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Showing content with the highest reputation since 03/07/2020 in Posts

  1. 35 points
    Yeah, I know. It's frustrating. It's frustrating for us, too. Here's the deal: we have a build, and it hung at the 99.99% bar. There is one issue that has proven to be incredibly elusive, and it's causing a massive lag on the server. Overall, the game feels pretty good. We're still working through power-related bugs -- all the underlying system changes we made this milestone have caused a crop of them, but frankly that's expected and we're working them through at a good clip -- but I'd be OK with putting those in front of you. Overall, I think combat is in a much better shape than 5.100, even with these new issues. But the server performance issue is a killer. Any kind of reasonable player load (and I have reason to suspect we'll hit that) causes this problem to emerge, and it makes the game unplayable. Which would be even more frustrating. As to "when", the truth is, we don't know. We have top men working on it. ("Top. Men.") We continue to be in a day-for-day hold pattern until we get this issue resolved. Thanks for your patience. Hopefully it'll be soon. Todd
  2. 30 points

    Today is not the day. :(

    Hey folks, Unfortunately, as the title says, today is not the day that 5.110 goes to Test. We hoped it would be. We wanted it to be. We pushed really hard to make it the day. This was a crazy week. On Tuesday, Gordon and I decided to institute a mandatory work-from-home policy for the entire team. That meant a quick scramble to get everyone equipped with machines and webcams and microphones and, in some cases, even desks at home. We started sending people home in waves. By Friday, the entire team was up and running in sixty different locations, with access to slack and email and source code and bug tracking and server monitoring and everything else. This morning we were even able to do company stand-ups like normal, only via webcam. so, really, not like normal at all. In spite of that, we made a valiant run to get you a build, because we know you guys are chomping at the bit to test 5.110 (and believe me, we are, too!) But after our end-of-the-day playtest, we took a hard look at the remaining critical issues and decided it just wasn't ready. So: we're not quite there, but we are so, so close. Thanks again for your patience, but -- as always -- quality is paramount. We appreciate your understanding. Todd & Gordon & the (widely scattered) team at ACE
  3. 23 points

    A little something

    We know everyone is waiting with baited breath for the War of the Gods to be released on TEST. In lieu of that, we wanted to share a couple of things with you for theorycrafting and discussion. As you explore the Crowfall worlds, you’ll spot these intriguing podiums here and there. When you spot one, the “F to Interact” option appears. Interacting with them will give you a buff of some kind. This particular one is next to the Tree of Life in the Sun Temple. When you interact with it, your food meter (aka “chicken ticker”) will be completely filled. This is a wonderful quality of life benefit! Someone recently asked me how saddles slot into the new power bar, so I wanted to give you a peek at the slick revisions were made. On the right end, you’ll see the Mount icon (hit O to summon) and the Recall icon (Alt+P will take you back to the temple). Thank you, thank you, thank you for your patience!
  4. 22 points

    Today is not the day. :(

    i hope you are ready for winter
  5. 19 points
    We finally got to experience passive training in a way that reflects a launch scenario, unfortunately as predicted it does not feel good. First, let’s get a basic premise out of the way: there is nothing inherently wrong with passive training systems. It’s a different sort of trade-off than an action grind system or a simpler character and level-based one. Some people don’t like them, that’s fine, I personally don’t like action grind systems at all and prefer a passive one. Alas some stuff is subjective, but for the foreseeable future Crowfall will have a passive training system and I'm working under that premise. The problem we face is that as far as passive training systems it feels slow and thus unrewarding, and is fairly inflexible with a lack of real choice, which makes the few possible bad choices feel particularly punishing. So what are the issues and how do we fix them with minimum coding impact/effort? Issue 1: Passive training feels very slow and unrewarding. tldr: The general audience will struggle with or refuse to embrace a system that tells them to wait weeks, much less months, before they can start having fun or at least be effective in their areas of interest. Training progress and noticeable returns are very slow at the current TEST speed, while it was better on LIVE it was arguably still not quite right. This is particularly noticeable for Crafting and Exploration, but at later stages of the player base’s passive training timeline also becomes particularly noticeable for Combat when comparing veterans to new players. When a player first starts there are only two things they can really do: limited useful gathering and engaging in combat. The longer the game is live and passive training is progressing, the worse these gaps become and feel, but the biggest offender is Crafting (as was recently pointed out in another thread). The time to effectiveness in any of these areas seems to at least be measured in a minimum of months, but it’s not even worth bothering to Craft until you can surpass dropped gear - despite spending weeks of passive training and acquiring many stats for that purpose. This is a deathblow for anyone who wants to primarily be a crafter, and those people most certainly exist. Given the amount of actual time we spent outfitting new people back when the population was booming, such players most definitely serve a purpose and keeping them in the game is valuable. The same is true of Exploration, though the impact is less severe as gathering has a better ramp-up of usefulness, however, the best stats are deeply hidden in the Specialization trees. The issues with Crafting and Exploration feed into the power gap issues with Combat training, resulting in new players feeling under-powered - especially if they don’t have access to veterans to supply them with well-crafted gear. Feeling under-powered for a long period of time pushes them away from the game, despite the fact that having more people is almost always better regardless of power level, and fuels the desire for catch up mechanics or an alternate training system. Issue 2: Lack of Choice tldr: Players rarely get to make choices that differentiate their account from any other account, and the few choices they make result in less flexible character choices. The passive training system is limited to only 2 major choices (and for most, it’s only really 1 choice) per account for every couple of months at best, and almost no smaller choices within those 2 choices. All of the real choices, small as they may be, lie in Exploration. While Crafting and Combat only have the option to make the right choice and several wrong choices. When an account is created they must choose 2 out of 3 areas, though ultimately if a player is ever going to engage in combat somewhat regularly they only have to make a choice between Exploration and Crafting. A purely Combat focused player will need to make no choices, they will pick Combat and Exploration. Each of these areas have few choices, and the further you progress, the fewer choices you get. For example, in the Combat Basics the choice comes down to which six nodes you may skip. At least three of them will be a choice between taking damage oriented nodes or healing oriented nodes while almost every other node will be shared by all builds going through combat. As you advance to the next Combat tree (Armor or Weapons) your choices quickly disappear, or are again limited, to choosing between Support or Attack nodes. Once you reach the specialization trees your choices lock you into specific builds to gain their benefits, reducing your game-play options. Changing these choices require significant time investments, which can be a huge opportunity cost if you happen to make “bad” choices by choosing poor meta options (or a future patch imbalances specific builds). Crafting is even worse, the only choice is which crafting you want to pursue. Then you pursue it to100% completion or fairly close. There are a few places you might think you could shortcut, for example you don’t need more than 10 Alchemy Experimentation points for Philosopher’s Stones, but unfortunately you will still need to maximize Assembly and Experimentation which will results in you taking the vast majority of the Alchemy training nodes anyways. Exploration has the best scenario, the middle tier Gathering trees have good general use for their areas, but some of the best stats for gathering such as crit harvest chance, crit harvest amount, and beneficial harvest requires taking the majority of the specialization trees to acquire. Resulting in any gatherer going that deep almost universally taking all the nodes, with only slight priority adjustments for more useful or desired resources. How can this be fixed? tldr: Use EVE’s progressive pip model to reduce training gaps and break up tree structures to create choices. The most plausible solution is to take a page from EVE’s passive training system and adapt it to Crowfall. The first major component is that each Node’s pips should have a progressive cost. At the basic level it shouldn’t take more than a few mins to reach 1 pip, an hour or two for 2 pips, and less than a day for 3 pips. Succeeding nodes should unlock at 3 pips, not 4 pips. This will become important as the 4th and 5th pip for a node should be distinctly more expensive than the preceding 3 pips, using our basic example taking say 1 day for the 4th pip and then 2-3 days for the 5th pip. This creates a more rewarding scenario where players have reason to engage with their passive training regularly and receive their perks. It also makes it “quicker” for players to reach a base effectiveness that lets them compete with veterans. While a Veteran may have picked up those 4th and 5th pips as they dedicate more and more time to that specific training, the new player is reaching ⅗ of those stats fairly quickly, reducing the gap. This also allows the ability to stretch the overall training times out longer, without restricting the feeling of getting a reward. For example, you could make maxing a specific craft take 6 months, but you could reach 40% effectiveness in a few weeks, 60% in a month, and 80% in 3 months. But that last 20%, which is primarily picking up the 5th pip in all the nodes, stretches out to 6 months while the gain for doing so is much smaller compared to the player that might have stopped at 80%, only resulting in 1% or so to each stat affected for spending the extra time to maximize. The second component is to break up the trees into more linear options. Some tree structure can still work, but related nodes need to be more linear with multiple lines to pick from to create actual choices. Damage options should be related, but not pre-reqs, for support options and vice versa. While general options should be completely separate lines. This creates many more choices and differences between player accounts as the specific spread of nodes and pips used to reach a deeper tree could drastically vary between two accounts building to the same role. This also gives players more control over which stats to prioritize and should something change in the future due to patches, pivoting has a much lower time cost thanks to the progressive pip changes above. This may require breaking nodes into more incremental options, but as long as the overall times are not drastically elongated the net effect is still fairly positive. The one weakness to this change is that there aren’t that many nodes to train overall. The current trees don’t currently have enough breadth of choices, or many interesting choices, and arguably too much depth. However, if they plan to add more sub systems and thus more training options to the game over time, the breadth problem could be solved and the outline above would make pivoting to new additions less dramatically time consuming to get a reasonable effectiveness level.
  6. 14 points

