Stoneshard

Stoneshard

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【Q】我就想問一句,1點穿盾傷害的BUG修復了麼?
我就想問,護盾值高於傷害值仍受到1點穿透傷害的BUG修復了嗎?這嚴重破壞了遊戲玩法的流派的可行性。而且這是2022-11-10version的BUG。我關注的視頻博主屢次因為製作組的不作為導致大量惡心BUG不修復,許多玩法因為無法進行下去放棄了許多玩法!

I just want to ask, is the BUG that the shield value is higher than the damage value and still receive 1 point of penetrating damage fixed? This severely undermines the viability of the genre of gameplay. And this is a BUG of 2022-11-10version. The video bloggers I follow have repeatedly failed to fix a lot of disgusting bugs due to the inaction of the production team, and many gameplays have given up many gameplays because they cannot continue!

TL by Goolge
Last edited by 超绝AAA滴泪囡朝天椒; Feb 15, 2023 @ 8:14am
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Showing 1-8 of 8 comments
Wayfinder  [developer] Feb 15, 2023 @ 9:25am 
It's not a bug. Crits always deal at least 1 point of damage, so crit procs can pierce full blocks.
Last edited by Wayfinder; Feb 15, 2023 @ 9:30am
Originally posted by Wayfinder:
It's not a bug. Crits always deal at least 1 point of damage, so crit procs can pierce full blocks.

:cswork:This seriously affects the viability of the sword and shield style, because this 1 point will cause a lot of debuffs.

Even so, are you still not planning to change or use a special correction algorithm for the shield's skill tree?
Flare Feb 16, 2023 @ 8:03pm 
lets put it this way, if your block power(BP) 60/60 received a crit attack, which is not likely more that 60 Damage. Yet you receive 1 damage is fine, but the "stagged" debuff to character is unacceptable. that 1 damage is fine, but the debuff need to be reconsider.

I agree with the post, damage is fine, just the debuff no quite acceptable if the BP is broke then I accepted the debuff application.
Originally posted by Flare:
lets put it this way, if your block power(BP) 60/60 received a crit attack, which is not likely more that 60 Damage. Yet you receive 1 damage is fine, but the "stagged" debuff to character is unacceptable. that 1 damage is fine, but the debuff need to be reconsider.

I agree with the post, damage is fine, just the debuff no quite acceptable if the BP is broke then I accepted the debuff application.
In fact, some vloggers I follow have been forced to give up a lot of gameplay because of the so-called "game mechanics".
Before fixing them, the production team called them "game mechanics"

Originally, the high stats of the monsters in the middle and late stages of the game + the long upgrade time of the protagonist made it impossible for me to spend a lot of time experimenting with many style combinations.

But what they call "game mechanics" blocks the possibility of developing a style match. The value of Houkai in the later stage makes all players have to learn dodge, defense, and survival talents.

I don't have time to try them all, and can't even see them implemented in the vlogger's videos.

The character talent points became homogeneous in the later stage, which is unacceptable to me.
Wayfinder  [developer] Feb 17, 2023 @ 4:40am 
Originally posted by 9527号小菲:
Originally posted by Wayfinder:
It's not a bug. Crits always deal at least 1 point of damage, so crit procs can pierce full blocks.

:cswork:This seriously affects the viability of the sword and shield style, because this 1 point will cause a lot of debuffs.

Even so, are you still not planning to change or use a special correction algorithm for the shield's skill tree?
This is exactly the intention behind it. Equipping a heavy shield and reaching 100% Block Chance shouldn't equal becoming virtually invulnerable to all damage and status effects. You still need to consider high crit enemies as they're specifically dangerous to your build. And then try to adapt and play around this weakness instead of being "forced" to abandon the game because you can't faceroll everything without any strategy applied.

I agree however that it should be more clearly telegraphed in the game log and probably explained in the Crit Chance tooltip. We'll add all the necessary info in the following patches.
Last edited by Wayfinder; Feb 17, 2023 @ 4:44am
Flare Feb 18, 2023 @ 7:25am 
Originally posted by Wayfinder:
Originally posted by 9527号小菲:

:cswork:This seriously affects the viability of the sword and shield style, because this 1 point will cause a lot of debuffs.

Even so, are you still not planning to change or use a special correction algorithm for the shield's skill tree?
This is exactly the intention behind it. Equipping a heavy shield and reaching 100% Block Chance shouldn't equal becoming virtually invulnerable to all damage and status effects. You still need to consider high crit enemies as they're specifically dangerous to your build. And then try to adapt and play around this weakness instead of being "forced" to abandon the game because you can't faceroll everything without any strategy applied.

I agree however that it should be more clearly telegraphed in the game log and probably explained in the Crit Chance tooltip. We'll add all the necessary info in the following patches.

To an extend, this means character will be always in threaten & losing character is just mins away when fighting those mobs if things go downhill.

There are 2 concerns, I wish to point out:
1. It's not fun when a character I spend 10+ hours with specific build die even I put all my SP into a build still got chance killed by a group of mobs. (Grinding level in this game is partially stressful). I play game, I wish for game progress at the same time "fun" is what i seek for.

2. I use Path of Exile as example, POE give me a feel of ease to play cause even my build was "♥♥♥♥ and bad" I still manage to complete the game without feeling I have to restart my character. In this game, I feel the necessary to restart. The time investment I put into a character is too much, that's why the lose of a character means something to us.

