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Showing content with the highest reputation on 12/10/2018 in all areas

  1. 3 points
    makkon

    5.8 Myrmidon

    First of all, new talent system is much more better than it was before. Need some polishing and more variability in future, but now all classes can have at least a couple of usable builds Back to myrmidon. Lets discuss changes, roles, bugs, builds and futures here? And ofc, do not blame me for orkish english or whatever below. I liked: 1) Taste for blood deprecated. This was a stupid "must have" passive which brings almost all to myrm. Before 5.8 only LMB give us burst unstable random but OMG damage. Now players should think about builds. Result: powers splitted between builds, new builds, new skills and mechanics. 2) Absolutely awesome Colossus Smash remake. You finally removed combo and made it one-step skill like I want since Big world. Gap-closer too big imo. Need some nerf (time will show). Result: I will always keep it on panel. 3) Now all races are be playable as myrmidon. There are some still favorites (HG) but its ok.. I hated: 1) Cast net -> Charge deprecated. Why? It was a nice situative skill. 2) Bloodied Swipe -> Gore combo still useless. It was on 5.7, it is even useless now. Reason is very slow animation, especially on Gore. Also need more tie to talent tree skills as update. Result: I will never put it on panel atm. 3) Neck slash - new skill. I do not understand this skill. Comment someone if I wrong. Mediocre damage with one charge which generated after using rage skills. Some low tie in deep talent tree as, for example, give addition to this skill - supress or flat reducing to crash damage. Ok, you can interrupt. But mechanic is so strange atm Result: extremely doubtful power, will probably not worth to eat slot. 4) Berserker, Vengeance and Frenzy are replace each other by the fact. I mean shared cooldowns makes other than selected promo class core power very situative and probably not worth to eat panel slot. This mean I do not need Vengeance if I am Battle Rager but sometimes Frenzy can be ok. Compared to some other classes, same skills are mostly usefull in every build (check out duelist skills in same tree for example) 5) Pulverize. With splitting class into 3, this skill importance can be divide by 3 6) Whirlwind still combo. Main and almost one dps skill required 2 seconds to loadup. Bugs 1) Cast net in team fights still hard to use. 2) Issues with tooltip cooldowns Berserker, Vengeance and Frenzy. Especially if you trying to use it together. 3) Sounds issues with some skills which makes impossible to understand what is going on. 4) Whirlwind sometimes does not activated. Overall: Berserker > Vengeance > Frenzy. Why? Coz there are now more ways to ingore crash damage (imo) while both - Frenzy and Vengeance working only if you HIT target. At the same time they have equal duration but not effect. Lets see what each line give us? Titan: DPS promo. Frenzy based. 8s duration. 12s CD. Only gives us +1.25% per second for each 100 damage we take or made. Damage bonus CAP is 40% + 15% slash/crush more to cap (I do not test over cap mechanics). Max +% to damage can be +40% or even more. Decent? Yes, but for 7 or less seconds, in practic even less. Required to be near enemies. This is not possible sometimes. Some races like HG already have possibility to increase damage %, stats also will help. Titan's passive gives us +2% to LMB dmg for 30 seconds with chance on each hit bleeding target (Blood thirst). UP to 50%. So, LMB damage is +40% for some time and +50% after some time and link to all time to battle. Also we can't die during Frenzy (8 seconds) and regen fury and buff whirlwind damage on each ww hit. Titan is pretty much old LMB based myrm. Can be playable with Berserker power. Frenzy is really situative atm. Without heal is useless. LMB + ww = only 2 skills for DPS, other slots for support self or group. OR take berserker. Frenzy need stackable crit bonus and less damage bonus. OR possibility to increase duration, for example, linked with Blood thirst. Battle Rager: Tank promo. Berserker based. But not vanilla myrm, this one have low damage. Berserker have the same old mechanics and regen all dmg you got every seconds. This mean you can be killed on low HP even with berserker on. But BR can decrease or prevent crash damage via Pulverize, HG skill, striking bleeding targets (Blood craze) and OMG while you whirlwind is active!!! Well, this class will be favorite to all myrm's players. On top of preventing crash damage, you can stack HUGE amount of HP based on enemies around or via Battle Rager passive which give HP bonus based on preventing crash damage (50% of this gamage). BR will be based on % of HP regen. Buff HP -> stack buffs -> whirlwind. Repeat. Boring promo, still no party skills. Does not need any buffs. Self-sufficient and balanced, massive fight based. Conqueror: CC based semi-tank Vengeance based which is heal you for damage you cause but not more than it was before activating this skill... Can be better than Berserker coz you does not need to think about crash damage, but to keep HP you have to dps, dps and dps. This can be a problem coz you are melee and not every time you have alot of enemies around to keep dps decent. Probably he can abuse +HP buffs. Conqueror's passive compared to Titan and BR is a joke imo. May be because you have immune to CC while Vengeance is active (8 seconds). And while WW is active. Also, you can aoe snare alot of ppl. Very usefull for party semi tank. I think now myrmidon role is pretty simple - aoe tank in the thick of battle. Other DPS and CC based classes imo can do better DPS and CC. At least now myrmidon for group fights may become useful (tank role) - not only grabber (net cast). Overall I think Templar is a better tank with more party options. Some tweaks need in future but I think BR and Conq very playable. Titan in some setups also ok but heal required. Anyway Myrmidon become more easy to play class. No need to taming now and explode for whole HP on lag or CC What do you think? Champion get nerfed in 5.8 imo, what about knight magic? Or true tanks is only templar and myrm now?
  2. 2 points
    Kraahk

