Heroic Movement Ruleset Restrictions
You can now decide to limit what Heroic Movement abilities are used in your PVP matches.
This includes:
Jumping
Climbing
Multi Jump
Gliding
Sprinting
Grappling Hook
Heroic Movement
Heroic movement is a pillar of Landmark and we are taking some steps to make sure it remains relevant and fun with the addition of every new system. After analyzing, playing combat, and looking at your feedback we have decided to change the way heroic movement works. We like heroic movement being cool while playing in the over world, but we also want to provide strategic and interesting combat choices (remember, in the future, combat will exist outside of claims as well). We approached this problem with a few main goals. They are:
Keep heroic movement a focal point of Landmark
Make heroic movement an active choice and not a passive one
Create many diverse and interesting heroic movements
Narrow the number of available heroic movements at once
Design with strategic and tactical combat in mind
In order to do this we have removed all passive stats from heroic movement items and replaced them with a unique ability. These abilities are still activated the same way that the heroic movements used to be activated (shift and spacebar), except now they follow ability casting rules. This means they potentially have cast times, energy costs, and cool downs. I want to clarify that we did not remove any items from you. We simply replaced the functionality of each item. If you had a heroic movement accessory previously, you will now have a pair of boots in their place with the functionality associated with the corresponding item.
Creating the heroic movement items in this manner allows us to make combat much less frenetic and twitchy, but still keep cool movement methods and reinforce the strategic element that we want prevalent in combat. These abilities also allow us to provide you guys with many more options when it comes to heroic movements. We don't have to deal with each movement as a stat, we can now view them through the lens of abilities. For example this means you will no longer get an item that increases your jump stat by some amount, but you would get an item that allows you to charge up and jump much farther than previously allowed, this ability could have damage when you land on the ground or an armor heal or any of the other things an ability system could bring to it.
We are confident that this decision will provide MUCH more variation to everyone and in the end will result in a much more robust and interesting game. Without further ado, here are the previous items and what we have done to each. This is just the beginning of the types of abilities we will be presenting in the future. We look forward to seeing these in game and hearing what you have to say!
P.S. There will be some items with duplicate functionality. These items are often promotional items. The main perk of a promotional item is that they are visually distinct from the items that you can get in game. Usually when we release a promotional item, this will be the case.
Feather in a Bottle -> Feather Tipped-Boots
Allows double jump ->Grants Feather Burst ability. Feather Burst allows you to double jump and gain a 10% damage bonus for 5 seconds after use.
Cost: 50 energy
Cooldown: 5 seconds
Cast Time: Instant
Crystalline Cloud Bangle -> Nimbus Boots
Allows double jump -> Grants Cloud Burst. Cloud Burst allows you to double jump and gain a 10% damage bonus for 5 seconds after use.
Cost: 50 energy
Cooldown: 5 seconds
Cast Time: Instant
Belt of the Zephyr -> Boots of the Zephyr
Allows glide -> Grants Infinite Glide. Infinite Glide allows you to glide while in the air by holding the space bar down. While gliding you regenerate 5 armor per second.
Cost: 0 energy per second
Cooldown: 0 seconds
Cast Time: Instant
Scout's Emblem -> Neon Blitzing Boots
Increases movement stat by 1-1.7 -> Grants Electric Charge. Electric Charge jumps you forward and then increases your movement by 25% for 3 seconds.
Cost: 75 energy
Cooldown: 10 seconds
Cast Time: 0.5 seconds
Messenger's Signet -> Messenger's Sandals
Increases movement stat by 3-6 -> Grants Immediate Delivery. Immediate Delivery increases your movement speed by 37.5% while channeling.
Cost: 40 energy per second
Cooldown: 10 seconds
Cast Time: Instant
Pendant of the Outrider -> Soles of the Outrider
Increases movement stat by 5-8.5 -> Grants Outrider's Charge. Outrider's Charge increases your movement speed by 25% and regenerates 1 armor every second while channeled.
Cost: 60 energy per second
Cooldown: 10 seconds
Cast Time: 0 seconds
Anklet of Bounding -> Boots of Bounding
Increases jump height by 2-3.4 -> Grants Charged Leap. Charged Leap allows you to jump forward a tremendous distance. The longer you charge this ability, the greater distance you will jump.
Cost: 100 energy
Cooldown: 5 seconds
Cast Time: 0-1.25 seconds, auto release at 4 seconds
Leaper's Charm -> Leaper's Launchers
Increases jump height by 4-6.8 -> Grants Explosive Leap. Explosive Leap allows you to jump forward a large distance and deals damage when you take off. The longer you charge this ability the greater the distance you will jump and the more damage you will do.
Cost: 80 energy
Cooldown: 10 seconds
Cast Time: 0-1.50 seconds, auto release at 4 seconds
Lunar Anklet -> Lunar Treads
Increases jump height by 11.6 -> Grants Astral Ascension. Astral Ascension allows you to defy gravity and glide upwards while channeled.
