Dauntless discusses new monsters, more Escalation modes, and concepting for its next weapon

    
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Dauntless discusses new monsters, more Escalation modes, and concepting for its next weapon

During a video conference interview with Phoenix Labs marketing director Nick Clifford, fans were treated to some general info about what the studio is planning next for Dauntless, including a rough idea of when to expect new monsters and Escalation modes to play in and a new weapon to wield.

Clifford explained that added Escalation modes, which also add in a new Behemoth to fight at the tail end of the higher levels of the mode, should be arriving approximately every quarter, which hits a “sweet spot” for thoughtfully developing the new encounters and giving players new things to do. The devs are also working on additional things for the game such as more island experiences and additional armors and weapons, and Clifford stressed the game adding updates every two weeks, whether it’s larger content updates or things like bug fixes or quality-of-life patches.

As for when the next weapon will arrive, we’re likely going to wait some time: Clifford explained that the new weapon is currently in the concept phase and wasn’t really able to say much beyond that. He did mention in the interview that the combat team is looking at a rework for the sword weapon, saying it was due for a “facelift.”

Clifford also discussed Dauntless’ distant future, stating that Phoenix Labs has aspirations to make the game “the largest free-to-play MMO in the world,” effectively making itself the PvE players’ Fortnite in terms of scale. That ideal comes with the knowledge that the game is a multi-year journey, with expansion into mobile, additional regions, and in additional languages.

Most of the interview is a bit on the fluff side, but the final few minutes at least are perhaps worth your time watching in the embed below.

source: YouTube

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Ian Wells

I have played this a fair bit on the Switch. I enjoy it, and the recent patch was kind enough to allow dodge canceling during heavy attacks (which has made using Warpikes a lot less suicidal to use against fast moving enemies) and now all weapons with a heavy attack mode can use them to interrupt enemies (where it used to be just a couple resource driven special attacks from warpikes and axes). That second change in particular was a huge improvement as it used to be pretty much pointless to go for interrupts because trying to time and aim those attacks for the one second window you normally have to interrupt enemies was nearly impossible. My only real complaint is how its gated.

Essentially, to get to +6 from +5 requires rare drops from monsters that are too powerful to fight with +5 gear… unless you farm up the mats to get several sets and weapons of multiple elements to get the advantage you need. Then, to get for +8 from +7, you start needing a resource that you can only acquire from fighting enemies that will be above your power level even with the right elements. This basically creates an environment where everyone will spend a while leaching to make progress which really slows down the game as a party of four with two leaches means only two players are doing significant damage to an enemy that has 4x the HP it would have if sought solo.

Compounding to the above issue, even accessing those monsters requires completing main story quests, which will pretty much all boil down to grinding out the latest tier of enemies you unlocked, which will always be just above your “general” power level, requiring you to at least make sure you keep all your elements of weapon up to par. I can’t even imagine the grind if you had the gall to divide your focus between more than one weapon type.

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Tobasco da Gama

I had a similar issue, and oddly enough Escalation was part of the way I got over that hump. Escalation adds stats to your lantern, and those stats are tripled while inside of Escalation. On top of that, everyone on your team can unlock a buff each round, and lots of those provide a benefit to the whole team. Most importantly, the Dire Behemoths can appear in the later rounds if your team is doing well.

So basically it’s easier to get your first couple of Dire kills via Escalation than via Patrol or Pursuit.

I’d also add that while it seems like the +5/+6 barrier is the big obstacle with Dire Behemoths, in reality the main difference is that a lot of mechanics that used to be optional on the normal Behemoths are absolutely required on the Dire variants. Take Embermane, for example. The regular version sometimes does that interruptable dash attack that’s kind of annoying to dodge, but the Dire version does that move almost constantly. If you don’t interrupt it, you have no windows to deal damage and your stamina will get steadily drained until you can’t dodge, at which point you get hit and downed.

The issue with this is that the game is very bad at teaching the interrupt mechanic. It tells you what unstable attacks are and that interrupting them is important, but it doesn’t tell you which of your own attacks can actually interrupt. Some weapons (chainblade/repeater) literally can’t do it without a specific cell, others can only interrupt from dodge-attacks or specific steps in a combo, etc. I recommend looking up a guide for your favourite weapon and learning which attacks can interrupt and what the timings are.

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Buddy Barlow

I still think Dauntless has come a very long way, i for one think that the game is pretty damn good and the amount of content they release on a daily basis is pretty impressive

seculaparsec
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seculaparsec

game is garbage and generic as f………….

Ana
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Ana

so the only monster hunter like game in the market is generic as f, sorry but your opinion is garbage

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angrakhan

The best thing Dauntless did for me was save me money on Monster Hunter World. Just not my type of game.