    Need help with EK, New to game

    Welcome to the forums. Like BarriaKarl said, parcels have limited space for buildings (called token) of a certain size (xs/s/m/l/xl) and type (civil/military) which is specific to the parcel type. Here is a list of the current limits in 5.7 You can only place buildings on a parcel, if your vessel is currently on it and the limit is bigger than 0. Open your inventory to see the remaining tokens on the current parcel (in the order as mentioned above). Only Stronghold parcels (=those in the list above) provide tokens. Resource parcels (like the woodland grove) don't. The whole token system is not yet refined. It's just a first implementation. There is currently not a single parcel that would allow to place the full stronghold which it was associated with. So, don't worry if you run out of tokens ... thats normal. If you need more tokens, you need to build a bigger parcel. This can be done via Stonemasonry-Geomancy. You can use smaller stronghold parcels as components. The overall resource cost is shown in the list above. More informations can be found in the official EK FAQ for example. Hope this helps a bit. Have fun, good luck Kraahk
  3. 2 points
    Given the size of the world in 5.8 we really need to be able to craft mounts. I understand they are uncompleted and still WIP but having those is almost a necessity given the size of the world and the time it takes to get to different areas. World has too many Outposts available for capture, maybe limit the number of OP and increase the impact they have on scoreboard. Current map has over 200 OP to manage which provide little benefit as they are too numerous to generate any consistent PvP encounters. Assassin Q ability needs reworked. Right now they do not even have access to stealth until level 20 making their Q worthless until they reach that level. Right now in TEST this isn't a problem with the free/easy leveling. Stealth should be given at base at level 5 or below. The stealth tree skills that were previously available should be available to most lines Vandal, Cutthroat, etc. Only having one ability on the stealth defeats much of the purpose of the assassin. Amush and stealth dart should be a default. Compared to other DPS spec's Rangers have extremely low AP. They damage is reflected for this as a result their DPS talent tree's should add a bonus to AP to bring it more in line with other classes. Compass needs to go back to the original location, move the scoreboard to the campaign map. UI is getting too busy and often has too much information.
  4. 1 point
    Kreigon