    The War of the Gods (Updated 6 pm CDT)

    UPDATE - Thursday, 3-26-20, 6 pm CDT - Please be aware the War of the Gods Update on TEST will be unavailable the rest of the night. Tomorrow, we will notify our community as soon as we have an update on when it will be available. Thank you! The big day is here! Crowfall backers are cordially invited to log into TEST and get their first look at the eagerly-anticipated War of the Gods update! Please remember, this update is on TEST because it needs to be TESTED so check the release notes to ensure you are aware of what to expect and...have fun playing! PHASE 1 We’re taking a phased approach to releasing the update on TEST in order to collect feedback on specific updated features. In this first phase of testing War of the Gods, we will focus on updated combat and gameplay, leveling progression in the God’s Reach world, and Frostweaver gameplay and mechanics. God’s Reach offers new Crows a safe haven where they can explore the world at their own pace before advancing to the Campaign Worlds where you face higher risks (and rewards!) In God’s Reach, playtesters in both EU and NA will come together as one faction, on one server, to explore the new gameplay. After we get through the initial phase of testing on God’s Reach, we will move into the next phase of testing, introducing the Dregs (guild vs. guild) world on TEST. The ultimate goal is to test all of the new features for polish, balance and performance. Then, we’ll be ready to take The War of the Gods to our LIVE testing environment. FAQ Which test groups will have access to TEST? TEST will be available to everyone who’s purchased a backer pack, so please jump in and join us! To become a backer, it’s not too late to purchase a backer pack to get in and play now and forever, no waiting. All backer packs, include immediate access to play the game plus a digital download of the game at launch. Where do I download the game? The download can be found here. (You must be logged into your crowfall.com account.) Note that the TEST version of the download is different than the LIVE version, so be sure you’re downloading and installing the correct one. Who do I contact if I have trouble downloading, installing or running the game? Send an email to support@crowfall.com for assistance. Please include a DXdiag report (the steps are listed here, it is very helpful in resolving your issue if we can see that data, so thanks in advance!) so we can help troubleshoot the issue more quickly. Where should I send feedback and bug reports? Please use the designated Testing forums to share your feedback and submit bug reports; and thanks for posting them - your feedback helps us to hit our quality bar. What if I find an exploit? Suspected exploits should not be posted on the Testing forums. Please send them to support@crowfall.com with as much information as you can about what you were doing when you noticed it and the steps to reproduce it (if possible). P.S. It's noon somewhere, right? See you in-game!!!!
  7. 13 points

    Update on getting 5.110 to Test Server

    We took someone's advice and jiggled the cord and look what happened! 😵 Seriously though, the LIVE issue is being worked on until we get it fixed again. We'll communicate as we know more.
  8. 12 points
    Crafting may need a little updating @thomasblair This is the FIRST time, since I have been main crafting in this game for 3 years+, we have had a FULL wipe with wartribe gear out and it points to some serious issues for crafting. Early crafting feels like it is not impactful or useful. PROS of Current System I am happy with the power level of wartribe gear because I realize it needs to be relatively strong for players joining in later in the game. I am also actually VERY happy my guildmates aren't all piling on me to make them gear early on. CONS of Current System Even if I did want to make white or green harvesting/crafting gear, I will fail terribly for a month. Both on assembly and experimentation even if I choose right race, max right stats, and get all the disciplines I can. No runemaking thralls (at least in GR) and no runemaking races making the ONE thing we can't get from wartribes very difficult to make early. Helper Monkey and Risk Management got nerfed, also making it more difficult to craft. Suggestions VASTLY lowering the difficulty of making and experimenting on white and green crafts. (Blue wartribe will be better than both of these, so why make it hard on us?) Add other minor disciplines specifically geared for helping crafting just starting out. Front load the crafting bonuses more. (Possibly make general crafting have a 1 for 1 effect and lower the nodes of the advanced trees) ARTIFACT Feedback There are multiple versions of every color of artifact bind, I believe 6. Meaning there is at least 18 pieces for each wartribe.(Only saw up to blue, maybe higher and more item bloat). There is absolutely no difference or distinction or seeming reason for having different versions. Artifact binds of the same color/type do not stack. Suggestions for Artifacts Each wartribe should only have ONE version per color. Each bind of the same color and type should stack. This is to not only clear up inventory space but also take pressure off the server. Why should the server need to track all these extra items that have no distinction or effect?
  9. 12 points
    Did you try turning it off and back on again?
  10. 12 points

    Today is not the day. :(

    At least 1! 😉
  11. 12 points

    CF covid-19 impact?

