Stupid question but in the demo how do you get to covent garden station. I can't for the life of me work out how to get there. I get as far as the steam tunnels off the approach but can't find anykind of tunnel in there.
You're done with the demo is why. That's why we hate the demo (among other reasons)... It just... Stops.
I've been digging my summoner. I have a few cute little elementals following me and one big grub thing who tanks for me. at level 10 I think I can get a witch doctor minion. but really, the game doesn't require much more than running forward while holding the fire button level after level, hesitating occasionally for bosses or big mobs of mobs.
That's because summoner is probably the most powerful class, and "normal" mode is designed to be pretty easy. It gets harder in the later acts and will be much harder if you choose elite mode. Also, watch out about the demon tree on the right, you can't have 2 at once...so if you summon a witchdoctor, you lose your tank.
I've been digging my summoner. I have a few cute little elementals following me and one big grub thing who tanks for me. at level 10 I think I can get a witch doctor minion. but really, the game doesn't require much more than running forward while holding the fire button level after level, hesitating occasionally for bosses or big mobs of mobs.
give it a try, but personally I hated the witch doctor, as i couldnt have my tank out at the same time. Im not even bothering with the teir 20 guy, the tank for 3 points early on just seems too good to pass up
edit: I think that right side is set up weird, but you really gotta choose what you want to use as a regular minion, and put points only in that, as youve wasted your points in tanks if you want to max witch doctor starting at 10, etc. I dont know how the warp guy works, I hear hes a nuker and very awesome, but I dont want to waste getting a character to 20 without a main guy to bother trying him out to find out I dont like him (only reason Id like a respec option, but I dont think itill bea huge issue once people get the nuances of leveling down and can do lvl 20 in a couple hours)
We’ve got some big changes, and we mean BIG. This patch represents a lot of the elements we’ve been testing internally. We know that we’re closing in on the end of our test, so get ready for some real fun the rest of the time!
Not only do we have a ton of changes and tweaks and tuning, we have a load of new things. You’re going to see MANY of your suggestions and feedback represented in this patch – so THANK YOU for the thousands of hours you’ve put into Hellgate: London. And speaking of new things…
We’re testing our Halloween event specials in this patch! You’ll be able to try out the quests, do some trick or treating, and even build your own pet! We want to make sure that everything is ready for our big launch on Halloween, so you get to see what we’ve got in store now!
See you online!
The Hellgate: London Team
New Features and Improvements
Lots of new things you’ve never seen or have been waiting to see.
Guilds
While only subscribers can start one, anyone may join a guild
Subscribers may create a guild by purchasing and using a Guild Herald, available from vendors
Guild leaders can invite new members through the Guild panel (default hotkey is “G ”) or through the “invite to guild” button on the radial menu activated by right-clicking on a player in their buddy list or in person
Guild members can communicate in their own private channel using /gchat
Player vs. Player Mode
Players can Duel or elect to play Free-for-All PvP.
A player can initiate a duel by right-clicking the portrait of the group member they wish to duel and selecting the “Duel” option if they are both in an adventuring area. Players can also use the /duel [playername] command to initiate a duel.
Players may also toggle their PvP mode through the /pvp command. While PvP is activated, the player may be attacked and harmed outside of Stations by any other group members who are also flagged for PvP.
Achievements
These are meant to be long-term goals for all players. Players start with a few new goals in their Achievement Log (default hotkey is “J”) and can unlock more as they play.
NPC Tweaks
In general, the vocal responses given by NPCs have been tuned so that they tend more towards the serious and “normal” in nature.
Gossip
We’ve added a large amount of additional details on the people and places in the game through gossip told by various NPCs in the world. NPCs with something gossip to tell will have a purple “ ” icon above their head.
Tuned Game Progression
Level and monster progression is now much more thematic in nature. While this does not affect the overarching layout of the world map, it does make each act feel more defined and focused.
Bigger levels in Nightmare Mode increases the time players spend in each area, giving the game a more expansive feel at higher difficulty levels.
Several new level varieties have been added.
Players will now receive a completion message upon finishing an Act.
The experience required to level between levels 30 and 50 has been rebalanced.
Interface Features
Many general UI improvements have been made.