    Atlas MMORPG

    Looks interesting https://store.steampowered.com/app/834910/ATLAS/
  5. 1 point
    Ya they nerfed duelist after one fight in 5.8.
  6. 1 point
    On the topic of Warden, I would like to see Warden get more traps that they can use. Maybe even make a Trapper Discipline specifically for Rangers
  7. 1 point
    Of all the new specs and talents this is the one that seems the oddest to me. It's a stealth char that aoes? How is he going to live long enough in melee to benefit from his passive? I get how hard ranger will be to create diverse builds for. The bow dmg archer is nice, the melee bomb warden is nice. Why not build a low dps high mobility BOW scout as the third option instead of this weird melee stealther thats not as good as the other 6 specs than can stealth and brings nothing new to the table.
  8. 1 point
    Trade chests are also an option. The problem with mostly non-humanoid mobs means its harder to have drops make sense off them. Guards could have the spices with chests having carrots/potato instead of apple(since apples drop from trees).
  9. 1 point
    @thomasblair I've posted this in the Class Ranger Forums, but decided to add the main portion of it here as the testing cycle just introduced the Promotion classes. My Current View on Ranger Promotions Archer It's by far the least clunky out of the three Promotion classes and all the talents in the promotion tree focus purely on being an Archer. This feels like the initial concept of what the Ranger was when it first came out most likely and they just streamlined it into being a sniper. Warden This is a primarily melee build with one bomb which seems odd as this is suppose to be the hybrid melee/archer, but it seems that was lost in translation and it's a more tanky melee build that has high survivability and great stealth detection. Brigand Without question the most clunky of the three Promotion classes with a melee/bleed/debuff focus that has access to the Stealth Tray with a single ability Ambush. You can supplement your Stealth Tray with Disciplines, but you might as well play an Assassin or Duelist if you wanted to do that. The Direction I would love to see the Ranger and individual Promotion classes go Ranger Base Kit Camouflage - Base skill that allows you to blend into your surrounding similar to the Wood Elf Passive, but would add to your Far-Sight and Perception. Possible limited movement with upgrade through the talent system, but would never come close to a pure stealth class. Possible damage bonus on opening from Camouflage upgrade via talents. Animal Companions - Unlike permanent pets the Animal Companion would provide some form of active or passive skill and would not necessarily need to be visible in game like a permanent pet would be. For example a passive Hawk Companion that adds to your Far-sight or an active Crow Companion that blinds your enemy. A wolf or hound that adds to your perception or tracks down pray. Hybrid - Should be equal with Bow or Steel until Promoted into one of the promotion classes. Perhaps some passive that rewards switching between Ranged and Melee Tray. Archer Leather Armor Long Bow & 1-Hand Melee If the Archer is the Premier Bow user I'm perfectly fine with the "Sniper" approach. Long Range, Large Radius AoE abilities and slower draw times with a mesh of defensive abilities or passive that keep enemies at bay or minimize their ability to gap close. The main theme for the Promotion should be about your Bow and your melee capabilities should be a small part of the kit. If the base Ranger is 25/25 in terms of Ranged/Melee power the Archer Promotion should double or triple his Ranged output to 75/25. Warden Leather Armor Bow & 2-Hand Melee The Hyrbid or Survivalist that strikes a balance in both Ranged and Melee prowess. The theme for this Promotion should be about the synergy between your Ranged and Melee Tray and they should build upon one another. Think skirmisher that utilizes hit and run tactics wearing his opponents down before going in for the kill. After the Warden Promotion his Ranged and Melee output should land in the 50/50 range. Brigand Mail armor - Dual Wield & Short Bow The theme for this Promotion should be Traps and Debuffs. A more melee focused build that wears Mail armor and sets up Ambushes for the unsuspecting. Unlike the patient assassin that is waiting for the right moment to strike, the Brigand is less concerned about who falls into his trap as his Debuffs will give him the upper-hand once the trap is sprung. The Brigand Promotion should be the opposite of the Archer with a 25/75 Melee focused power output. Additional thoughts & Bugs found. Camps & Towers Being more of a solo player due to time-constraints I've been wondering around taking towers and camps and an occasional Fort if no players come to defend. There doesn't seem to be any kind of benefit for these ventures however and I feel small groups would avoid them in most cases as there is no reward for the effort