman’s UI flow.
Fixed a bug where the Skullforge’s blaze VFX would show even if the helmet was hidden.
The Stealthwork Mask will now display the correct set of default dyes.
Stormclaw lightning curse has new VFX. Good bye, sweet cloud.
Added a slight offset to gear tooltips to prevent them from blocking other options.
Did a polish pass on frost VFX.
Fixed a bug where Death’s Head and Sky Anchor sigils were not appearing in the banner customization menu.
Improved performance in Ramsgate.
Improved deflection for players running directly into a wall or Behemoth. This will make it easier to crash into one and continue moving naturally. (Previously, running into a wall or Behemoth could cause a Slayer to drastically change direction/momentum.)
Fixed some typos and cleaned up some confusing quest text. Yes, that includes the blaze weapon reference in the “Green Light” quest.
Items that you transmog to will now display their default dyes instead of the dyes from the base item.
Added party member icons to the compass. This should make it easier to locate your friends when you’re in the city or a hunt.
Fixed a bug that caused some reward names to display a placeholder name. Rest in peace, Really Long Item Name.
Hammer swings and war pike piercing attacks can now sever tails and tusks.
Replaced Glacial Prism’s placeholder text with the correct in-game text.
Reorganized the quest log so that Challenges appear before Quests. This should help prevent long-term quests from dominating the log.
Removed an unusable placeholder emote (“End of Hunt”) from the emote menu.
Cleaned up the way elemental resistances were displayed in the airship lobby. Slayers will now see a single strength and a single weakness for the Behemoth they’re hunting.
Fixed a bug where banner plants could play audio and visual effects that were out of sync with their animations.
Cleaned up and improved terra SFX.
Fixed a bug where some interactions would fill up the interaction circle, but wouldn’t complete the interaction.
Improved performance on VFX.
Fixed a bug where Skarn’s vortex could one-hit-kill players using anti-stagger cells and abilities.
Healing grenades will no longer attach themselves to Slayers with full health.
Fixed a bug where the revive indicator could display the wrong interaction button.
Improved Embermane’s animation transitions. They should be much smoother.
Fixed a bug where Boreus could appear to slide across the ground instead of walking.
Jumping hammer blasts will now correctly consume ammo.
Fixed a bug where Slayers could get stuck in the axe’s heavy attack charge if they ran out of stamina.
Fixed a bug where Mastery rewards weren’t marked as complete until the Slayer completed the following Mastery level.
The hammer will now correctly consume all ammo when using the Concussive Salvo for the first time.
Slayers can now cancel interactions (e.g. using an aether vent, reviving another player) by dodging.
Sword Repeating Elements, war pike Piercing Flurry, and chain blades Blade Spin can no longer get in a stuck state when the user has run out of stamina using them
Improved performance on Valomyr.
Moved the Disband Guild button out of the social context menu. It now lives at the bottom of the Guilds tab. This should reduce the likelihood of accidental guild disbandments.
Fixed a bug that was causing a delay between opening a core and seeing the Open/Close buttons.
Fixed a bug where players could get reset to the airship drop zone after falling off an island.
Fixed a bug that could trigger a weird audio effect when transitioning from the city to the airship lobby.
Improved performance on Scorchstone Hellion.
Fixed a bug that allowed pylon bonuses to stack.
On the account linking screen, the “continue without linking” option now only appears after a brief delay. This will give players more time to process the message about this being a permanent choice.
Added a progression data check to the player load sequence so that Slayers don’t spawn into Ramsgate with missing quests or an empty hunt board.
Fixed a bug where some players were unable to retrieve their axe after using the Grim Onslaught special.
Fixed a bug where Molten Edict could fail to create its lava ball.
New water ripple VFX will appear when Slayers move through water. I’m swimming!
Improved performance on hunts.
Fixed a bug where slaying Heroic Scorchstone Hellion would not count towards “The Farslayer’s Apprentice” quest.
Equipping a cell now plays a cool new confirmation sound.
Polished Gnasher, Pangar, and Hellion locomotion and transition animations to eliminate any hitches between their movement and attacks.
Increased gatherable interaction range so that Slayers can collect gatherables from 25% further away. Long, long aaaaaarms.
Fixed a bug where Riftstalker weapons/prism could go above the stack limit when doing large amounts of damage.
Fixed a bug that caused Slayers with the feminine body type to hold some weapons incorrectly in the Loadout screen.
Fixed a bug where social UI (e.g. chat) could open on top of cinematics.
Added a loading animation to the “Help, I’m Stuck!” menu so that players know it’s working.
Fixed a bug where dyes wouldn’t properly save when transitioning between an island and the city.
Fixed a bug where players could encounter a very dark Ramsgate when loading into or closing out of a menu.
Fixed a bug where self-revive restrictions weren’t working some of the time.