    Thanks for the concern. We work in an office building with other companies, so we aren't really isolated and need to take the same precautions as everyone else. Additionally, school closures and daycare closures are also having an impact on the team. So, yes, we we have moved to a WFH structure. However, everyone on the team has plenty of WFH experience, we're set up to do it efficiently and the lines of communication are super strong. The situation will not impact our development at all. (Except that we had been bringing lunches in each day for a few weeks and now half of us don't remember how to fend for our own lunches anymore. haha!) Ya'll stay safe, too!
  12. 12 points

    Warstories: Wolfhavens Siege

    The brave forces of Chaos-EU gave us an epic war of attrition over Wolfhaven Fort on 09. of march. Sorry for the long video. War doesn´t take breaks.
  13. 11 points
    Today feels like.
  14. 11 points

    Today is not the day. :(

    Not what I meant when I asked for a wipe
  15. 11 points

    Interactive roads staff diary

    @Staff @Kraahk
  16. 10 points
    As soon as the Test server came up, I jumped right in with a deep review of the Professions (Passive Training Skill Trees) to update my spreadsheet. Specifically, Basic Combat, Crafting Basics and Exploration to see what has changed and how it made change ones approach to the leveling progression as a primarily crafting focus individual. Here are my initial thoughts, Combat Basics - Format of the spokes skill trees jumped out at me as really pushing for specialization. I love the look of it and the concept of going for just what you need out of the gate. The buy in cost of Combat Basic Training seems rather steep initially but considering the tree is focused on helping with PVP more than PVE combat, that cost will be easily attained while leveling. The progression through each line slowly builds on the initial concept of that line of the tree and builds on it. Like the changes. Crafting Basics – Once again the change into the spokes skill tree is excellent. The fact that the three main craft boosting choices are the same on your way to selecting your chosen Crafting skill tree, even if they in different orders is great. No longer do you work towards a line for the Experimentation boost and then break off to work towards a different craft. Plus once you work towards multiple crafts, you double up on those stats. Nicely done. Exploration – Here is where things started to fall off the bus for me and prompted me to write this feedback. In exploration the streamlining of specialization has gone haywire in my opinion. Skills that branch from other skills don’t make sense. Other skills are hidden behind skills that most would not take if they weren't necessary, as they are outside their area of focus. So let me dig in and explain what I am seeing and what I am feeling. Gathering Line (Going up) – This line starts off as a Ore and Stone Focused line, giving a boost to Picks and Hammers. Then right behind it, you have Knotwood, which is confusing since the Axe boosting is in the Survival Line. We carry on through the line, everything is fine, we still pick and hammer focused skills. It does feel like it should have split into two lines to encourage a focus on one or the other, but I digress. The next confusing item it Beeswax branching off from Slag. Completely unrelated skills that do not build on each other or encourage specialization. Recommend moving Knotwood and Beeswax to Survival or a Wood Chopping specialized like. I understand that it is probably expected at some point everyone will have the entire Exploration tree completed to get the Exploration Mastery, but early and mid game shouldn’t be about completionism, but about specialization and teamwork. Speaking of the Exploration Mastery, why Apples here? Energetic Harvesting should be a Mastery of Wood Cutters only. Movement Line (Going right) – The main thing that didn’t feel right is this line was having those that specialize in personal movement stats had to also take mounted movement skills. Seems like generic skills like Enhanced Sprint should be first, then split into 2 lines, one that bolsters the Mounted, Caravan items, the other for the Movement Offense and Defense. See the modified image. Survival Line (Going left) – Starts out suggesting it about being Tree focused. Then once again it gets confusing by having Harvest Bone, then Consumption. The first about skinning which does not anywhere in the Skill Tree have a decreased decay for Skinning Knives. The second about eating, which everyone will want, but may not want to chop trees or skin to get to the eat drink abilities. The whole line seems all over the map ending with a Mastery that gives a Survivalist Campfire when the Exploration Mastery also gives a Campfire. Recommend this line gets split into two separate lines, one about Food and drink with another about trees and animals. If we ever get a specialization for picking plants (using a Sickle) for greater harvests, then a Tree and Plant line would be a great combination, related skills together. Then a Skinning (Butchery) and Eating Buff Line, both food related. Would still need twin paths, so one could specialize in one or the other. For an example, say I want to specialize as a skinner, bring back meat, hide, bones and blood to the clan. No other quality tools needed, no skill points spent to boost my vessel outside my chosen profession. Implement mini masteries for each specialization that leads to the deeper skill trees that support your profession. Leaving the 100% completion of a Skill Tree to come back to later. This would support the already encouraged point spending in the tree to fast track your path of choice by allowing only 4 out of 5 PIPs purchased to buy the next level. That sums up my initial feeling on reviewing the trees. In summary, love the approach to specialization, consolidation of like-minded abilities. The standardization of the ability point names and symbols. But feeling jaded with the perceived mess of the Exploration Skill Tree. Below list my stab at how it would make sense in my head focusing on specialization and getting people to the next tier of trees past exploration. New Gathering Line – Gathering, Cobblestone, Slag, Plethera of Dust, Hunger Shards, Soulgem, Proficiency New Wood Line – Apples (Harvest Chance: Apples, remove from Exploration basics) Survival, Foraging, Knotwood, Beeswax, Survival Proficiency (Changed to Harvest Chance: Apples that is removed from Exploration Mastery) New Provider Line – Provider (New Skill, Decay Reduction: Knives), Harvest Skin, Harvest Bone, Harvest Blood, Provider Proficiency (Currently labeled Survival Proficiency) New Vessel Line – Basic Cooking, Improved Consumption, Improved Ingestion, Improved Metabolism, Vessel Proficiency (Well Fed: Ability to have a food and drink buff active at same time) Personal Movement Line – Enhanced Sprint, Improved Dodge, Split to Stealth Movement Speed and Pathfinding (Most won’t need both), come back together to continue, Enhanced Defense: Slow, Movement Speed Damage Bonus Assisted Movement Line – Movement, Herding, Enhanced Defense: Slow for animals, Weight Reducing Movement Speed Bonus (Reducing Impact of Vehicle weight on animals), Movement Proficiency Thanks for taking the time to read my input. Please note that I am not criticizing in any way, just providing an explanation my thoughts when presented with new information. Games succeed of fail on the initial impressions in many cases. This is by no means a fail, just a simple observation. I hope you find it useful to get a different perspective. I applaud the improvements so far, keep up the great work. I will digger into the deeper skill trees as time permits. Your humble tester, Chief Sarcan
  17. 9 points
  18. 9 points