spent and it puts you at a disadvantage to be clumped on a small point instead of being mobile. Unsure what the solution would be if there is even one. Adding good rewards will only attract larger groups which is not the point of the small objectives, but having no or even OK rewards will disincentive small groups from them as well. Perhaps once the Campaign is live and faction/guild pride start to matter it will be a moot point, but currently I find them lacking and there are honestly just to many of them clustered together. Possible Zerg-blobs on maps or "Toast Message" when (X) amount of people are in range of one of your controlled outpost/towers/forts/keeps would be a nice addition. It would add to the purpose of controlling these points and give small groups a way to avoid larger forces and a reason to take the smaller objectives. Crafting Testing I would like to see the addition of being able to right clicking an open recipe ingredient box and having it show me which profession can make the item. For example when I was doing Jewelcrafting I required a Grinding Wheel and Diamond Cutter, but without being able to view all the crafting recipes I was unable to determine where I could obtain these from. If I could simply right click the Grinding Wheel box and it would either pop up a tool-tip saying "Stonemason Ingredient" or literally opening the Stonemason crafting page where it was located that would make the crafting a bit more streamlined. I do realize no man is an island and you want there to be exchanging of goods, but if I don't even know who I should be exchanging with to get the item that doesn't feel good and might turn people off from the wonderful crafting system you have so far. Simple addition of allowing everyone to see all Craft-Profession recipes regardless of crafting profession would help alleviate the feeling of being lost. Combat Testing To put it bluntly I would say this is a huge downfall of current testing and that might be b/c you have already tested combat extensively during the Hunger-Dome campaigns or that it's not a current focus, but for new players this is a major turn off. Going into combat with a white vessel that is level 1 with basic gear and coming across people in Epic+ Vessels in Epic+Gear makes it a flop. Most people will just get frustrated and rage then log off or pollute the community and the overall view of the game with negative feedback because they do not realize the game mechanics yet. Thankfully after getting ROFLSTOMPED by Endless and asking a few questions he was able to guide me in the right direction of crafting a Vessel and Gear so I could compete, but from my limited time on testing a good amount of chat consisted of people being unhappy with how "weak" they felt in combat b/c they didn't realize to craft gear and Vessels before trying to PvP just like myself. In the future I think it would be nice just to have Vendors with all the top end gear and vessels already on them so people can test on equal footing. People that will want to craft will still craft because that is what they are playing for and people that want to run around and test classes, builds and just PvP will not feel at a total loss due to gear-gaps vessel-gaps and general power-gaps. Gate & Ladder Interactions This feels needlessly clunky and you can easily spend 10-20 seconds trying to line up to be able to interact with Gates and Ladders. Unsure if this is due to hit-box size or something else, but this needs an adjustment for sure. In the heat of battle where trying to get up a ladder or through a keep or fort gate I can see this causing major needless frustration. Additional Thoughts and Musings The game looks great even on my old system and the Lag-reduction in 5.8 from 5.7 is massive at least for an older system like mine. I went from 35-50fps to 60fps+ and I'm looking forward to how much more the engine will get optimized. I would like to see cross-faction chat eventually disabled and an ignore feature. I saw a good amount of flaming and rage in chat and that really turns a player like me off. I can easily just ignore a person that is bothering me, but to see random people flaming each other in chat and having no way to ignore the flood of messages is a bit much. Campaign Score Update on Map Screen is a nice feature and I would love to see it added as a tool-tip when you mouse over the scoreboard or as a additional pop-up window. Having to open my map to check it every time I took an objective to see where my faction stood before the next update felt clunky. Better visual indication on map when objectives are being engaged if allied forces are in the vicinity would be nice as well. Perhaps add that to the scouting skill tree. Allow Scouts to Report on the map for there allies what current engagements and rough estimates of forces are in the area. Think that is it for now. Thanks again for making CF and listening to your backers. Look forward to the future of CF. Cheers.
  10. 1 point
    Fauno