Hope Dev team can aware of the "fun" aspect for this game (RNG Loot, builds, & CRPG game type of fun). Else it's just a difficult game and after complete the game, no replay value again.
Last edited by Flare; Feb 18, 2023 @ 7:32am
Wayfinder  [developer] Feb 18, 2023 @ 9:38am 
Originally posted by Flare:
To an extend, this means character will be always in threaten & losing character is just mins away when fighting those mobs if things go downhill.

There are 2 concerns, I wish to point out:
1. It's not fun when a character I spend 10+ hours with specific build die even I put all my SP into a build still got chance killed by a group of mobs. (Grinding level in this game is partially stressful). I play game, I wish for game progress at the same time "fun" is what i seek for.

2. I use Path of Exile as example, POE give me a feel of ease to play cause even my build was "♥♥♥♥ and bad" I still manage to complete the game without feeling I have to restart my character. In this game, I feel the necessary to restart. The time investment I put into a character is too much, that's why the lose of a character means something to us.

Hope Dev team can aware of the "fun" aspect for this game (RNG Loot, builds, & CRPG game type of fun). Else it's just a difficult game and after complete the game, no replay value again.
Yes, your character will be always threatened by something or someone. That's something we intend to eventually achieve: no matter what build you play, there's always a way to die if you aren't being careful and don't pay attention to your weaknesses. You always need to have a backup plan or alter your strategy a bit for situations like these. Like, for instance, bringing nets or smoke bombs to counter said high crit enemies (so they won't be able to reliably crit during the fight).

1. I see nothing wrong in that. Yes, your character can die no matter how long you have been playing them. The point of the game is not exchanging your time to reach the invulnerability eventually. You're mortal, and this sense of mortality should persist with you the whole walkthrough.

2. Don't know, maybe PoE has changed, but I played it too a couple of years ago and if you didn't know mechanics well enough (or wasn't following some meta guide) it was very easy to make a borderline unplayable build that would struggle a lot with late acts content. And this planning aspect is exactly what makes this kind of games fun. If every possible decision or a combination of decisions is viable, then it only means these decisions ultimately don't matter at all.
Last edited by Wayfinder; Feb 18, 2023 @ 9:39am
Flare Feb 18, 2023 @ 8:22pm 
Originally posted by Wayfinder:
Originally posted by Flare:
To an extend, this means character will be always in threaten & losing character is just mins away when fighting those mobs if things go downhill.

There are 2 concerns, I wish to point out:
1. It's not fun when a character I spend 10+ hours with specific build die even I put all my SP into a build still got chance killed by a group of mobs. (Grinding level in this game is partially stressful). I play game, I wish for game progress at the same time "fun" is what i seek for.

2. I use Path of Exile as example, POE give me a feel of ease to play cause even my build was "♥♥♥♥ and bad" I still manage to complete the game without feeling I have to restart my character. In this game, I feel the necessary to restart. The time investment I put into a character is too much, that's why the lose of a character means something to us.

Hope Dev team can aware of the "fun" aspect for this game (RNG Loot, builds, & CRPG game type of fun). Else it's just a difficult game and after complete the game, no replay value again.
Yes, your character will be always threatened by something or someone. That's something we intend to eventually achieve: no matter what build you play, there's always a way to die if you aren't being careful and don't pay attention to your weaknesses. You always need to have a backup plan or alter your strategy a bit for situations like these. Like, for instance, bringing nets or smoke bombs to counter said high crit enemies (so they won't be able to reliably crit during the fight).

1. I see nothing wrong in that. Yes, your character can die no matter how long you have been playing them. The point of the game is not exchanging your time to reach the invulnerability eventually. You're mortal, and this sense of mortality should persist with you the whole walkthrough.

2. Don't know, maybe PoE has changed, but I played it too a couple of years ago and if you didn't know mechanics well enough (or wasn't following some meta guide) it was very easy to make a borderline unplayable build that would struggle a lot with late acts content. And this planning aspect is exactly what makes this kind of games fun. If every possible decision or a combination of decisions is viable, then it only means these decisions ultimately don't matter at all.

1. I also didn't mean the Dev direction is wrong. Just the way to this game "Stoneshard" progress and gain additional "Skill Point" is through leveling only(so far...). Which eventually lead to grading level or over-leveling to ensure our character is safe for upcoming dungeon/journey, in order to make up the character we wanted to be. It's a turn-based CRPG, I really thinks traditional Action CRPG skill point progression should be tweaked to suit Stoneshard. Action type of game, we can use our control, to fill up the hole in our build but in turn-based, we can't. I do see "prepping" is necessary to play this game properly, at currently stage of the game, I can tell it's just ACRPG direct import into Turn-based CRPG. I do see "Sabotage" and "Alchemy" skill tree, will change the game feel directly but like I said, it will need tweaking, dying is losing game progression is not fun when come to Stoneshard's pace. The skill point is too luxurious put into "Survival" tree for short, I rather put into weapon tree.

2. Yes they changed a lot, the game keep progression and develop into a huge community and people are showoff they builds online. It's the "meta" build allow player's to show off their knowledge and finding of the game on the internet. I see it as marketing agents, I don't think is bad.
I disagree with this quote:
"If every possible decision or a combination of decisions is viable, then it only means these decisions ultimately don't matter at all."
It does, it was player's decision how to play the game, not the Dev team. Dev team introduce ways and ideas to beat the game, makes better sense in CRPG else this will be RPG only don't market it as CPRG.
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Date Posted: Feb 15, 2023 @ 8:07am
Posts: 8