    Choices Matter: Racial Disciplines

    Here's the oft-requested Centaur -- And a bonus because it's Friday -- P.S. Crowfall peeps = best peeps. ❤️
  19. 9 points
    Crowfall War of the Gods Update Development Build 5.110.0 - Phase 1 Introduction Welcome to Phase 1 Testing of the Crowfall 5.110.0 Release! This update has an enormous number of new gameplay features that we’ll be making available on the Test servers, but in order to focus the testing and feedback on specific areas and performance not all features will be available at once. Please note that these Release Notes are not final and will be changed prior to the Release being deployed to the Live servers. To report any issues or bugs, please go here: TEST Bug Reports (5.110 Phase 1) To report feedback, please go here: TEST Feedback (5.110 Phase 1) For an up-to-date list of known issues please go here: Known Issues (5.110 Phase 1) Phase 1 Focus Combat and gameplay flow Progression of new characters from levels 1-25 Frostweaver gameplay and mechanics Combat and Gameplay One of the previous interface elements used to support gameplay, the Survival Tray (also known as the Harvest Tray), has been removed and replaced with a new streamlined gameplay interface. We feel this change provides a much more intuitive and responsive gameplay. It’s a significant change and we’re looking for feedback on any areas or interactions that do not feel user-intuitive. Goal: Experience the new combat and gameplay mechanics and provide feedback. New updates: Combat There is no longer a tray specifically for out-of-combat actions, survival or harvesting, and all trays can be used while in-combat or during out-of-combat activities including harvesting. Players now enter combat mode by using any combat power and are automatically removed from combat mode after they have not taken damage from another player for 10 seconds and if there are no aggroed NPCs nearby. Some classes only have a single power bar such as Melee or Ranged, while other classes have the option to switch between powerbars by pressing a hotkey. Some combat powers can only be added to a specific powerbar. Non-combat powers can be added to any powerbar. Passive abilities are always active when the character is in the appropriate combat mode. Players can now loot NPCs while in combat. Harvesting Each of the five harvesting tools now has a specific inventory slot to which they can be assigned; there is no longer a need to change which tool is equipped. While out of combat and facing a resource, using Left-click will automatically activate the appropriate harvesting tool to harvest it. The shovel tool slot is now locked until you obtain the skill Digging Basics in the Excavation skill tree. The Harvesting user-interface (on-screen icon and “pips”) has changed: This UI is no longer automatically granted - first players will need to equip an Exploration discipline (specifically: Connoisseur, Lookout, Survivalist, Foreman or Villein) Once the discipline is equipped, players can get the benefit of the Harvesting Power passive power that then activates the ability to charge the harvesting pips (via the harvesting UI). The Villein Exploration discipline also allows you to see the Harvesting UI (pips) but does not give players the ability to use it - without having the Harvesting passive power. In order to unlock the Harvesting Ultimate: Energetic Harvesting, players must spend points in the Exploration Mastery skill in the Exploration Basics skill tree. New Player progression in God’s Reach (Starting World) In order to ensure player’s get off to a strong start, we’ve updated the player leveling experience and we’re introducing a new God’s Reach map. This new map will be receiving several updates coming in later Phases of the Test, but currently provides an opportunity to play the new leveling experience. Additionally, in order to enter higher-level worlds in future phases of testing, you will need a character level 25+. Goal: Level a new character from level 1-25 and provide feedback on the leveling experience New updates: NPC Levels and Difficulty NPCs now have a level ranging from 1 to 30 which corresponds in power to player levels. This change is intended to make finding and fighting relevant NPCs more accessible and user-intuitive for players than the previous system. The level difference between a character and an NPC now plays a greater role and higher level NPCs are significantly more challenging to fight. NPCs that are significantly higher level than a character will do increased damage to that character and have increased resistance to attacks. These changes are intended to provide a smoother, more intuitive curve for character leveling by offering players challenges appropriate to their level (+/- 4 levels.) Beyond the standard NPCs players most frequently encounter, we’ve added new NPCs ranging including elites and powerful new raid bosses that are distinguished by a visually unique (color/shape) frame on the nameplate to better stand out. These NPCs may require multiple players to defeat. Harvesting and Crafting XP Previously there has been limited value to harvesting or crafting while leveling. To allow players to have greater variety in the way in which they choose to level, harvesting of resources and crafting items now grants players XP. As you gain levels, you will need to seek out higher value resources or craft items with higher rarity to continue gaining XP from these activities. Frostweaver An exciting new addition to the roster of Crowfall classes, the Frostweaver is available for the first time! Not all of the FX are final, the Frostweaver is a unique class that offers players a new gameplay experience. We’re looking for feedback on the core gameplay mechanics. Goal: Experience the new Frostweaver class and provide feedback on the Frostweaver gameplay and mechanics particularly interactions with Ice (see below). New updates: Masters of the cold-based magic Cryomancy, the Frostweaver specializes in the creation and manipulation of different forms of Ice to heal or harm. Whereas Confessors utilize their faith to shape flame, Frostweavers use wizardry and magic to harness their chosen element. Frostweavers use Ice as a unique resource. Ice can be created in a number of different forms to perform a variety of functions. The Frostweaver is extremely versatile and can transmute one type of Ice into another on the fly. And when the fight is over, they can even pick up and store leftover Ice for later. Frostweavers have access to Damage, Defense and Healing roles and can specialize their talents to become a deadly Archmage, a defensive Frostguard or a supportive Icecaller. Frostweavers wield a unique weapon: the Frostcaster. Frost Crystals set in a metal frame grow and contract with a gesture allowing the Frostweaver to cast icy magic at will. The Frostweaver is available to the Fae, High Elf and Wood Elf races. New Updates for War of the Gods (5.110.0) Phase 1 And there’s more...this is not a complete list of the updates found in War of the Gods, but represents a number of changes that you may encounter during your testing in Phase 1. Please share any feedback with us at: TEST Feedback (5.110 Phase 1) Powers There has been a substantial change to the way powers are created and executed in-game. This should provide a long-term improvement in performance and our ability to efficiently fix powers related bugs, temporarily the FX and SFX of some powers may not trigger correctly. We are working to correct these issues. Some Power Cooldowns and Buffs now persist through zoning and logging out. Class Powers The Druid Static Bolt basic attack is no longer a channeled ability and can be used as individual attacks or as a chain. Disciplines The Major Disciplines Elementalist, Militant Mage, Mudman and Scarecrow have been removed and can no longer be purchased or crafted. Talents It is our Design intent that players make meaningful choices when choosing Talents; not all will be able to be purchased - choices matter and you will be forced to make trade-offs. The benefits provided by many Talents have been altered. Plate armor proficiency has been removed as a default starting option for classes that previously had it. Proficiency with Plate armor is now granted by several Promotion Specializations. Major Disciplines now cost 5 talent points. Races and Racial Passives Choosing a Race in Crowfall has always been a meaningful and impactful choice. We’ve made a number of changes to racial bonuses and powers, as well as improving how those benefits are presented. Attribute Base Caps have been clarified. This allows players to see base stat caps for a race at the top level in the racial discipline. Many Passive and Active Racial bonuses have been altered. Races now receive one to two active powers, four to five passive powers, a race specific Dodge and some races receive an additional equipment slot. New or Updated Racial Passives: Centaur Hungry as a Horse - large physical size requires you to eat more often, reducing your Food Regen Rate by 20 seconds. Legion's Strength - increases all nearby group members’ Attack Power and Attack Power statistics by 75. Sure Footed - prevents damage from causing you to be dismounted. Trailblazer - increases your Out of Combat Movement Speed by 15% after you Pathfind a trail. Pathfinding automatically happens whenever you leave combat. Elken Follow-Through - increases your Ranged Distance Bonus Cap by 5. Gaea's Tears - increases your Critical Healing Amount statistic by 10%. Tannin Techniques - increases your Leatherworking and Leatherworking Experimentation statistics by 10. Trailmaster - increases your Out of Combat Movement Speed by 25% after you Pathfind a trail. Pathfinding automatically happens whenever you leave combat. Fae Born Under The Knife - increases your Power Damage Bonus: Melee statistic by 3%. Toxic Tolerance - increases your Organic Resistance statistic by 5%. Improbable Antidote - has a chance to instantly remove all Toxin effects on you whenever a Toxin effect is applied to you. Glide - reduces your falling speed. You can activate this power with the jump key after a successful double jump or while falling. Guinecean Double Jump - jump again while near the apex of your first jump. Epicurean - increases your Consumption statistic by 15%. Superior Weapons - increases your Weapon Damage statistic by 8. Caravan Master - increases your Plentiful Haul statistic by 1. Half Giant Brawny - increases your Critical Damage statistic by 10%. Gigantism - large physical size requires you to eat more often, reducing your Food Regen Rate by 10 seconds. Maken Me Mad! - grants a stack of Maken Me Mad whenever you are damaged for less than 200 Health. If five stacks are gained in 30 seconds, gain Giant Smash. Giant Smash increases your Damage Bonus and Healing Bonus statistics by 5% for 12 seconds, and also restores some of your class specific resource. Sticks and Stones - increases your Logging and Quarrying statistics by 10. Half Elf Bandit's Armor - protects you with a Barrier preventing up to 1000 Piercing damage or 500 damage of other types for 15 seconds. (Activated power) Lay of The Land - increases your Mining statistic by 15. Past Lives - unlocks an additional Minor Discipline Slot. Trailblazer - increases your Out of Combat Movement Speed by 15% after you Pathfind a trail. Pathfinding automatically happens whenever you leave combat. Wildkin's Retort - heals 6% of your maximum Health every second for 4 seconds whenever you are the victim of a Knockdown, Stun, Root, or Snare. High Elf Acrobatics - has a chance to instantly restore 1 Dodge Power when performing a right-click Dive Roll. Hauteur - increases your Critical Damage statistic by 5%. Vanity - increases your Elemental Resistance statistic by 500. Human Gemcutter - increases jewelcrafting statistic. Hero's Blood - increases the number of slots on your power tray. Pain Tolerance - reduces all damage that you take. Past Lives - unlocks a minor discipline slot. Minotaur Thick Skin - increases your Resist All statistic by 300. Gigantism - large physical size requires you to eat more often, reducing your Food Regen Rate by 10 seconds. Unbreakable - grants immunity to all Stun effects that hit you from the front. Waste Not, Want not - Increases your Skinning statistics by 15. Nethari Desert Winds - increases your Health Regen: Out of Combat statistic by 20. Subcuticular Suturing - increases your Necromancy and Necromancy Experimentation statistics by 10. Sun-Kissed Skin - increases your Anti-Critical Strike statistic by 3%. Walk Without Rhythm - increases your Movement Speed: Stealth statistic by 20%. Stoneborn Blood of the Mountain - increases your Incoming Healing statistic by 15%. Coagulation - has a chance to instantly remove all Bleed effects on you whenever a Bleed effect is applied to you. High Forge Apprentice - increases your Blacksmithing and Blacksmithing Experimentation statistics by 10. I Get Knocked Down - reduces the length of Knockdowns you suffer by two seconds and increases Damage Bonus and Healing Bonus statistics by 5% for 12 seconds after suffering a Knockdown. Wood-Elf Nature Resistance - increases your Nature Resistance statistic by 1000. Reflection of Nature - increases your Critical Healing Chance statistic by 3%. Shaper of Wood - increases your Woodworking and Woodworking Experimentation statistics by 10. Trailblazer - increases your Out of Combat Movement Speed by 15% after you Pathfind a trail. Pathfinding automatically happens whenever you leave combat. Crafting Specialized crafting tables will no longer automatically grant you all of their recipes; they will give you the recipes for basic components, with higher resource costs - to provide a higher benefit to having a Crafting specialization. To unlock additional recipes, you must now equip the appropriate Major Discipline tied to that Craft. To further improve your crafting experience (reduce the amount of resources required to complete a recipe, and improve your result), equip the appropriate Advanced Minor Discipline. Sacrifice All God statues have been added in the Temple. Each god has a dedicated Sacrifice Brazier The Sacrifice window now provides additional lore for each god Items The cost, attributes, and values of many items have changed. Added a several new items found by harvesting “Artifact Binds” now require five fragments of the same quality to craft and result in an artifact fragment of a higher quality, which can be sacrificed for increasingly greater XP. World Bank The World Bank / Vault in campaigns are no longer accessible by hitting ‘B’ or the UI; you can access the Bank in a Temples; additionally, there are new bank outposts that can be found throughout the world (by using your map). The Vault can still be accessed while in an EK. Added a confirmation dialog to prevent players from accidentally deleting items able to be exported - via remaining export tokens - in the game lobby. Deeds purchased with Crowns can no longer be imported into an Embargo Campaign. User-Interface We’ve dramatically updated the User Interface including visually exciting Nameplates, Character Sheet, Action Bars, Class Resources, and more. The new UI provides a more consistent look and feel that compliments the world and lore of Crowfall. Sounds / Animations Added and updated numerous sounds, animations, and icons. General Roads now increase the movement speed of players and Caravans on them. Tower Outposts are now located near the roads. The skills trees have been significantly reworked. Several obsolete or non-functioning branches have been removed and the Skill Trees should now offer better progression. Bugs Fixed We’ve fixed numerous issues this release… too many to list in one place. The list below is a combination of critical issues that have been fixed, as well as a number of less impactful, but player reported, bugs. Show Stoppers: Fixed an issue where installing Crowfall without updated Visual Studio C++ Redistributables would cause a black screen or sound errors loading into the game. Turkey Region Settings no longer cause Assets to not load properly which would prevent players from being able to log in. General: The Dizzy effect has been removed from the game. Constructing a wall no longer causes the character to sometimes rubber band or become stuck. Fixed an issue where interacting with a Rune Gate would not remove the character from stealth. Carrying Capacity: Ore node in Exploration Basic skill tree now improves stats properly. Deleting a World Bank will now delete all items inside of that bank (including crafted vessel items). Fixed an issue where players could not login if their username began with numbers, dashes, underscore or dots. Players can no longer spend level points in a maxed out stat. Fixed bug with faction selection causing loading screen issues. Player character and NPC corpses will no longer float if they die midair. NPC Corpse interaction has been improved to better reflect the position of the NPC. Fixed bug where players could see doobers while in crow form. Guinecean stealth double jump animation now plays properly. Bandage animation now plays correctly. Players will no longer get stuck on Leaving World when you log out. Fixed an issue where NPCs could be stuck in the world and unkillable while leashing. Ballista aiming reticle should now appear correctly when over a player character. Decreased interactable radius for Death Blow. Building interact distance has been shortened to 5m. Vendor interact distance has been shortened to 5m. Fixed an issue where some items from the ejected vendor were disappearing. Fixed an issue where some items would rarely be lost being returned to the Vault. Fixed an issue where some objects would be seen floating. Buying disciplines using the Right Mouse Button should now work properly. Harvest-able resources will no longer shield characters from siege attack damage. The Zone tab of the chat now appears in zones that contain apostrophes. Equipped items can now be swapped with the same item in the inventory. Siege timer on highlighted Keeps in the map are now displaying the correct duration. Fixed an issue when a character dies via falling through the map and is taken to an infinite loading screen. Fixed crashes resulting from players zoning. When the hunger bar is depleted the starving debuff will now appear and health will not regenerate. Power tray background now displays correctly after being overlapped by another character's health bar. Fixed issue where the next attack after retaliate does not do any damage. Fixed issue after purchasing a guard the character would be teleported to the roof of the outpost. Fixed issue where Wartribe corpses appear to stand up when the character backs away more than 40 meters. Fixed issue where the player is able to enter game-play with a recently deleted character. Completing a Hippo (a wall or building) no longer causes your vessel to rubber band or become stuck. Updated and improved animations for stronghold guards. Improved character animations while swapping trays. Hellcats can no longer hit the player character when in an outpost. Fixed screen lock up when selecting the completed tab from the campaign screen in the lobby. Added a confirmation dialog with the race and class during character creation when using a crafted Vessel. Campaigns: Fixed an issue where Raid Bosses were not spawning in some campaigns. Fixed an issue where some NPCs were not moving from their Spawn Location. Fixed an issue where Runegates, harvestables, and NPCs would not spawn in a zone. Crafting: Book Clasps, Bow Risers, and Staff limbs can now take 2 Spherical Gems. Players must unlock the Assassin Tools of the Trade talent in order to craft toxins. Players must have the appropriate recipe scroll equipped in order to craft a Runic Staff. Updated food vendor to have apples, plants, and more items per purchase. Some crafted recipes (artifact binds) no longer add to the leaderboard. Eternal Kingdom: Players are now able to move Castle Defense buildings that have Modular Wall Panels attached to them in your EK. Fixed an issue where "Building Placement Fail" message would appear while trying to move a house building in EK that has a vendor stall and vendor attached in it. Changing the player's account name when there is an EK created now changes their EK's Zone Name and Owner Name. While Building a house in Eternal Kingdom (F) and (G) prompts will no longer linger on-screen when the character is facing away from the building. Fixed issues with characters falling through the world. Edit Kingdom and Map can no longer be opened at the same time. User Interface: World Bank inventory window visible on the Vault screen should now open in the correct place on-screen. Group Leadership Combat stats are now correctly reflected on the players details panel. Faction crests should now appear correctly on the World Map. Fixed visual bug when moving gold between your Vault and a World Bank. Fixed bug with Talent Point tutorial tip. Fixed visual issue on Trial of Gaea badge stat improvement. Crafted Wood Elf vessel item description now correctly refers to it as a Wood Elf vessel instead of Druid. Fixed an issue where logging out after opening all UI caused players to lose click ability. Fixed an issue where modifying a stack while in the sacrifice window could give less XP. Comparing Tooltips for Harvesting items now displays the correct values. Chat: The /ignore chat command now persists between play sessions. General and Discipline Powers: Fixed bug where powers were missing their FX the first time they were used. Fixed the song duration resulting from the pure voice buff of twisting minor discipline. Channeling or charging powers will no longer fire upon character death. The hit FX, hit reaction and camera shake are no longer visible when attacking a character with different faction in a Sanctuary. Stealth shader now appears on all stealthed allies including allies that were stealthed before coming into view. Class Powers: Assassin: Assassin Shadow Armor talent now improves Resistance stats correctly. Assassin talent Alligator Blood tooltip now shows the correct bleed improvement information. Using the Assassin's ultimate power Shadowstep towards the Tree of life will no longer teleport you inside the Tree. Champion: When using Colossal Smash within 10 meters of a target the character no longer clips through the targeted enemy. Visuals for Second Wind have been improved. Neckbreaker ultimate power no longer damages twice after Violent Neckbreaker talent is taken. Confessor: Projectile of Meteor Purge now animates. Druid: Druid's Electrogenesis orbs will now be visible to the caster. Druid Partial Redirection talent now heals you by the correct amount of HP. Druid Sacrifice power tooltip has been updated to reflect the correct Essence restoration. Druid Blight power now has the correct duration. Druid Gaea's Wail bear projectile now animates correctly. Fixed several issues with Coalesce Life and Blight. Duelist: Duelist only stealth powers can utilize the Vanguard Scout passive lifesteal ability. Fixed an issue where the 'Dynamite' ultimate power of duelist could make multiple barrels per building near to the target. 'Impale' power of Duelist class will now trigger appropriately when used on an enemy. Snipe power now deals damage and registers in the combat log. Knight: Knight Shield Slam power now works at the correct distance. Myrmidon: Myrmidon Pulverize power now has hit FX. Ranger: Ranger basic bow attacks can no longer hit targets if they are obscured by game objects. Deathloop no longer unequips your secondary Melee Weapon when playing as a Ranger. Templar: Templar Holy Warrior power now has correct SFX and FX. Race Powers: Half-Giant The 'Blood of the Giant' racial power of the Half-Giant now has animation. Major Discipline: Fixed SFX issues on Lay Low, Stink Bomb, and Caltrops abilities.
  20. 8 points