    Votação - colheita

    Tem toda a razão BarriaKarl... é o que faz estar a ajudar amigos lol Link corrigido. Obrigado pela chamada de atenção
  11. 1 point
    Arkade

    Need help with EK, New to game

    Before you get to the point where you are placing buildings on parcels, there are a few things you have to do, if you haven't already. First, you have to import your purchases into your spirit bank. You do this by clicking on the purchases button in the lobby. Once that is complete, you then log into your EK, open your spirit bank (B) and move the parcels and buildings into your inventory. I imagine you have already done that. The next step, before you can place any buildings, is to place parcels. You can't build on the default parcel (the one that includes the statue) because it doesn't contain any tokens. To place parcels, they must be in your inventory, then press ESC and click on the castle icon on the menu on the left hand side. This will bring up the kingdom editor, where you can drag and drop parcels into your world. You can then move and rotate them however you want, as well as give names to each parcel, rename your EK, set it to public or private, and turn PvP on or off. When you are done, hit submit and the world will reorganize itself based on your settings. At that point, travel to the parcel on which you want to build and open your character sheet to verify the tokens that you have within that parcel. As the other noted, you will have different types/amounts based on the parcel type. Larger parcels will have more tokens than smaller ones. If you have an available token for the building you want to place (you can see the token that is required by mousing over the building deed), just right click the building from your inventory to place it. Also be sure to check out the command list. Click on the question mark in the upper right corner of the chat window. A new window will be displayed that shows all of the various chat commands, including the commands for managing your EK, such as inviting nobles and vassals, and granting tokens to those nobles and vassals.
  12. 1 point
    Not sure if this has been reported, but Ranger right now feels like 5.4-5.6 Ranger. 5.4 - 5.6 Ranger means Ranger's animations are going, but at least half of my shots are not making contact. You can test this in an ek on a dummy or something. It seemed like it was fixed during 5.7, but it reverted back to finicky animations/actions. I've also seen a weird issue with Suppress in team fights. In a large AOE, my suppresses seem to only be hitting 2 out of the 5-6 people in 1 area. I haven't been able to test this much.
  13. 1 point
    pamintandrei

    Champion 5.8 good enough?

    As a champion main since 5.3 . Champ in 5.8 is in a great state right now, the meta won't probably have a place for him but now he is in its most balanced form we've seen so far. As far as the promotion trees go, yea the pit fighter is the safest, the cc path is good if you have strong tanks and healers that can keep you alive, that's when you can shine.The crit path is bad tho, it doesn't have enough damage nor survivability.
  14. 1 point
    BarriaKarl

    Need help with EK, New to game

    What the-, where all the helpful people at? I cant help ya with the specifics, but all I can think of is that you are going over the parcel building limit. Parcels have a maximum number of civil buildings and defense buildings so it might be that. That said a Screenshot would do wonders in figuring out what is going wrong.
  15. 1 point
    Hanging Banners and Standing Banners don't socket into believable places The only spot I found to place Standing Banners was atop Fort Walls, way too high for what they're designed for The only spot I found to place Hanging Banners was at the bottom of a Fort Corner Wall, way too low for what they're designed for Banners don't have your guild's emblem on them (or any banner for that matter) Duelists start out with negative basic attack damage. Intended or an oversight? The Lifesteal from Blackguard's Poison Paradise and Master of Dagger's Steal Soul is not very noticeable. I suggest buffing both up to 15%, at least. Steal Soul does not apply a buff to you, but you still get the Lifesteal The Minors Attention to Detail, Helper Monkey, and Risk Management do not drop their buffs if you destroy their runestones, or swap trays
  16. 1 point
    Hotdog35

    Ajudas - Inicio

    Olá boa tarde, eu sou novo no crowfall e estou perdido haha. Pegando embalo no que o(a) Noura disse acredito que deveria sim ter um informativo para o que fazer no jogo, logo quando entra, por exemplo, estou jogando a 3 dias E o q fiz foi entrar no jogo e craftar minhas ferramentas e meu ser e armas (básicos), dos disso já não sei o que fazer para proceder no jogo O que preciso para craftar armas melhores, caso seja ferramenta, onde posso craftar ferramentas melhores, eu posso pegar todos os materiais ou devo ficar em um específico, e assim procede para a minha evolução em si.
  17. 1 point
    Kryshael

    another druid thread

    Hmm...being new here and actually playing a druid on 5.7 as my first char, I will say it took me a couple of deaths to figure out "wtf just happened". Once I did, I didn't have a problem. "Dumbing" down mechanics and making them easy for people is the reason why I'd say most of us don't play games like WoW anymore. IMO, there is nothing wrong with having a class that isn't user friendly and is expected to be played by those who have the skill to do so. But I'm new here and my opinion doesn't carry much weight.
  18. 1 point
    @Unfolded Game logs are in your main game directory: Crowfall > Download, and look like "CrowfallClient_numbers_Yourname". Email to support@crowfall.com.
  19. 1 point
    Assassins lose all their accumulated pips when switching zones.
  20. 1 point
    New compass is terrible location. Take the faction scoreboard using up prime real estate and 1)make it collapseable or 2)move it off to the side where you put the compass. The compass and group member locations is stuff used constantly to orient, move and, fight.... I do not need to always know the score (which only updates once every 15minutes) and eats a ton of screen real estate
  21. 1 point
    vkromas