Fixed a bug where, after changing cells, the most recently-equipped cell wouldn’t appear in the list of possible cells until swapping it a second time.
Fixed a bug where the End of Hunt screen might not show any break parts or rewards.
Fixed a bug where Transfusion Grenades weren’t appearing in the crafting menu.
Corrected war pike aiming (it was slightly offset).
Fixed a bug where players could accidentally purchase cells with platinum when they tried to spend aetherdust or vice versa.
The sword’s Ardent Cyclone’s finisher attack can now interrupt Behemoths.
Fixed clipping issues on a handful of cosmetic armours.
Slayers will now receive a confirmation check (“Are you sure?”) when resetting their controls. This should prevent accidental resets.
Adjusted the positioning of the aether shield and stamina shield on the Player Health HUD so that they aren’t cut off.
Fixed a bug where the End of Hunt screen could become unresponsive if the emote wheel was open at the end of a hunt.
Fixed a bug where PlayStation Network friends might not show up on the friends list in some circumstances.
Fixed some bugs that cropped up when switching profiles in-game (on PlayStation and Xbox).
Fixed a bug where users would occasionally be unable to interact with objects or revive other Slayers.
BALANCE CHANGES
Cunning’s critical chance has been reduced to 2/3/4/5/7.5/10% (from 2/4/6/9/12/15%).
Cunning now gains +10/20/30% critical strike damage at ranks 4/5/6
Critical strike base damage increase has been reduced to 150% (from 200%).
Reduced total health on Valomyr’s tail part.
Tuned Valomyr’s teleport range to reduce cases of extreme teleportation when fleeing.
Boreus Tuning:
Boreus now becomes more aggressive while below 50% health
Boreus’ immunity now triggers at the end of the shield activation animation rather than at the start
Boreus can now summon a few minions while out of shield phase
Reduced the maximum number of times Boreus can enter the shielded phase
Dreadfrost Boreus’ minions deal more damage and have increased attack speed
Slightly increased the upper limit of Spitters that Dreadfrost Boreus can summon
Slightly increased the cooldown on Dreadfrost Boreus’ minion summons
Kharabak can now perform personality animations during its rage state.
Reduced the maximum distance that Valomyr can teleport away from players while in combat.
Disabled controller camera lock on Koshai during burrow attacks.
Shocked status will now clear when a player deals damage to a Behemoth.
Reduced quill health on Deadeye Quillshot.
Did a VFX update pass on Skarn’s rock flinging and recall attacks.
Removed damage done to players when Rezakiri flees.
Increased hang time for Grim Onslaught throws and catching the axe will now grant special meter.
Reduced number of mines and increased damage per mine on Skraev weapons.
KNOWN ISSUES
We’ve heard feedback around common drops not being guaranteed on break parts. In a future patch, they will drop any time you get a part break.
They also changed the axe throw, which sucked at first, but I am coming around on. The rebound now takes a pretty significant time before it comes back to you. Before patch, I could throw it point blank as part of a combo and it would instantly be back in my hand to continue attacking, or I could throw it at range and be sprinting towards the behemoth and pick it up on the way in. Now a throw at point blank has it land a couple seconds later several yards away, so you can't really combo it in but have to actively look for it. Throwing further away has it rebound back to exactly where you threw it, so no more throwing it while on the move. While those are both negatives, they seem to have massively upped the charge rate if you do catch the axe instead of picking it up off the ground, so there is a strong incentive to move and actually position prior to the rebound. I was getting to level 3 charge much much earlier last night than I was ever able to before, which I think is going to easily make up for the lost dps of having to wait around for the rebound. It might even make the axe mod that lets you build a level 4 charge actually useful, since previously the fight would be 90% over by the time you could charge that far.
I did it yesterday and didn't notice any difference, though I'm known for being oblivious. What were they if you can remember?
Before it was literally just the Shrike, but some attacks would also freeze you.
Now he does this new dive where he flaps straight up high and then swoops down on you, has a totally different interrupt window and angle of attack, much more vertical than horizontal. He's got some different close-ranged area attacks with his wing-blades, a lot of it reminded me more of the Shrowd than the Shrike.
The biggest thing is he'll start a snowstorm that covers the screen in a graphical snow effect, somewhat similar to the Shrowd's veil of darkness, but if anything even more obscuring. You can end it early if you're able to find destroy these frost-orbs that he creates when the storm starts. But of course the whole time you're hunting these orbs down he's swooping around and smashing into you and everything. Plus he still has a few of his freezing attacks from before.
This was specifically the higher-end Winterhorn Skraev heroic encounter, the lower difficulty ones might not have everything, I haven't done those ones.
One time I got knocked off the map, ending at the bottom, unable to die. I ran towards the edge, respawned on top of the map, but could not run, use consumables or aim my shots.
The other time I fell through a hole of a wooden bridge, and I came into an endless fall loop :bigfrown:
Text quoted below.
My thoughts:
Trials and randomized abilities sounds interesting; not super excited about a new currency, especially when it sounds like its actually two, split into 'combat-enhancing' and 'looking good'; Why not something to spend rams on?
Two hunt passes I'm on board with since I finished up the current one quickly and have just been working on mastery. Having them run back to back maybe fixes the issue of a long gap in content for people who go faster than others, but might also just cause more problems than it solves if slower people don't have enough time to finish the first. Will have to see how they implement it.
Separately, it's weird that the new season starts offset from the weekly quest reset (as far as I can tell). What it means is that I'll have to be careful to not actually complete any quests before the season opens, otherwise its just wasted heartseekers.
THE TRIALS OF LADY LUCK
If you’ve been looking for a way to prove your prowess, take it up with Lady Luck. She and her crew have towed an entire island to the edge of Ramsgate, eager to test the skills of the Shattered Isles’ most veteran Slayers. And you will be tested. These Behemoths are enhanced by dangerous modifiers, making them deadlier than anything you’ve seen in the wild so far. Think Nayzaga with Ragetail Gnasher’s shockwaves and Shrowd’s near-sight vision. Ouch.
Just in case the promise of a good fight isn’t enough to bait your hook, Lady Luck also offers exclusive Trials rewards. New weapon mods, special moves, and “Yes, I am that good” cosmetics can be purchased with Marks – a new currency earned through Trials successes. Spend Steel Marks on combat-enhancing items and Gilded Marks on looking good. Save up enough, and you can even fill in a brand-new cosmetic slot:
Head Accessory
Try on an accessory from Lady Luck's shop.
Just one more reason to put your skills to the test.
WALL OF CHAMPIONS
For Slayers who lean more toward “Glory” than “Fortune,” there’s another reason to take on Lady Luck’s Trials: the Wall of Champions.
The Wall of Champions
The Wall of Champions celebrates the fastest completion times for each week’s Trial. Work on your approach, master those combos, and calibrate your gear to claw your way to the top of the leaderboards. We’ve even divided the Wall into Solo and Group times, giving you two different ways to approach every challenge. Maybe you’ll even top both one day.
FLAVOUR OF THE WEEK
Like our current weekly challenges, Trials will change up once every seven days. That means you only have 168 hours to master a Trial and dominate the leaderboards. Once the Trial changes, the Wall of Champions is wiped clean.
PEST CONTROL
There’s one more thing we should mention about Trials: smollusks.
Smollusks
These snail-like creatures are the first aggressive fauna you’ll encounter while fighting on the Island of Trials. And while they might not look like much, a few unchecked smollusks can quickly turn a good run into a disastrous dance across miles of ooze. Take them out if you see them. We’ll be cooking up some other critters in the meantime.
HIGH SKIES
Assassins are out. Corsairs are in. With the end of Hidden Blades on July 16, 2019, the season of High Skies officially begins.
High Skies is our first-ever season to include not just one Hunt Pass, but two. Slayers will start with Fortune & Glory – a corsair-inspired Hunt Pass tied to Lady Luck’s arrival – and end (later on) with the Zephyr Strike Hunt Pass. Each pass will feature a full fifty levels, two tracks (Basic and Elite), and a treasure trove of themed rewards. They will also be timed in the same way as previous passes – Fortune & Glory will run from July 16 to some time in August, and Zephyr Strike will begin immediately after.
Fortune & Glory Rewards
Eager to see more of what’s coming in High Skies? Keep a tab open to playdauntless.com/hunt-pass/. We’ll be updating soon.
Finally finished it after 5 tries.
It’s Naygaza with stronger needles, more electrocution and the Shrowd darkness.
And that’s the easy one!
The hard one is the same as above + Shrike/Pangar ice ground spikes + Shell Shocked effects.
And already there’s a team that completed that within 2 minutes! (yes, the hard one).
At least the marks earned for the “easy” trials can be used to buy new cells, mods and skills :biggrin:
The harder one was a complete clusterfuck.
They've disabled the shop I think, and I saw a comment that you're only supposed to be able to earn a few hundred of the currency per week, which is hopefully not true. A bit of a mixed bag update so far.
That never happened when I encountered it!
Maybe that is how a 2-player team managed to kill it within 1:30 on Hard?
I mean, I have to be extremely lucky to break something within 2 minutes (blast those skull/claw/tailgems), but to kill an entire Heroic++ beastie in 1:30?
What configuration are they using?
I'm still working on the hard one, but I'm thinking I'm actually going to focus on solo. The reduced health leads to reduced part break and stagger thresholds, and being able to power through it to ignore the spikes seems like a winning strategy. I've been trying to use hammer, but I'm leaning more and more to just making a dedicated repeater build since that seems to be what everyone is using. It doesn't help that my Skarn hammer is only +9 >.>