    How can my day 3 crafter compete....

    My solution would be to add in a salvage process for crafters. Break apart that weapon So that I get a blue axe head and a blue handle. Salvage the axe head itself and get 2 blue ingots of Ugrunite (Iron equivalent) Get subcomponents from salvage of dropped gear, get mats from salvage of subcomponents. That lets crafters compete. Pull off that axe head. Custom make a handle that will do something people want. Salvage the handle into mats to make a new handle. Sure at a loss. Take 3 salvages with some random luck to make a new comparable axe. With less durability from a true Hand made axe from a skilled crafter with raw materials.
  21. 8 points
  22. 8 points
    So people can see the benefits of each race.
  23. 8 points
  24. 7 points

    Idea for Catch-Up mechanic

    ...for those who are either new or others who have fallen behind (Granted that they need to remove the xp cap on those who have not logged in for a certain amount of time. Real life happens) One of the biggest drawbacks for new people starting after a new wipe is that they cannot ever catch up with those who started their skill trees on day 1. Not only are there players who want to just pvp until the world burns, but there are also those who like to just craft or harvest. There is currently a mechanic in the game that could be tweaked to help new people actually catch up to those who started before them. This current mechanic is the artifact binds that are made from the artifact items that drop from the npc's in God's Reach. Currently you can combine 5 of these artifact items into an artifact bind for a set amount of xp. There are multiple tiers of these artifact items from different level npc's that offer different amounts of xp once you combine them. Use this same artifact system for harvesting. Have "wood fragments" or "ore fragments" drop from their respective harvesting nodes. These fragments are then used to make an artifact that can be used to add xp to the skill trees under Exploration or the Crafting tree. The way for the system to determine how much xp is needed for any one person to catch up to everyone else could be easily calculated since you get 8,640 points per day for the two trees you have selected. Multiply that number times how many days it has been since launch to get the total amount of xp needed to "catch up" to the day one playerbase. You could even add a graphic in the skill area which will show you the amount of xp needed to "catch up". As you use an artifact to gain xp; you then choose which tree you want to add it to (Exploration or Crafting). The amount of xp you get from that fragment is then subtracted from your total for that tree and the UI now shows your updated remaining xp. ALSO, these artifacts need to be account only and not tradeable. This will prevent people from being able to sell them. I do believe this would be a great system and would allow new people an actual way to catch up. There are a few other variables that need to be worked out and would love to speak with anyone about it. Thoughts?
  25. 7 points

    5.110 TEST Feedback for 3/30-4/1/20

    With the changes to the UI, it would be nice to see tool durability right on the screen. Maybe use this same pattern from the Character Screen (i). Put it anywhere. Maybe above the chat? Maybe have it only show when you're harvesting to reduce screen clutter? It would look something like this (my amazing Photoshop skillz):
  26. 7 points
    Will there be free city building in DERGS? Can we get a glimpse of DERGS? Will artifacts ever stack? Will there be a class overhaul? - Forstweaver has made some other classes kinda obsolete Will there be a passive tree overhaul? WTF are crafters supposed to do early game? Is Frostweaver OP?
  27. 7 points

    Frostweaver disappointing

    i miss when the base druid had branching/chaining combo powers that meaningfully interacted with both each other and a coherent resource mechanic, before the dilution event.
  28. 7 points
    We will. We just need some litmus tests done before we can start adding different campaigns and layers. Todd and Pann will let you know as soon as those things come on. Keep your eyes peeled for it. I also just really wanted to relay the info that the horses in the Sun temple had a name but I had to remove them to make them objects instead of NPCs. SOMEONE kept killing them during our testing cycles. They were really clever names, too. Artax Hunter Horse Helmsley Man O' War I spent like 5 minutes coming up with those names, too. RIP.
  29. 7 points

