Friday Grab Bag - 11/20/2020

Posted by Community | 2020 Nov 20 16:11 -0500 GMT
Time for this week's Grab Bag!

Thanks, as always, to everyone for your questions! You can submit any questions relating to current development plans, to request clarification on basic game mechanic questions, or questions on community issues through the Grab Bag Submission form. For any other feedback or suggestions please use our feedback form.

Continue on to the questions! 

Do bonedancer pets benefit from the Leadership ML ability?

Yes, all pets benefit from the Leadership ability. The effect is hard to notice but in general the “floor” of their damage variance should be a bit higher when they have the Leadership buff than not.

How close (in terms of units) does an enchanter have to be to its pet to get the benefit of its rank 5?

The Enchanter’s pet needs to be in visible range of the Enchanter, which is around 4,000 units typically. This can also be gauged by the pet’s health bar displaying on the pet window.

I was wondering if spell duration would work on an assassin's poisons.
I am mainly wondering for poison mezz, snare and dot. Will 25% spell duration provide a +2sec to last mezz/snare poison? Will it provide an additional tick to the dot?

Snare, DoT, and Mezz poisons are not affected by duration bonuses at all. However the other Envenom abilities like the melee damage% debuff and weaponskill/constitution debuff are affected by +duration gear.

Does ameliorating melodies get a 25% spec bonus to the heal over time value like other hots and heals in the game?

No, since Ameliorating Melodies is a Realm Ability, it does not receive a specialization bonus. Further, like all other heal-over-time (HoTs), it also does not benefit from the +25% to healing stat bonus.

In a Grab Bag a few months ago you confirmed that when players are grouped they receive a bonus to RPs gained per kill, while solo players get no bonus i.e. if a player is worth 4k RPs solo, and they are killed by 8 grouped players, then they are worth significantly more RPs split amongst 8 players and they will receive around let's say 700 RPs each (which would be 5600 total RPs)... As it stands now there is an incentive for grouped players to seek out and kill solo players, potentially ruining the experience of those trying to play solo and there is no "risk vs. reward" when soloing..
Would Broadsword ever consider boosting RPs for solo players?

We are currently taking a look at realm point incentives for all playstyles to try and create a more competitive atmosphere in-game where players are highly rewarded for fighting equal or greater numbers and less rewarded otherwise. We also are aiming to better encourage players who fight against the odds to continue to do so even if the odds remain stacked against them!

Enjoy the weekend all, and Happy Thanksgiving to all our American players! :)

Don't forget to collect turkey legs!