Cost: 50 energy per second
Cooldown: 5 seconds
Cast Time: 0 seconds
Anti-Grav Band -> Anti-Grav Boots
Increases jump height by 11.6 -> Grants Defying Gravity. Defying Gravity allows you to glide while in the air by holding the space bar down. While gliding you regenerate 5 armor per second.
Cost: 0 energy per second
Cooldown: 0 seconds
Cast Time: Instant
Run Speed Changes
Previously, the default run speed was 10. When holding SHIFT to Sprint, it increased to 13.
Since we're moving the Heroic Movement abilities to SHIFT and Space Bar, we've removed the regular ability to Sprint. However, we've increased the default run speed to 13. So you're effectively Sprinting all the time, when out of combat.
The default run speed inside of PVP Claims is 8. This was in an effort to slow down the pace of combat, and to make the Heroic Movement Itemization more significant. Your choice in items is important!
Weapon Adjustments
Each current weapon got an upgrade that includes a new ability, particles, sounds, and even ability functionality updates! Here's why.
We want to ensure we have enough design space on each weapon we create in order to make them distinct, fun to use, thematic, and strategic. We feel as though 2 abilities per weapon was not cutting it on any of these fronts, so we decided to increase that number to 3. This means that you will have access to 4 abilities while in combat (3 on your weapon and 1 on your boots for heroic movement). The new ability on each weapon is defaulted to the E hotkey. Some of you might notice that this is where the grappling hook goes! You are correct and that has been moved to the Q button by default.
Now, whenever we add an ability to an item, we take a step back and look at what that does to the strategic landscape of that weapon. We felt that adding a 3rd ability substantially changed how we wanted each weapon to function. These changes, plus the addition of keyword flavors (in preparation for the keyword system), resulted in a large upgrade to each weapon. Whenever possible we tried to retain, and even highlight, the flavor and feeling that the weapon already had. To clarify, your existing weapons will be upgraded to these.
Here is what the weapons look like now:
Soldier's Blade
Slash - "Swing your blade, dealing (0.3*Offense)+65 damage to all opponents in front of you. 10 armor is restored for each opponent hit."
Battle Rush - "Charge forward, knocking back and dealing (0.4*Offense)+115 damage to all opponents hit."
Warrior's Roar - "Roar fiercely, restoring 300 armor and snaring all nearby opponents. Each opponent snared increases the amount of armor you restore by 50."
Mercenary's Staff
Frost Orb - "Launch a slow moving orb of frost that explodes on impact for (0.45*Offense)+45 damage, and creates a small storm that lasts 2 seconds and deals (0.15*Offense)+15 damage every 0.5 seconds to all opponents in the area."
Shatter - "Freeze the ground at a target location for 2 seconds, dealing (0.3*Offense)+30 instant damage and slowing opponents in the area. Terrain at the center of the area is also destroyed, knocking down and dealing (0.3*Offense)+30 bonus damage to any opponents hit."
Frozen Domain - "Summon a controlled ice storm at a target location that deals (0.15*Offense)+15 damage every 0.5 seconds to all opponents inside. After 2 seconds the storm explodes, freezing and dealing (0.9*Offense)+90 damage to any opponents still in the area."
Slayer's Bow
Quick Shot - "Loose a burning arrow that deals (1*Offense)+40 damage to opponents. Successful attacks give you a stack of Focused Strike. At three stacks, you unlock Blazing Shot, which grants bonuses to Charged Shot and Immolating Barrage."
Charged Shot - "Charge a powerful shot that deals (2*Offense)+80 damage to opponents. Blazing Shot: Charged Shot deals (2.75*Offense)+110 damage."
Immolating Barrage - "Fire a barrage of flaming arrows which instantly deal (2*Offense)+80 damage to all opponents hit. <br><br>Blazing Shot: Instead of dealing damage instantly, Immolating Barrage deals (0.3*Offense)+12 damage every 0.5 seconds for 5 seconds."
Armor
We want to get some temporary armor items into your hands so we can begin balancing and item design with a more complete picture. Much like our previous weapons, these are place holder and will one day be removed for armor sets with real stats that are upgradable, etc.
For now take a look at the new sets, mix and match and let us know what you think! Each set includes a chest piece (which grants you a visible appearance) as well as gloves and a helmet (which are not visible, sorry!). You can find and create any of these items at a forge.
Soldier's Armor Set
The Soldier's Armor is the tanky armor set. It combines health and bonus armor to make you truly sustainable. Specific stats include the following:
Chest has 500 armor and 200 health
Head has 300 armor and 0 health
Hand has 200 armor and 200 health
Mercenary's Armor Set
The Mercenary's Armor set is meant to be a less defensive, more options sort of set. It focuses on a few different stats with diverse functions. Specific stats include the following:
Chest has 300 armor, 30 energy and 15 offense
Head has 150 armor and 30 energy
Hand has 150 armor and 15 offense
Slayer's Armor Set
The Slayer's Armor set is all about damage! This set is the opposite of the soldier's set and sacrifices everything for extra DPS. Specific stats include the following:
Chest has 100 armor and 50 offense
Head has 100 armor and 20 offense
Hand has 30 offense