    EK Building Observations

    Recently starting testing again and have spent a majority of the past few days in the EK, placing parcels, building and wall. These are a list of observations I have made, some may be bug, some may be me not knowing all the aspects of the systems due to no tutorials. So without further ado, in no particular order. Woodland Creek Parcel - No water Build Mode - While in the EK, every item is always in the build mode providing the tool tip of Move or Loot. We need to be able to toggle this on or off. No Sky view - Need the ability to view the world from a sky view perspective while building to facilitate better planning, placement of items. Encountered a bug that threw me into the sky and realized this need to be a feature. Hunger - While spending hours building in EK, having to stop to eat is rather annoying. In a build mode, hunger should be greatly reduced or eliminated to encourage creativity. Map or Parcel edit view does not show buildings once constructed. Cycle Rank - Would be nice to able to cycle rank once snap point acquired to allow to see which version will fit. For example building a gatehouse near a deed edge, selecting your rank only to find it won't fit, having to break the link, adjust and then reconnect. Since the rank and the terrain can make the piece jump, reconnecting takes time to align. Deed Use Failure - Fort Defense Sentry Tower, Fort Defense Gate unable to be used. Stronghold Building: Castle Throne Room Ladder in tower is unusable currently. Elevation can cause the steps to have an invisible barring that will require you to jump climb the stairs, this also occurs on wall pieces with stairs. No Sockets for crafting stations, appears all keeps are this way. Fort Defense: Sloped Wall - Upward and downward are used to describe what side of the fence the catwalk is on, this is confusing until you place them. Upward has catwalk on left of fencing, downward also has catwalk on the left side of fence by default. You can't connect these two pieces and can a solid wall. Recommend you improve the tool tip or the image that represents the shape to help clear the confusion. Or just make the up/down the same piece that you can change the style of to suit your need. No access to cat walks on Fort Defense pieces with current pieces available as ramps can't be combined to reach all the way to the ground. Ramp Pieces do work but then your left with a section of the wall that touches the ground and you can just jump over it. Castle Defenses - No piece besides ramps allow you to transition from the bottom to the top. However using the ramp closes the path through the bottom. Looting pieces that contain connected pieces, IE Wall with windows and doors can bug the game, kicking you character off the edge of the map when attempting to place them done again and freezing/crashing the client. Returning pieces to the account vault retain the properties of the piece as placed preventing stacking. Recommend all pieces returned to the account vault be separated into their individual pieces and default state. This will allow stacking and help prevent the previously mentioned bug. Have a wood or stone top to the walls eliminates the ability to add windows, doors, buttresses, so on. While you can see the connection points when placing another wall piece, they do not appear in most cases when placing items that need sockets. Castle Wall Panels: Door - Need a stairs option to connect. Terrain is varied and placing the door often times will leave the doorway to high to enter even jumping. Terrain will bleed through a structure when placed. Castle Defenses: Wall 2x1 - Title is misleading since it is only a door structure. We need a 2x1 wall piece as well as the door piece. No doors for doorways beyond the gatehouse that has the built in gate. Castle Attachable: Rampart and Fence appear to have no place you can attach them, to anything I have anyways. Castle Attachable: Buttress and Fin - When snapping in, they attach at random angles rather than just straight out as they should. Castle Defense: Octagon Tower - Attaching any Fort Defense wall section a door at the snap point which is accessible from both sides of the wall. Castle Attachable: Rampart - Snap point suggests it can connect to a Fort Defense wall, snaps in position but provides a collision error. This collision makes sense but on the other hand, it would be nice to connect them, see the attached picture. After numerous attempts from scratch and iterations, I was never able to make a completed wall around the Keep, came close, but that is as close as it will come. See Picture. Terrain elevation has a huge impact on placement of pieces requiring to use the sloped pieces to follow the terrain. While this is understandable, it feels a bit to restrictive considering the default size of the pieces. Account Vault - Not strictly EK but also noted that lack of additional filters. Consumables, Resources, so on. Assume this is a feature coming in the future, but figured I should mention it also. The Search Filter does work extremely well in the mean time for resources at least. I am sure I encountered more that I forgot to write down, but this should be enough for you to chew on for now. My Ek is public so feel free to tour and there are crafting benches in the House. Your humble tester, Chief Sarcan Full Gallery https://imgur.com/a/fE3rt4G will add more images here as I make them.
  30. 7 points
    They don't need to communicate anything with us, they already have. Mr Coleman said that it is imminent, as soon as it will be ready it will drop, he has also said that they have one item left that is keeping them from dropping. What other information do you need, Daily posts of " still not fixed don't know when." He said the "second" its ready it will be up. Stop blasting them. When its done it will be done. People complaining wont make it happen faster. Its common sense that if its not done and dropped by Friday night to look Monday morning {if you know for sure they don't have people working their asses off on weekends}. Just cause it would be convenient to play it when everyone is on forced time off doesn't mean each and everyone of us wouldn't be running home from our normal workdays or calling in sick to play. Yea WE Want to play real real bad, but we Need to be patient, we don't need a 24 hr feed telling us they are still working on it.
  31. 7 points

    Today is not the day. :(

    After weighing the pros and cons of this, it's not a good idea. After skimming over the last page or so of posts, I've decided it's time to close the thread. We'll share an update as soon as there's news to share. Thanks again for the kind words and patience.
  32. 7 points

    Today is not the day. :(

    As Todd said in our last live stream, when it's time to go, we'll go. I'm not even going to venture a guess of when it might be. We're excited, too! I'll ask.
  33. 7 points

    ACE Q&A for March

    Yes. I had to leave a bit for an appointment, but I'm back now and putting the finishing touches on Dev Diary: The Many Splendors of Interactive Roads in Crowfall. I know everyone has been having a hard jones for it. TODAY IS THE DAY I MAKE THOSE INTERACTIVE ROAD DREAMS COME TRUE!
  34. 6 points