The Chat Window has been updated with 4 tabs for different channels: Global, Local, Party, and Guild
There is now an assignable Hotkey for toggling the Chat window which is set to the tilde key ( ` ) by default
Color-coded player names that represent different game modes and character status
The /played command displays the player’s total play time for the character
The /screenshot command may now be used to take screenshots
Several icon updates
Subscriber Only Features
These are new features available for our subscribers on day one and represent just the tip of the iceberg as to what we’re working on. There’s still all the things we’ve had in previously (Guild creation and naming, Hardcore Mode, etc.) but we wanted to specifically point out the new stuff.
Elite Mode
The demons are tougher, deal out more damage, move faster, travel in larger groups, and have more champions at the ready. Numerous tweaks to the overall balance and progression of the game make this an extremely challenging mode.
Elite Mode is unlocked only to subscribers who have also beaten the game at least once. Once the mode is unlocked, new characters may be designated as Elite through a toggle in the character creation screen.
Themed Events and Items
Halloween (October 31 – November 4)
Nemo, Master of Festivities – This special NPC can first be found in Covent Garden Station.
All Hallows’ Quests – There are a pair of special quests available, including one that is repeatable for continuous fun.
All Hallows’ Treats – Delicious and devious, these different delights do everything from temporarily boosting stats to altering the appearance of the devourer.
All Hallows’ Visage – A Unique Helm that has not only very special properties, but as well a look unlike any other helm in the game.
Zombot - A special pet just for the All Hallows’ celebration. This amalgam of meat and metal is sure to frighten and delight those players that are willing to put in the time to find all the necessary pieces in order to construct him.
Additional Character Slots
Hellgate: London Subscribers now receive 24 character slots.
Expanded Stash
Your storage locker has an additional 6x8 area. Perfect for packrats!
Balance, Bugs and Everything Else!
You wanted fixes and tweaks – well, here they are.
Graphics
Improved memory usage and long-term stability
Improved multiplayer stability
Improved station performance and stability
Improved multi-monitor compatibility
Texture Detail option now behaves more predictably
Improved DX10 initial load time
Improved performance in DX10
Improved appearance of motion blur in DX10
DX10 smoke now scales better with multi-GPU
More noticeable get-hit effect, prevents “always grey” when getting frequently damaged by small amounts
Tweaked FOV limits to avoid excessive fish-eye
Antialiasing now supported for ATI 2x00 series cards
Initial settings detection is now more effective
Fixed several loading screen bugs
Fixed issues with “Low” Shadow Detail
Fixed overly shiny characters when Shader Detail is set to “High”
Sound
New version of FMOD
Sound initialization improvements
Tweaked several sound effects volumes
Skills
Several skills and descriptions have been rebalanced and updated.
Cabalists
Drain Life now deals a significant amount of damage, but costs 100% more power per second and returns less health to the Cabalist
Cabalist beam skills now properly stop casting when the Cabalist runs out of power
Evokers
Arc Legion damage has been increased by 25%, but costs 50% more power per second
Flameshards has been reworked significantly: Each shard now has a small radius (1.0 meters), greatly improving the skill’s effectiveness. To balance this change, Flameshards power cost has been increased by 46% and individual shard damage has been decreased by 24%.
Drain Power now returns less power per second
Spectral Lash damage has been decreased by 13%
Firestorm no longer provides an initial bonus to Ignite Attack Strength at rank 1
Summoners
Fire Elemental health has been slightly increased
Fire Elemental Ignite Attack Strength has been reduced by 75%
Fire Elemental power cost has increased by 25%
Spectral Elemental health has been slightly increased
Spectral Elemental Phase Attack Strength has been decreased by 17%
Spectral Elemental Phase Attack Duration has been reduced to 5 seconds
Spectral Elemental power cost has been slightly increased and now correctly scales up with the Summoner’s level
Force Elemental health has been slightly increased
Force Elemental Stun Attack Strength has been reduced by 25%
Force Elemental power cost has increased by 30%
Storm Elemental Shock Attack Strength has been increased by 100%
Storm Elemental Shock Attack Duration has been increased to 4 seconds from 2 seconds
Storm Elemental Shock Attack Damage has been increased to 100% from 25%
Storm Elemental power cost has been decreased slightly
Storm Elemental health has been decreased
Storm Elemental damage has been decreased significantly
Hunters
Marksmen
Sniper Stance now increases Weapon Energy Consumption by 300% while firing
Engineers
Tactical Mode and Advanced Tactical Mode have switched places with Armor Retrofit and Master Engineer in the Engineer Drone skills tree
Bomber Bot damage has been increased significantly
Bomber Bot Phase Attack Strength and Duration have been slightly decreased
Concussive Crash power cost has been decreased to 5
Concussive Crash has a decreased initial Stun Attack Strength but now properly scales up with the Engineer’s level
Molotov Assault power cost has been decreased to 10
Concussive Crash and Molotov Assault now have 10 second but separate cooldowns
Items
All Swords have had their damage reduced by 10%; however, Shield Overload-modified damage now correctly deals damage to a target’s health if the damage exceeded the amount of shields.