    5.8 Patch Notes for 12/7/18

    Welcome to Crowfall Pre-Alpha Build 5.8 Welcome to The First Campaign To report any issues, bugs, or feedback you have for this playtest session, please go here: 5.8 Bug Reports and Feedback For an up-to-date list of known issues please go here: 5.8 Known Issues Found Issue: Keeps will not switch owner in this build, but all other capturable points of interest like outposts and forts will still function correctly. Campaigns and World Maps: Hyperia free city Calinor was flagged as Adventure instead of Free City. This is now fixed. Broke up the resource vendor into four vendors and populated them in the forts and keep parcel. Updated the placement of the vendors and added a few more to the beachhead market place, The Ballista Placement should be based on Player Position and Orientation. Reoriented the siege weapon sockets on Keep towers and gatehouses. Doubled range min/max for Catapult and Trebuchet. Decreased wall barriers to K-250,000 F-125,000. Ballistas, Trebuchets, and Catapults should stick around in the death state for a short while before they are removed so that you can see their death animation. Ballistas should be able to be damaged and killed now. Tree of life and banewood tree should now switch to the destruction state 4 when they die, and hang around for ~10 seconds to give time for the animation/FX to play. Disciplines and General Powers: Disabled the granting of the Mount Movement Speed Power when the mount is equipped temporarily. Coffee should now display the Drink Buff. Deprecated Master of Sickles Discipline and folded it's powers into the Druid Talent Tree. All Bow types Basic Attacks now take into account the Basic Attack damage stat. All Bow types Basic Attacks now take into account Ranger Double Shots talent. Charged Bow Basic Attacks now generate combo points for classes which use combo points if those attacks are charged greater than 66%. Class Powers: Assassin: Poison Toxin Weapon Damage now scales properly against a poisoned target. Nature Toxin primary target hit damage is slightly higher. Updated tooltip strings on all the toxins. Druid: Substantial rework to the Druid Class: Druids now fundamentally start out as a Damage Class with the ability to Promote into a healing class. Updated the Druid Talent Tree to Match this philosophy. Sickles replace Two Handed Mystical Staves as the Druid default weapon. Essence Generation is now a default function of the Druid Class and may change based on promotion. Stormcaller passive will now spawn orbs inside the caster instead of the target. Call Storms can now be used with a Mystical Staff. Templar: Templars can no longer equip the Surging Spirit Minor discipline. The Fanatical talent for the Paladin Promotion class now also causes Holy Warrior to heal your most injured group member in addition to yourself while scaling with Support Power, in addition to its existing effects. Martyrdom now also improves Support Power by 250 per point in addition to its existing stats Templar promotion class Paladin talent Profound Devotion now also enhances Devotion so that the healing scales with Support Power. Racial Powers: Guinecean: Activating any power will now remove Guinecean racial Burrow. Activating Guinecean racial Burrow will also deactivate active toggle powers. EKs and Vassals: Sacrifice Brazier has been added back to EKs. Chat and UI: Scaled nameplates down a bit. Scaled down fly text. HP bar on reticle is updating properly when swapping to a new target. The player Map is will now load when looking at Completed Campaigns. Siege Toast messaging will now display in the “Me” and “General” chat tabs. HUD widget should now correctly show the faction crests on the score element. HUD widget should now correctly show the countdown and fill bar for the next score tick. Sound: Lobby UI polish. Setting certain button sounds to only play when interactable (not greyed out). Fixing issue where other players' Fae jump sounds had too big of an audible range (P2 event was playing P1 sound). General Bug Fixes: F to interact prompt should now be removed from screen after using prompt. Filtered out resolutions whose width is less than 1024 pixels and duplicate resolutions.
  22. 1 point
    Fauno

    Se prepare ...

    Este mês daremos a todos os Corvos informações muito importantes para o sucesso da grandiosa Campanha Mundial. Veja aqui
  23. 1 point
    Worky13

    The 5.8 Assassin

    It would really be interesting if the tree of talents were similar to the path of exile. Giving more freedom, however, is more difficult to balance.
  24. 1 point
    Noura

    Se prepare ...

    Eu também já testei e posso dizer que está sensacional.. Estou ansioso para ver isso no live.
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