    Crowfall Memes + MS Paint Rage Thread

    In the current state of the FW:
  35. 6 points

    Knight Swordsman dps promotion class

    The Swordsman promotion class for Knight is listed as melee DPS, but there are some significant problems with it. As a result, it does less dps than any other dps promotion class. I've done a comparison with the Myrmidon Titan promotion, which is strong, but not as strong as the Champ Alpha Warrior promotion, for example. Stat-wise, there's not a huge difference. Titan gets 105 more Attack Power, and 1.5% more crit chance. But the Titan has a number of ways to increase its damage output: Frenzy adds 1.25% dmg for each 100 dmg done or received during its duration. It has an uptime of about 65% Whirlwind generates up to 20 stacks of increased damage (and causes a bleed) Blood Thirst buffs the damage on most Titan powers when hitting a bleeding target (LMB 3 causes a bleed, so does whirlwind) The Titan passive grants up to 25 stacks of a damage buff (for an increase of up to 50% dmg) for 30 seconds after hitting a bleeding target. The swordsman is so very weak in comparison. The swordsman buff grants a 50% dmg increase to LMB (and only LMB) attacks for 10s after it's triggered (it has a 30s ICD, giving it at best a 33% uptime). Only one native Knight power can trigger the buff (the first part of the Onslaught combo, and the bleed 3rd part of the onslaught combo). Also note that that hits the cap for Basic Attack Damage bonus, so anything from jewelry or the passive skill tree goes to waste when the buff is active. If a knight blocks, he gains a stacking dmg buff based on the amount of damage he takes while blocking. So if a swordsman stops attacking to block for 10s, he can, perhaps, get a 45% dmg buff that lasts 5 seconds. This is actually a DPS decrease compared to just attacking. 10s of 0dps followed by 5s of 1.5x dps. That's the same as doing half damage for the 15s. The swordsmanship capstone talent gives a 10% slashing bonus dmg (and cap) benefit. But every knight power save part of the onslaught combo does crushing damage, because they're all shield attacks. Even the Ult is crushing. Note that the Titan capstone power gives 10% slashing and 10% crushing to the Titan. Titan does not need a nerf. It fits in well with the rest of the dps promotion classes. Swordsman needs a buff to catch up to the other dps promotion classes. Edited to add: Following up, I'm not asking for wholesale changes to the class or even the promotion class. I don't want to see swordsman as the LMB "dps for dummies" build. I actually like the playstyle as is for the most part. I think the swordsman passive needs to be changed significantly to ramp up damage, and an additional mechanism for increasing dps would be nice. I would even give up block entirely on swordsman in order to secure more dps (although I note that the Titan literally cannot die with Frenzy active, so I don't think swordsman mitigation is problematic in a DPS class, especially now that it's been nerfed to mail from plate). Additionally, the capstone should include crushing and slashing dmg bonuses (and cap increases to match), same as the Titan capstone (and others) offer.
  36. 6 points
    In an effort to review all the skill trees, I decided I needed a way to visualize and review them even if the servers were down. So I took the weekend to screen shot every Skill Tree, every detailed node description and the label the Skill Trees. Knowing I can't possibly review in detail every node and tree in a timely manner. I thought I would share my efforts with the community so others can help. I have an Imgur folder for each tree linked below. I will not link every image as there is a lot of them, however here is an example of each type of image you will find. Note: The albums are hidden but using the links will allow you to view them. If you want to use my images on another site, your free to do so keeping in mind we still in testing and things are subject to change. Also be courteous and let us know where you are using them and let those on your site know where you got them originally. Alchemy https://imgur.com/a/ICbLt9Z Animal Specialization https://imgur.com/a/tG3KIJA Armor https://imgur.com/a/pkkmInq Blacksmithing https://imgur.com/a/atJ11oe Combat Basics https://imgur.com/a/EErI7Sx Command https://imgur.com/a/W7CCF2J Crafting Basics https://imgur.com/a/5naaW9f Excavation https://imgur.com/a/wYeSqQR Exploration Basics https://imgur.com/a/mP70V0f Grave Specialization https://imgur.com/a/GQWli3I Great Melee https://imgur.com/a/61KfFih Great Ranged https://imgur.com/a/Cp1k1Na Jewelcrafting https://imgur.com/a/KmiWz2Y Leather https://imgur.com/a/ICk7Jf7 Leatherworking https://imgur.com/a/m4F1R2Z Mail https://imgur.com/a/1BS9aky Melee https://imgur.com/a/yAJzT4P Necromancy https://imgur.com/a/UVJxd8c One-Handed Melee https://imgur.com/a/JgUCqff One-Handed Ranged https://imgur.com/a/2NUQNl9 Ore Specialization https://imgur.com/a/JzKTYlG Plate https://imgur.com/a/FavL9YN Ranged https://imgur.com/a/CL0g4bq Reaping https://imgur.com/a/v7TfL1t Ruemaking https://imgur.com/a/tHq892r Stone Specialization https://imgur.com/a/EFQTziJ Stonemasonry https://imgur.com/a/x1Z0w4L Weapons https://imgur.com/a/Q3gvzTv Wood Specialization https://imgur.com/a/QVZKxzH Woodworking https://imgur.com/a/1FllogK The information is now at your fingertips, let the analysis begin, there is nothing stopping you but time. Your Humble Tester Chief Sarcan
  37. 6 points

    Fun with broken Druid orbs

    Posted this in the bug forum, but it was fun. Thought about Spelling out DREGS, BUG, etc. Landed on PvP
  38. 6 points
    We thought we'd get an updated version up tonight but it had a new exciting issue that stopped us from pushing this to TEST. So it's likely we won't have testing this weekend but will be back on Monday with a new version. Sorry folks, not the outcome we wanted the development Gods didn't favor us today. Thanks! UPDATE: we're up for a few more hours tonight, not a new version though.
  39. 6 points

    Frostweaver disappointing

    I was hoping to see an ice wall with HP bar to environmentally change battle fields but sadly did not
  40. 6 points
    The basics of the game should come at a time when you start thinking now what. At the beginning it needs to be fairly fast. Minutes and hours. Then hours and 3-4 hour increments. then days. Then weeks. Then the next break point comes at 2-3 weeks. Then a big break point at a month. People quit on the milestones when they take time to say am I having fun. Then three months and 6 months. then 9 and a year. Anything longer than 90 days quickly loses focus with the younger crowd, and most of them have an attention span of 90 minutes. Having a 36 hour gap from start to get a mount is trivial to a developer. They can just get the skill for free. For a player, it is 36 hours that they are now behind other people who are getting other things. No matter if it is realistic or not, it breeds resentment in many players minds. They want to be doing the cool things, the things all the other people in discord are doing. Not waiting 36 hours. (Even though everyone is waiting that 36 hours) But once it is done. And you have the mount, the resentment will remain. Even after the new mount speed is worn off of a fun idea and becomes the base speed we should have had... (Stupid 36 hour wait.) You have to have a mount to keep up with the joneses. It is a requirement, in a pvp game. Gated the way it is, is simply a source of frustration.
  41. 6 points

    Vessels are too easy to make

    I disagree. You need to train Quarrying, Necromancy and Alchemy You need a group to get minerals You need to collect multiple minerals of the same rarity to grind and complete Ambrosia You need to make it back to your city without dying ( No more spirit banking everywhere) Then you need to find a graveyard of the correct rarity, Harvest compete sets of bodyparts without being killed Make it back to base without dying ( once again spirit banking everywhere is not in 5.11) Grind the dust and embers to reroll it I think that is more than enough hoops to jump through.
  42. 6 points

    Update on getting 5.110 to Test Server

  43. 6 points

    A little something

    Probably to avoid accidentally hitting it while doing this:
  44. 6 points
    They are using a service with paid testers who log every bug. As a fellow privileged tester I doubt the pre alpha gang is big on giving detailed bug reports for every issue in an easily traceable and useful format. This is probably the best decision they have made for themselves, it’s just bad for you and me Bc we are bored.
  45. 6 points
    I did this for you
  46. 6 points

    Today is not the day. :(

    You should not be encouraging people to work themselves so hard it screws the rest of their life up for a video game. This is a huge problem with this industry already, and no amount of quotes will make encouraging this behavior OK. This patch is not that important, nor is literally any video game.
  47. 6 points

    Interactive roads staff diary

    Since we were denied the fabled interactive roads dev diary once again i have decided to take matters into my own hands, yesterday i managed to get into ACE headquarters after they fell for my suave pizza deliveryman disguise and get these secret pictures Below here is the current roads And now here are the new interactive roads As you can see very interactive, thank you for coming to my DERGS- talk
  48. 6 points

    Choices Matter: Racial Disciplines

    Maybe people will think about being nicer to me. LOL
  49. 6 points

    Choices Matter: Racial Disciplines

    Hm, ok. Let me just say that i would prefer crafting and harvesting passives being applied to either each race (where it makes sense: stoneborn stone and ore, guinecean alchemy and jewelry (gunpowder and shiny stuff), wood-elf wood and woodcrafting, etc.) or to no race at all.
  50. 6 points
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