Increased the range and accuracy of all Hunter machine guns (non-splash, non-beam)
The Weapon Energy Consumption system for beam and streaming weapons has been somewhat rebalanced. At ¾ of a full bar, the weapon’s damage will begin to decrease until the bar reaches 0, where the weapon will deal only 25% of its maximum damage.
Rebalanced the ratio of Unique, Legendary, Rare, and Enhanced items within the subset of magical items. Players will still find the same ratio of magical to non-magical items.
Rebalanced the ratio of Legendary and Rare Mods
Rebalanced the benefit of Luck
Decreased XM107 and XM237 Firefox Launcher damage by 10%
Decreased XM107 and XM237 Firefox Launcher Interrupt Strength by 45%
Decreased XM803 Zeus Rifle damage by 15%
Decreased XM923 Zeus Rifle damage by 5%
Decreased Nanodyne Venom Lance damage by 20%
Crafting
Items can now only be upgraded a maximum of 5 times each
Item upgrading now costs significantly more scrap
Monsters
The Eyes of Oculis summoned by Oculis the All-Seeing have had their damage increased by 60%
Fiend Master damage has been increased
Emperor Gulkar’s damage has been increased significantly
Defilers now perform their fade skill less often
Various Bug Fixes
Lots of little things, with some notable ones worth specific mention:
Engineer Drones now properly save their attribute assignments and items
Inhibitor Bots now properly slow their targets
Pets can now be unsummoned in town
“Tripping the Rift” – the radar will properly disappear after completing this quest
“The Final Test” – all eligible players in the party can now speak to Murmur to complete this quest
Truth portals no longer disappear in multiplayer when other players enter the portal
Quest drops should now properly drop for all players in the group in the appropriate instance
The Auto-party feature will now only group players playing the same mode
The Mini-game has been somewhat adjusted
Footsteps in 1st person now play properly and respect the floor material
Fixed a bug causing the camera to change positions upon zoning
Fixed Ravagers getting out of sync
Fixed bugs preventing players from resurrecting after dying
Pets now disappear from an instance when the owner leaves
Hah. I was expecting the Drain Power/Drain Life nerfs for the evoker. I could go from no power to full in 3-4 seconds with just two points in it and two-three mobs to drain.
I've gone from being very optimistic about Hellgate to extremely cautious and wondering if I'm even going to buy it anymore in the span of about two weeks.
The game's just shaping up to be the same old MMO shit, but without feeling like a real MMO. Ugh.
Did swords really need to be -10%?
they created the ability to have a summoner army, but then increase the costs dramaticly for them(I do think 1/4th is dramatic in change)?
My summoner never drops below 50% power at any given moment. Summoning monsters costed way too less if you ask me.
So, did they change something recently? It's admittedly been about two weeks since I last logged my summoner in, but I had given up because the cost of maintaining elemental summons was so prohibitive. That is, I had about 15 points in elementals, but even putting every single stat point into increasing my mana cap, I couldn't summon them all, much less have spare mana to work with.
Hmm. Not sure. I was playing my Summoner a few days ago and never had to use a powerpack. Not once.
Neither did I.
Summoning an elemental reserves a portion of your power for each pet. It doesn't cost X mana, which you then regenerate. It costs X mana which then comes out of your total. My elemental summoner usually had about 15 mana total to work with, and still couldn't summon all of the elements my skills allowed.
Its not that we do or dont have to use a powerpack, its keeping that level of mana for your main minion, in this case the uber tank skill say for your tank, and thats all I keep (its also enough for 1 nova). my problem currently is keeping 60 odd mana up at level 22 to keep 6 fire, 1 nova, 1 physical out. Ive had to literally spend all my points in willpower, except a few to be able to use some armor I needed.
I mean, it could just be that im not playing the character how its intended.
Hmm. Not sure. I was playing my Summoner a few days ago and never had to use a powerpack. Not once.
Neither did I.
Summoning an elemental reserves a portion of your power for each pet. It doesn't cost X mana, which you then regenerate. It costs X mana which then comes out of your total. My elemental summoner usually had about 15 mana total to work with, and still couldn't summon all of the elements my skills allowed.
I had about 6 fire elementals and a tank, so maybe having as many as you did doesn't work out too well? Work on getting some + power gear.
I've gone from being very optimistic about Hellgate to extremely cautious and wondering if I'm even going to buy it anymore in the span of about two weeks.
The game's just shaping up to be the same old MMO shit, but without feeling like a real MMO. Ugh.
is this real? Since when did people start complaining about nerfs in beta?
I thought one of the major criticisms about the game was that it was too easy.
KingMoo on
![▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓]!
!!!!▓▓▓▓▓Gravy?▓▓▓▓▓!!!!!!
!!!!!!▓▓▓▓▓▓▓▓▓▓▓▓▓!!!!!!!!!
of doom
Been playing the beta alittle and just got the gun retrofit skill for my drone, equipped it with an legendary 'nade launcher and logged to do some studies. Logged in later to find that it was gone Good to see they fixed that in the patch.
I've gone from being very optimistic about Hellgate to extremely cautious and wondering if I'm even going to buy it anymore in the span of about two weeks.
The game's just shaping up to be the same old MMO shit, but without feeling like a real MMO. Ugh.
is this real? Since when did people start complaining about nerfs in beta?
I thought one of the major criticisms about the game was that it was too easy.
As I pointed out several pages back, the complaints aren't about specific nerfs as they pertain to balance. It's not a "wah they nerfed my class" reaction.
It's an overall, global reduction in the power of players relative to the power of mobs. It's transitioning in scope from Diablo 2 (e.g. one character vs. dozens of mobs at a time) to WoW (e.g. one character vs. one or two mobs at most).
Characters keep getting weaker and weaker and weaker. And yes, people are complaining that it's too easy, but what they're complaining about is the first 3 acts of normal mode. Not nightmare. Not elite. Normal. It's like complaining that Diablo 2, as a whole, was too easy because acts 1-3 of normal mode weren't all that difficult.
Not to mention, there are other ways to increase the difficulty without making players impotent.
Hmm. Not sure. I was playing my Summoner a few days ago and never had to use a powerpack. Not once.
Neither did I.
Summoning an elemental reserves a portion of your power for each pet. It doesn't cost X mana, which you then regenerate. It costs X mana which then comes out of your total. My elemental summoner usually had about 15 mana total to work with, and still couldn't summon all of the elements my skills allowed.
I had about 6 fire elementals and a tank, so maybe having as many as you did doesn't work out too well? Work on getting some + power gear.
Yes, because having to completely neglect all but one stat andfarm for gear just to enable a character to use skills that don't make him any more powerful than he would be spreading them around and getting a gun is brilliant design, right?
Not to mention, the amount of +willpower available on gear is pretty minimal, relative to the cost of summoning. You could have a full set of +willpower gear and only get one or two more elementals out of it.
It's just another example of the complete lack of foresight and generic builds they intended with that shitty skill system.
I was thinking one of the templar classes looked cool, but there are a lot more guns in the game, also do shield ever look big and imposing or do they stay more buckler sized?
Preacher on
I would like some money because these are artisanal nuggets of wisdom philistine.
I really enjoy my Blademaster, and will probably be playing him. Trying to decide if I want to make it a girl or guy though... The girl armor sets look better, but I really want my guy name. Regardless... Charge is my favorite attack, and will be spamming that like a madman.
You can use very few guns, but I normally just dual wield some good swords. So I'm all up in the action, while my evoker friend and nailing them from back.
Yeah that sucks :-/ It's cool. Hopefully the picture I posted is enough for you to want to make a Blademaster, and he's only level 20 :P I can't imagine how awesome things will look in the future.
I still cant find any information about the skill cap. with the changes to make the game "harder" (nerf, whatever). Right now the game to me looks like: everyone looks the same, but with different color on them(maybe weapons), the skill trees are crap(hopefully the vague comment in the patch notes means other were revamped) and everyone is probably going to spec the same, and the items and stats really dont push your character much, and if the skill cap cant go over the max that it shows using items, it really makes me feel like there wont be any variety in this game at all......
Well I have watched videos of blademasters cutting shit up, they look pretty cool. And I liked being a fury war/rogue in WoW so the class has that resemblence as well. I like how people are judging an entire game on a beta, it's quaint.
Preacher on
I would like some money because these are artisanal nuggets of wisdom philistine.
The first ability you get for the Blademaster (I can't remember the name of it) where you dice an area in front of you feels so awesome when you max it, and have two blades. All you see are blades cutting demons all over the place. All they need to add is blood to the sword, and I'd cream my pants.
Well next wednesday shall be rocking, I have thursday and friday off by chance so it shall be a long 4 day weekend. Will dev be setting up a guild or something? I'd contribute for that, just hope that name for my char is not taken when it comes time to make one.
Preacher on
I would like some money because these are artisanal nuggets of wisdom philistine.
Here's a question for ya. Take, for instance, any improvements to the blademaster's dual wield skill. What exactly does each successive improvement do? All I get is that it decreases the willpower feed by X, what on earth does that mean? (Not in beta ./sniffle)
Neither the whole of truth nor the whole of good is revealed to any single observer, although each observer gains a partial superiority of insight from the peculiar position in which he stands. It is enough to ask of each of us that he should be faithful to his own opportunities and make the most of his own blessings, without presuming to regulate the rest of the vast field.
Posts
You're done with the demo is why.
give it a try, but personally I hated the witch doctor, as i couldnt have my tank out at the same time. Im not even bothering with the teir 20 guy, the tank for 3 points early on just seems too good to pass up
edit: I think that right side is set up weird, but you really gotta choose what you want to use as a regular minion, and put points only in that, as youve wasted your points in tanks if you want to max witch doctor starting at 10, etc. I dont know how the warp guy works, I hear hes a nuker and very awesome, but I dont want to waste getting a character to 20 without a main guy to bother trying him out to find out I dont like him (only reason Id like a respec option, but I dont think itill bea huge issue once people get the nuances of leveling down and can do lvl 20 in a couple hours)
I hope this makes the fight even more frantic and fun, although my first time through it was plenty goddamned frantic.
But its hard to say at this low of a level.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Quothed for also in want of beta.
I've gone from being very optimistic about Hellgate to extremely cautious and wondering if I'm even going to buy it anymore in the span of about two weeks.
The game's just shaping up to be the same old MMO shit, but without feeling like a real MMO. Ugh.
they created the ability to have a summoner army, but then increase the costs dramaticly for them(I do think 1/4th is dramatic in change)?
Summoning an elemental reserves a portion of your power for each pet. It doesn't cost X mana, which you then regenerate. It costs X mana which then comes out of your total. My elemental summoner usually had about 15 mana total to work with, and still couldn't summon all of the elements my skills allowed.
I mean, it could just be that im not playing the character how its intended.
I had about 6 fire elementals and a tank, so maybe having as many as you did doesn't work out too well? Work on getting some + power gear.
is this real? Since when did people start complaining about nerfs in beta?
I thought one of the major criticisms about the game was that it was too easy.
!!!!▓▓▓▓▓Gravy?▓▓▓▓▓!!!!!!
!!!!!!▓▓▓▓▓▓▓▓▓▓▓▓▓!!!!!!!!!
of doom
LoL EU West nickname: Irridan
It's an overall, global reduction in the power of players relative to the power of mobs. It's transitioning in scope from Diablo 2 (e.g. one character vs. dozens of mobs at a time) to WoW (e.g. one character vs. one or two mobs at most).
Characters keep getting weaker and weaker and weaker. And yes, people are complaining that it's too easy, but what they're complaining about is the first 3 acts of normal mode. Not nightmare. Not elite. Normal. It's like complaining that Diablo 2, as a whole, was too easy because acts 1-3 of normal mode weren't all that difficult.
Not to mention, there are other ways to increase the difficulty without making players impotent.
Yes, because having to completely neglect all but one stat andfarm for gear just to enable a character to use skills that don't make him any more powerful than he would be spreading them around and getting a gun is brilliant design, right?
Not to mention, the amount of +willpower available on gear is pretty minimal, relative to the cost of summoning. You could have a full set of +willpower gear and only get one or two more elementals out of it.
It's just another example of the complete lack of foresight and generic builds they intended with that shitty skill system.
I was thinking one of the templar classes looked cool, but there are a lot more guns in the game, also do shield ever look big and imposing or do they stay more buckler sized?
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Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand