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Showing content with the highest reputation on 01/19/2019 in all areas

  1. 4 points
    Arkade

    State of the Knight 5.8

    I'm not going to delve too heavily into the promotion classes. The issues regarding CC specs are known, and it's pretty much acknowledged at this point by anyone who plays a knight that the Swordsman spec is the best of the three while Secutor is the worst. This post is going to focus more on the core knight design and its role as a tank. There are 3 tank classes in Crowfall: Knight, Templar and Myrmidon. Tanks are supposed to be able to soak up damage, and each of these classes does it in different ways. How the tanks tank: Myrmidons can wear mail armor and have two different abilities which can provide healing: Berserk and Vengeance. Their final mitigation is capped at 50% by default. Strangely, the Battle Rager promotion increases their final mitigation cap by 25%, but doesn't enable them to wear plate armor. Templars can wear plate armor and have a 65% final mitigation cap by default. The Paladin promotion can raise that cap by another 25%. Templars also have Righteous Stand, which gives them immunity to CC and damage mitigation for a single attack, and triggers Righteous Parry if successful, which does good damage and knocks the target down. They also have healing via Devotion and Divine Light. Both of these abilities heal the entire group if they are within range. Knights can wear plate armor and have a 65% final mitigation cap by default. They can increase that cap by 10% via the Secutor promotion. Knight's also have Block, which mitigates incoming damage by 50% (after all other mitigation and damage is calculated, I think), but that can be increased to 70% via talents. Block also prevents CC and can be maintained as long as the knight has stamina. There are talents/disciplines which improve the stamina usage. Knights also have a barrier via Noble Blood. The tooltip doesn't say how much it's for, but last I heard it was 500 HP. Healing vs Armor Basically, we have 2 types of mitigation, healing and armor, and healing is vastly superior for several reasons. First, healing isn't specific to any damage type. It doesn't matter what type of damage you get hit by, whether it's bleed, poison, piercing or even holy damage. Armor, on the other hand, it very dependent on damage type. Every class can get 18% armor bonus for physical, elemental and organic via the skill trees. AFAIK, Rangers are the only class that has a talent for bleed armor bonus. Knights have talents that give them up to 11% physical armor bonus. Plate armor can be crafted to give a balance across all 3 major types, or it can be crafted to give a larger boost in 1 major type and lower amounts in the other 2. Armor will never be as good as healing for all 3 major damage groups, and it will never be able to mitigate bleed or holy damage. Constitution provides some bleed mitigation, but the numbers are so small that it's irrelevant. Second, healing can be used to replenish lost HP, whether the target is getting hit or not, at least for the Templar. The Myrms heals don't allow him to go past what he started with. Armor mitigation can only reduce the amount of HP lost when hit. It can't give you HP back. And third, healing is less dependent on gear. Yes, good gear will improve the heals in many cases, but a naked Myrmidon using Berserk will heal the same regardless (assuming they don't miss their crash). A naked Knight has no defense other than Noble Blood and Block. A large part of armor mitigation is designed to come from armor rather than buffs/bonuses, which I will talk about more in a later section. The only heal knights have is the Resolve passive. This passive can only activate once every 90 seconds and it only activates when the knight's HP drops below 20%. If you drop below 20% and it's on cooldown, you're out of luck. Even if it comes off cooldown, if you are already below 20%, you are out of luck. It only activates when you drop below 20%. As such, it isn't reliable. It will save you for a few seconds, but that's about it. It doesn't come close to the kind of sustain that other classes have. Counters Healing can be countered to a degree with certain abilities. These abilities either reduce healing effectiveness by a percentage, or they require the target to heal a certain amount before seeing any benefit from their heals. CC prevents healing for the most part (DoTs will still run), but it's not possible to keep someone locked down with the way Retaliate and CC immunity works. Armor can be bypassed in many ways. First, there are abilities that reduce armor mitigation by a percentage. Brutal Slam, for example, from the Shield Fighter discipline, or Centaur's Wild Charge. Both say they reduce physical armor, not that they increase armor penetration, which is an important distinction due to "Blair math". Armor can be bypassed by Templars via Holy Warrior, or by anyone using Standard Bearer to change the entire group's damage to Electric. Not so good for the knight who stacked physical armor. Block and Noble Blood can both be countered via Shield Breaker. Our best defense is easily turned into a liability by one discipline. Even if we don't use Block, we have to use Noble Blood to get to Oath of Will. Yes, Shield Breaker affects Righteous Stand too, but Templars have heals in addition to their armor. Block and Noble Blood Speaking of Block, it's of concern how it works against DoTs. AFAIK, it doesn't. I know in the past that Rend DoTs have been applied in full through Block. I assume that poison and disease DoTs work the same way. Block only affects direct damage. If this is inaccurate and Block reduces the effectiveness of DoTs, please let me know. Block also makes the Knight immobile. Yes, we can move while blocking, but it's very slow. We also can't do anything else while we are blocking. Meanwhile, the Myrmidon is free to run around and do damage while under the effects of Berserk or Vengeance, and the Templar does damage and healing with Divine Light, can move within its radius, and also has complete freedom of movement while under the effects of Devotion. Noble Blood does not scale, nor does, I assume, the barrier that Secutors get on Pursuit. What good is the 500 HP barrier from Noble Blood when people are hitting me for that much or more with basic attacks? The changes to advanced weapons will help, but it doesn't change the fact that most barriers don't scale. Armor Caps There are two different caps on armor. The first is the Armor Bonus Cap, which is set to 35% for all classes, for all mitigation types (except for Holy which can never be mitigated by armor). Armor Bonus comes from a variety of sources, including dexterity, skills, talents, gear, abilities and passives. The second cap is the Final Mitigation Cap, as I noted in the first section above. All 3 tanks have the potential to increase these caps to 75%, or higher in the case of Templar. Both the Knight and Templar start with 65% by default, and the Myrmidon starts with 50%. The Final Mitigation Caps include your chest armor values and whatever you get from Armor Bonuses, which is capped at 35%. In order to reach the final cap, a knight will need to get 30% from his chestplate (or 40% for a Secutor). It is ridiculously easy for a knight to cap Physical Armor Bonus. 18% from skills plus 11% from talents gives 29% total. That only leaves 6% beneath the cap. If you decide to make a guinecean knight and run a dex build with 300 dex, that's another 3% used up. Let's say you also decide to take the Rune Caster Discipline. The Sanctuary ability gives 20% armor bonus to the group, but you're only getting 3% physical armor from it because of the cap. It isn't as easy to cap elemental or organic armor bonuses, but it's still very easy to do via abilities and passives. In the same scenario listed above, you'd only be getting 14% elemental and organic instead of the full 20%. Even Bleed mitigation is affected. The Benediction ability from the Friar discipline gives 50% bleed mitigation, but you max out at 35% because of the cap. Blair Math Unfortunately, we don't know exactly how the math works. In a Q&A video quite a while ago, Blair mentioned a change to armor to account for armor penetration. Previously, armor was capped at a certain number and certain classes were able to get a lot of penetration, which would effectively drop armor by a lot. If I was capped at 65% and someone had 30% penetration, I effectively had 35% mitigation. Blair changed it so that we could in theory go over the cap, but only when calculating total mitigation vs penetration. So if I had 75% mitigation total with a 65% cap and you hit me with 5% penetration, I would mitigate 65% of the damage. If you hit me with 15% penetration, I'd mitigate 60% of the damage. The problem is, we don't know if this only applies to the final mitigation cap. If I'm at 35% physical armor bonus and I get another 20% from my armor, that puts me at 55% final physical mitigation. If I then use the Rune Sanctuary ability, my physical mitigation values will not change. Does the math behind the scenes take that into account? Is it giving me a total of 75% and subtracting penetration from that, or is the armor bonus always a 35% contribution and the math only applies to the final mitigation number? If the enemy has 5% penetration, am I getting 50% mitigation or 65% mitigation in that case? Regardless of how the math is actually working, it's very non-intuitive. I don't understand why certain promotions raise the final caps but don't raise the armor bonus caps. I don't really understand why we need 2 different caps to begin with. Maybe the armor bonus caps are a means of limiting the mitigation of other classes so they can't match what plate wearers can achieve, but it hurts plate wearers just as much. If that's the case, then the armor bonus caps need to be raised for the tank classes. Disciplines There are several disciplines which grant healing abilities, and when combined with the Surging Spirit minor disc, they can do a significant amount of healing. None of these abilities provide a significant source of self-healing, though. Most heal only your target(s) and the ones that provide any self healing at all are low amounts and unreliable, such as Blood Orbs and the cleanse from Field Surgeon. A knight with Field Surgeon could certainly help with healing the group, but I still don't know that it compares to Templar healing. Final Thoughts If anything I have written is wrong, please correct me, but I think this illustrates why knights fail as tanks in Crowfall. I know someone will say that this is a group game, not 1 vs 1, so let me diffuse that argument right now. Which of the 3 tanks are you going to bring to your group? The one with good damage that doesn't need much healing when played well? The one that can do some damage and provide healing for the entire group? Or the one that has chain attack and needs a pocket healer to keep them up? When you look outside the tank classes, the knight's effectiveness is even more suspect. We have Champs with plate armor and ridiculous sustain, Confessors with plate armor and mana shield. Both classes are better at taking damage than a knight. The knight is intended to be a tank and it is failing in that role. I don't really care that we can't do a lot of damage. I play a knight because I want to be hard to kill, and there are many classes, tanks and non-tanks alike, who manage that far better than knights do.
  2. 3 points
    Arkade

    State of the Knight 5.8

    A little background from just about 2 years ago when the "new" knight was introduced. This knight used stamina, where previously it had used mana, and the Shield Bash ability was added. https://crowfall.com/en/news/articles/meet-the-new-knight/ We still don't have any of that. Part of that was supposed to be provided by the Secutor discipline, but the Form Up ability was just labeled as "coming soon" and they eventually removed the Secutor disc. Now that we have the Secutor promotion class, maybe Form Up will be given to them automatically if and when they get it working. The idea was that when Shield Bash was active, pressing 2 would cast it. When it was not active, pressing 2 would cast Shield Slam. That hasn't happened yet either, but I rarely use either ability. If they are combined into one, maybe I'll find a place on my bar for it. In a previous version of the character controller, we would press and hold the #1 button to execute Pursuit. When we released the button, the knight would stop and do the hit/stun. Currently we click once to activate and have to wait for the entire animation to play out before it executes the hit, even if we reach the target after 5 meters. Hopefully this is still on their radar somewhere. It's kind of ironic that the knight was the first archetype they made and it's the one that has the most unresolved tech issues. Maybe once they get the Frostweaver done, the engineers will have some time to look at this stuff.
  3. 3 points
    Durenthal

    State of the Knight 5.8

    I'd been meaning to post a state of the knight 5.8 post, but it was too depressing. Still, since you've started it, I may as well chip in. I have played all three knight promotion classes pretty extensively in 5.8. Swordsman - had good damage at the start of 5.8, but it got triple nerfed (Mercy reduced from 9% to 3%, mighty surge bonus reduced from 125% to 50%, and uptime on swordsmanship buff crippled so that only one native knight power can trigger it, and then only some of the time) early and is back to doing less damage than other melee dps classes. The reduced cooldown on charge is nice for battlefield mobility. Lack of self-sustain makes it weaker than the melee classes with self-sustain. As Arkade pointed out, self-healing is much stronger than armor as actual damage mitigation. And the barriers a knight gets are utterly pathetic. They should be a percentage of maximum health, not a little 500-pt invitation for shieldbreaker. Sentinel - CC-focused promotions feel weak in an environment where everyone's running around with two retaliates available. Sentinel has all the problems the other knight promotion classes have - they can't take damage or dish it out well. The additional PCM in the tree helps with using heavy weapons, but as long as the PCM cap is at 25%, heavy weapons don't feel good. Final PCM has a cap of 100% but the only thing that contributes to it is capped at 25%. Secutor - different playstyle than the other two promotion classes. Everything revolves around shield bash. Feels like the math on shield bash is wrong - if we were doing tooltip dmg (including all the multipliers from the talent tree) with it, it'd be utterly useless. But there's an extra multiplier in there somewhere that makes shield bash crits very strong, and that makes the class viable (as far as knights go, that is). Strangely, you can squeeze out more dps on Secutor than on Swordsman if you get your bashes in all the time. We all know that champion (especially pitfighter) is overpowered. Pitfighter is so strong because it has good mobility, a ranged attack that slows on a low cooldown, the most health of any class in the game, the best self-sustain of any class in the game by a large margin, good damage, and decent cc. It's hard to get away from them, it's hard to stop them getting away from you, it's hard to do enough damage to make them sweat given their self-healing. I don't understand how the same devs who made secutor knight could make pitfighter champion and think "these are both tanky melee promotions that are roughly equivalent." Knight is essentially a one-trick pony. Chain pull is a very cool trick, but it's all the knight has, and it's not enough. Knights are weak 1v1. Knights are weak in small group play. Knights are weak guarding the ToL or attacking the ToL. There's nowhere the knight shines. Chainpulling targets into your zerg in large fights isn't a role to be proud of. We're still playing knights. They're not so crappy that they're unplayable. A good knight is an asset to a group. But an equally skilled pitfighter or tank confessor or myrmidon brings more.
  4. 2 points
    Great 3 way siege from earlier this week. Chaos took on the forces of Balance and Order to DEFEND THE KEEP! Lots of Ballista Perspective at the beginning of this video for those of you that haven't placed or fired one before. Good Fights! P.S. Pro Tip - don't fire at the siege engines with the big blue bubbles from siege engineer like I did
  5. 2 points
    coolster50

    State of the Knight 5.8

    Knight Block was also supposed to increase mitigations and.or prevent CC to those standing behind him. They have the tech to detect when someone's behind you, hopefully the tech is there to allow that functionality
  6. 2 points
    ComradeAma

    State of the Knight 5.8

    State of Knight: noone is going to play it once Myrm's net pull is fixed.
  7. 2 points
    Arkade

    State of the Knight 5.8

    I'll have to test that out. Barriers might end up being more trouble than they are worth given how they work and how easy they are to counter. How about something like this: When we activate our ultimate ability, we are healed for a percentage of our max HP based on the current value of our block meter. Group members are healed for 50% of that total. So If I have 10k HP, get my block meter up to 30% and use Whirling Leap, I'm healed for 3000 in addition to the other effects. My group members are healed for 1500 each. If my block meter is at 0%, I receive no healing and neither does my group. This would be a simple change that wouldn't require re-designing the class, and it would put us more in line with the other tanks. It requires using block and having our ultimate available to use it. The healing can still be negated via Shield Breaker, but at least people would have a reason to target knights and include them in their groups.
  8. 2 points
    I'm going to do a bit of cleanup and close the thread. I'd like to remind everyone that accusations of trolling, cheating and other improprieties should be communicated via support@crowfall.com where it can then be routed to the necessary folks at ACE. The forum itself is not a place for such accusations since it always leads to off-topic derailment that snowballs into forum warnings that can lead to forum bans.
  9. 2 points
    If you want to play solo in this game, you have to be smart about it. You can't just go out into the world and expect that you won't get attacked. There are many things you can do to mitigate your risk: 1) As has been mentioned, you can level your vessel to 30 within the safety of the starter zone/temple if you want to. There are places for vendors in the temples and as we get longer campaigns and the economy gets going more, you will start to see weapons and armor for sale, so you'll even be able to gear up without leaving the safe zones, if you want. It won't be easy--rank 1 pack pigs don't drop much gold--but you can do it. That's the tradeoff. You can hide behind the walls and take longer to level/gear up, or you can risk going out into the world for quicker gains. 2) Harvest using a class that has stealth. While harvesting you will be vulnerable, but you can remain hidden while moving about the world. 3) Scout out the area you want to harvest before you begin. Know which nodes you want to hit and in what order you want to hit them. See if there is anyone else in the area before you begin. If there are outposts in the area that your faction doesn't own, consider taking them before you begin so you have a fallback position. Having the guards at your back might not save you in most cases, but they can't hurt. 4) Harvest close to a fort or keep that your faction owns and make use of the local bank often. Getting killed isn't a big deal if you just banked all your stuff. Alternately, you can look for locations where no one is likely to find you. Look at the campaign map and see if there are any outposts that haven't been captured. You can tell because the circle around the zone won't be fully filled in. If an outpost hasn't been taken, that means that people don't go there much, if at all. The area might only have low rank stuff, but you'll be at less risk. 5) Make sure your tools are good enough for the nodes you are harvesting. If it takes you 2 stamina bars to destroy a node, that's twice the amount of time you are exposed. 6) Improve your harvesting skills and/or use potions and food so that you can afford to take combat disciplines instead of harvesting disciplines. Equip yourself with advanced gear. Give yourself a chance to fight back if you do get attacked. 7) Pay attention to chat. There may be reports of someone in the area. Maybe someone just got attacked nearby. Ask in zone chat if anyone has seen anything and you if you see something, report it to your fellow harvesters. Maybe you got lucky. You just finished off a node and dropped into stealth before a group of 3 enemies came running through. Let other people know about it. 8) If your play time is flexible, try to harvest when there are less people playing, or switch to a less populated campaign, if that's an option for you. None of this is a guarantee that you will be safe while harvesting in the PvP areas, but they will certainly help your chances. If all else fails, look for other people who want to harvest and work with them. You still won't be 100% safe, but a solo player looking for kills is more likely to pass you by if there are 3 or 4 of you rather than just 1. I have done a lot of solo harvesting in this game. Yes, I have gotten attacked and killed, but not that often, and I have managed to escape or even kill the attacker on occasion. Don't expect the game to protect you. Learn to protect yourself.
  10. 1 point
    Battlex

    [GER] Northlanders rekrutieren wieder!

    - N - Gründung 07.03.2015 Die Northlanders rekrutieren offiziell wieder zur kommenden 5.8 LIVE Kampagne. Also zögere nicht und bewerbe dich auf unserer Homepage! Wir haben uns zum Ziel gesetzt, ein mächtiges Königreich in Crowfall zu besitzen, mit einer lockeren Gesellschaft unter Gleichgesinnten. Fraktion: CHAOS Stil: Casual-Gilde (später sind Hardcore-PVP Gruppen innerhalb der Gilde geplant) Was wir bieten: - vernünftige Homepage - Discord (TS) - nette Gemeinschaft - garantierter Gildenname - einzigartiges Gildenwappen ingame - Unterstützung bei allem was so anfällt Was wir erwarten: - 18+ - aktives Gildenleben - vernünftige Erscheinung (kein geflame, keine Aggressivitäten) - Teamspeak- und Forenbereitschaft Wenn das auf dich zutrifft, warte nicht und bewirb dich noch heute um ein NORTHLANDER zu werden ! --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Aufnahmeverfahren 1.Bewerbung bei uns im Forum (Beachtet den Kodex) 2.Bei positiver Rückmeldung erfolgt die Aufnahme als Anwärter. 3. Als Anwärter hast du eine Probezeit von 2 Wochen. 4.Während der Probezeit können die anderen Northlander sich ein Bild von dir machen und entscheiden ob du zu uns passt (es wird abgestimmt) 5.Mit erfolgreicher Abstimmung wirst du auch zum Northlander. Viel Erfolg! --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Gildenkodex § 1 Höflichkeit & Respekt Ehrlichkeit und Höflichkeit innerhalb sowie außerhalb der Gilde und das in jeder Hinsicht,sollte selbstverständlich sein. Ein nettes miteinander bringt mehr Spaß ins Spiel. Natürlich gehört ein gesunder Humor und Sarkasmus auch des öfteren dazu. § 2 Reales Leben Das reale Leben jedes Mitglieds unserer Gilde geht grundsätzlich vor. Diverse Ruhezeiten auch über mehrere Wochen sind für uns kein Problem, solange der Spieler via Nachricht im Forum oder ingame kurz Bescheid gibt. § 3 Gilden-Homepage Das Forum ist unsere primäre Kommunikationsplattform! Darum sollte jedes Mitglied im Forum registriert sein und zumindest regelmäßig Mitlesen und schreiben. (bis zum Release kann sich was ändern) § 4 Aktivität Mitglieder die sich unabgemeldet aus den Gildenleben zurück ziehen, werden nach einer gewissen Zeit ausgeschlossen. Hören wir 1 Monat von einer Person weder im (Spiel) noch im Forum etwas, wird die Person ausgeschlossen und ist kein Northlander mehr, hat aber die Möglichkeit sich zurück zu melden und wieder aufgenommen zu werden. § 5 Northlanders Jedes Mitglied repräsentiert Northlanders. Flaming, Exploiting, Bugusing werden nicht geduldet und können zu Verlust der Mitgliedschaft führen und insbesondere Cheating wird mit sofortigem Ausschluss sanktioniert. Wir erwarten darüber hinaus von jedem Member ein höfliches Verhalten gegenüber allen Spielern, Gilden, GameMastern. Auch mit verfeindeten Gilden wollen wir keine FlameWars sehen.
  11. 1 point
    Some more epic moments I've had during the patch 5.8 campaigns in Crowfall. I'm saving my absolute coolest stuff for my PvP montage but these were also pretty cool moments that didn't make the cut.
  12. 1 point
    Qlimax

    20 hour review

    Pros: Hand to hand combat feels great. I love the multi custom stat,skill tree+I guess vessel tree? Rewarding to farm and make my own gear. Harvesting buff and pinpoint mark makes farming more enjoyable. Tons of classes and races to make a unique feel for everyone Gameplay of siege weapons etc look cool. Though they show an assassin stab it 5 times and it explodes. Cons: Convinced a bunch of friends to purchase the game..needless to say we all ended up on different factions by accident. We couldnt play with one another which turned people away. Starting area bugged. Started on a cliff, fell died. gg Pop up hint boxes last 1-2 second. What'd that say? I dunno How come it's taking so long to harvest this rock with a pick? Hey Noob, you're using the wrong tool..oh.. Bugged trees and rocks Friends lost interest before we even tried pvp. argh Oh you need a guild for the next tier gear. I guess you can go farm and maybe ill make you an item New campaign starts, hey player x hows it going? want to party? im lvl 4 what level are you? I'm 30 and i can make everything. cya Where am I? Press M, 3-4second delay of loading. Yep this map is going to get me ganked. Can i put a marker on the map. No. Ah crap I'm going the wrong way again. Argh guards can see me in stealth. But they're looking the other way. We have eyes in the back of our head brah i have 60 wood..can i make 5 axes? No, one at a time. Oh Run away there's an opponent! I have a swift mount and he's two football fields away...Uh some how to catches up and snares me and shoves an axe in my heart. What the...but I have the fastest mount and you were so far away? 100 yard range on snare sniper rifle gun? Bye bye items. K thx Chased first opponent to their temple portal. Insta death. Congrats you lose everything and the dagger you worked so hard for..meh alt f4, when's new camp? Opponents glitching in some corner near our fort to take it over. k Hooray I solo'd an outpost. I'm going to cap this for our faction. Stealth, go watch a youtube video. No still not capped. wth..goo
  13. 1 point
    Jah

    20 hour review

    Change is planned.
  14. 1 point
    Tinnis

    State of the Knight 5.8

    chain pull and dodge pip removal combo will WRECK a wood-elf or nethari [with their slower dodge pip regen] unless RNG god's intervene.
  15. 1 point
    Agree, pvp is ranked gear/level/class/vessel. yes I left out player skill since lately it has been trending to the least common denominator. Hopefully this changes for the better, but the trend doesn't lie.
  16. 1 point
    veeshan

    State of the Knight 5.8

    if dodge pip CD wasnt random intervals shield bash and chain pull would be knight best ability, the randomness of the dodge pip cming back makes it a pain in the ass and very RNGish aswell Sentinels gets hit hard with the current CC immunity/break mechanics which realy sucks. Resolve would be interesting if there was no CD and was constantly ticking heals on you when u hit that threshold so u need to dmg faster than the healing regen. would help with survival too.
  17. 1 point
    Scorn

    State of the Knight 5.8

    It's useful when you hit it when they just started their timer...super frustrating when you get it on a target and in ~3 seconds they have Dodged It's also your main source of damage on the Secutor line and actually creates a pretty interesting way to play IMO when it generates a use every time you hit a Shield Skill.
  18. 1 point
    Arkade

    State of the Knight 5.8

    I tested out Block against a Jumping Spider on the TEST server to see how it works. Those spiders have a severe bleed called Irritating Hairs. When I didn't block, the bleed ticked for about 200 and when I did block, it was about 50 per tick. So it looks like, against that attack at least, it is working as I would expect.
  19. 1 point
    Chroma

    State of the Knight 5.8

    I've been playing a knight for 5.8 and agree with the OP's sentiment. There are a few more points that are worth mentioning. The knights passive 30% cooldown reduction is amazing, it allows the standard to drop on nearly a 50% uptime. It also makes those long 45 second cooldowns a lot more bearable. The name of the game seems to be making hard counters more efficient with reduced cooldowns on skills like slash reflect and barriers in militant or increasing the uptime on the runecaster buffs I have talked with other knights from past patches about the sustain and self healing that we have compared to champ and myrm and in the past the solution was disc healing like mudman or niad. I don't know if the calculations have changed but on my CC knight with roughly 900 support power the heals from fountain of life and remold are, well, abysmal. Last week I checked on niad again and it was ticking for 153 on a pretty slow pulse. I have rolled both the Swordsman and Sentinel builds and find them to be equally tanky. The sword knight shines but the Mace/CC has some decent burst too. I enjoy the differences between these two classes and they do have different playstyles, which is what meaningful choices should promote. I see that a lot of knights have dropped block for the dodge, in order to avoid damage instead of mitigating it. I have been taking either of the mentioned builds into large scale fights at the Tree of Life or Throne Room brawls, where the healing is stacked and it is fairly tanky in those situations. In the field it can bunker down pretty well if the standard is active and the knight is blocking. It's a fine line hanging out around 30% health though. In the end I think the hang up is the fact that you want to be a pvp tank have to run hard counters to specific damage or choose between Dealing damage or mitigating it. Something like a templar or cleric is far more durable with a steady stream of self healing and decent (but not spectacular mitigation). I am still enjoying this class in PVP, it's pretty versatile and I love the base kit. It has some good abilities but doesn't shine in any one area, it's very much a class for the generalist
  20. 1 point
    Pann

    Zybak Discussion

    It is our firm policy not to discuss a player with a third party. As stated before, if you have concerns about a member of the community, please contact support@crowfall.com.
  21. 1 point
    Hopefully they will allow small groups of players to be competitive or find a niche. Subguild / allied type of thing. EVE Alliance + Corporations. The game as designed will favor zergs / larger guilds but there's a way to incorporate alternative playstyles (smaller group / solo) without wholesale altering that.
  22. 1 point
    Pann

    Path to Alpha - Official discussion thread

    From the desk of Creative Director J. Todd Coleman, here's an update on what's coming in the final phases of pre-alpha and the beginning of alpha testing. FULL STORY
  23. 1 point
    Remember, we're talking about the path to alpha, not going to release. To call it Alpha, they need a solid core that can be added to during alpha, beta, and beyond. In terms of game elements, I think Ace has more than cleared the bar for alpha testing. If 5.9 & 6.0 can close all of their captured tech gaps and resolve performance issues, then we can spend alpha trying to crush their servers while they add game elements for us to break.
  24. 1 point
    Pann

    Crow Links - Official discussion thread

    Hurry! The Crow Links special order will end 11:59 PM CT//4:59 PM GMT on Thursday, January 31, 2019. FULL STORY
  25. 1 point
    I understand that there may be things that don't make it in by launch. Todd mentioned taming during the livestream as an example. If we can still have pets, I'm not overly concerned that the taming mechanic has to wait unto post launch. That said, the list of things I think this game can launch without is pretty small. I think we can launch without the Infected and Shadow bands, and I think we can wait for the Bloodstone ruleset as well. These are just variations on the existing game that won't make or break the game at launch. Farming can probably wait as we have other ways to get food and those can modified to provide more food until farming comes online. Relics and artifacts can possibly wait too. Crafting needs to be completed, including the projects interface, factories, recipe drops and thrall capture and use mechanics. Caravans need to be added, and therefore, pets and mounts. Obviously the frostweaver has to be added, and there needs to be an evaluation of all classes, disciplines, abilities, passives and armors, not just for balance purposes, but to ensure that each class and promotion is able to fulfill its intended role. The Embargo system needs to be fully functioning. POIs need to be completed. I like the idea of materials from POIs being able to be broken down into resources and used for crafting, though they should only provide common quality resources, and the POI output should be affected by the seasons. This will put less of a burden on people to harvest unless they want the higher quality stuff. Obviously the war tribes are being added, but we need more boss mobs and other types of mobs. We still have yet to see the Bog Bear, Giant, Wyvern, Gryphon or Urgu. If adventure areas are being designed with any of these mobs in mind, similar to the spider canyons, then that will need to be developed as well. I think the Sentinels need to be added, more to improve the new player experience than anything else. Exploration stuff like tracking and cartography. Exploration needs to be more than just harvesting. Different biomes, completing all the parcels and buildings like the fallen colossus and the castle. The number of distinct biomes may be limited, but we do know they were working on a desert biome, so having at least a couple different ones will be good. More can always be added post launch. If the relics and artifacts aren't in for launch, then having the buildings that they are to be placed in is less of a necessity. And, maybe most importantly, performance has to be improved. Hopefully 5.9 will be a major step up, but I'm sure this is something that will be ongoing up to and beyond soft launch. I'm probably forgetting some stuff, but I'm hoping that a good amount of these things will be in for alpha. If all of that is in for launch and the throne war gameplay works in both 3 faction and dregs over the course of 3-6 month campaigns, I think we'll be fine.
  26. 1 point
    Finkregh

    Northlanders

    Moin, hier auch noch mal für alle!! Wir wachsen immer weiter suchen aber immer noch starke Kämpfer!!! Bewerbung unter www.northlanders.rocks Und hier unser neues Logo, und ein paar Informationen. - N - Gründung 07.03.2015 Die Northlanders rekrutieren offiziell wieder zur kommenden 5.8 LIVE Kampagne. Also zögere nicht und bewerbe dich auf unserer Homepage! Wir haben uns zum Ziel gesetzt, ein mächtiges Königreich in Crowfall zu besitzen, mit einer lockeren Gesellschaft unter Gleichgesinnten. Fraktion: CHAOS Stil: Casual-Gilde (später sind Hardcore-PVP Gruppen innerhalb der Gilde geplant) Was wir bieten: - vernünftige Homepage - Discord (TS) - nette Gemeinschaft - garantierter Gildenname - einzigartiges Gildenwappen ingame - Unterstützung bei allem was so anfällt Was wir erwarten: - 18+ - aktives Gildenleben - vernünftige Erscheinung (kein geflame, keine Aggressivitäten) - Teamspeak- und Forenbereitschaft Wenn das auf dich zutrifft, warte nicht und bewirb dich noch heute um ein NORTHLANDER zu werden --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Aufnahmeverfahren 1.Bewerbung bei uns im Forum (Beachtet den Kodex) 2.Bei positiver Rückmeldung erfolgt die Aufnahme als Anwärter. 3. Als Anwärter hast du eine Probezeit von 2 Wochen. 4.Während der Probezeit können die anderen Northlander sich ein Bild von dir machen und entscheiden ob du zu uns passt (es wird abgestimmt) 5.Mit erfolgreicher Abstimmung wirst du auch zum Northlander. Viel Erfolg! --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Gildenkodex § 1 Höflichkeit & Respekt Ehrlichkeit und Höflichkeit innerhalb sowie außerhalb der Gilde und das in jeder Hinsicht,sollte selbstverständlich sein. Ein nettes miteinander bringt mehr Spaß ins Spiel. Natürlich gehört ein gesunder Humor und Sarkasmus auch des öfteren dazu. § 2 Reales Leben Das reale Leben jedes Mitglieds unserer Gilde geht grundsätzlich vor. Diverse Ruhezeiten auch über mehrere Wochen sind für uns kein Problem, solange der Spieler via Nachricht im Forum oder ingame kurz Bescheid gibt. § 3 Gilden-Homepage Das Forum ist unsere primäre Kommunikationsplattform! Darum sollte jedes Mitglied im Forum registriert sein und zumindest regelmäßig Mitlesen und schreiben. (bis zum Release kann sich was ändern) § 4 Aktivität Mitglieder die sich unabgemeldet aus den Gildenleben zurück ziehen, werden nach einer gewissen Zeit ausgeschlossen. Hören wir 1 Monat von einer Person weder im (Spiel) noch im Forum etwas, wird die Person ausgeschlossen und ist kein Northlander mehr, hat aber die Möglichkeit sich zurück zu melden und wieder aufgenommen zu werden. § 5 Northlanders Jedes Mitglied repräsentiert Northlanders. Flaming, Exploiting, Bugusing werden nicht geduldet und können zu Verlust der Mitgliedschaft führen und insbesondere Cheating wird mit sofortigem Ausschluss sanktioniert. Wir erwarten darüber hinaus von jedem Member ein höfliches Verhalten gegenüber allen Spielern, Gilden, GameMastern. Auch mit verfeindeten Gilden wollen wir keine FlameWars sehen. Beste Grüße Finkregh
  27. 1 point
    afireinasa

    Duelist in 5.8

    @makkon seems like both of your issues with Duelist were fixed on the test server. Now that they are fixed, does anyone else think Duelist does too little damage? Especially Rapid Fire. I feel like you are losing out on DPS if you use that ability compared to alternating LMBs and Pepperbox Shots when you have 5 Pips. Rapid Fire has a longer cooldown and no stun so I feel like this shouldn't be the case. It seems like its better to never use the ability. Someone who's more knowledgeable with the game and testing things could maybe confirm/deny this.
  28. 1 point
    I kinda think it's an interesting mechanic, it's definitely unique. It's obviously bugged, but once fixed and visible to enemies it ought to be fairly easy to avoid. That will make it even more niche and public opinion will go from "this druid build is cheap and boring! no skill!" to "anyone that dies to this literally has no skill! SO EASY to avoid!" If you like it, @yianni, then go you. I happened to enjoy watching your video.
  29. 1 point
    So as a supposed game design professional I know every single thing, of every single aspect, of each coherent system; of every power possible combination, within the complexity of Crowfall? Get a hold of yourself, and instead of just shooting down every idea someone comes up with, instead build an idea up until it works! How the heck do you think design works? Do you think JTodd just comes up with an idea himself and throws it out there like "screw it its done first try"? If we as a community stopped trying to tell people how their idea DOESN'T work, and instead try to figure out HOW they could, we'd be way further along in this discussion.
  30. 1 point
    "4) Harvest close to a fort or keep that your faction owns and make use of the local bank often." Personally, I disagree with this recommendation. I find those to be the most dangerous places to try and harvest because they are the most obvious landmarks on the map to check for enemies to kill, keeps also have some of the best resource tiers so again, good place to check. I do most of my play solo 75% of the time, and do a lot of harvesting to make my own gear. I feel the better plan is to be satisfied with lower tier materials and harvest in an out of the way area that is off the beaten path and away from common hot spots.
  31. 1 point
    mandalore

    crafting and seasons

    Harvesting and @srathor's mental health
  32. 1 point
    2. Well to be fair, it's not at the point where balancing is a huge priority, I don't think. They're trying to get all the base mechanics and technology in first, and then tweak numbers after. And we're lucky to be getting the ones we are like the advanced weapon fix. 4. The whole point of this game is PVP. People like you and Hamon seem to thing you can advocate PvP becoming secondary, just because they have a very robust crafting system that puts most games to shame. Games like this used to exist a lot, and then were watered down into the WoW-era trash that liked to pretend to know PvP. These guys are bringing back the roots. So stop trying to bring in this CS or Battle Royale bs. 6. There is no PvE. The extent of PvE is just the most basic monster bash for materials and leveling. There no attractions to see, no PvE events, no dungeons or raids on boss monsters. And if there ever will be, is going to be solely for PvP to happen for that special rare resource. 7. It's pre-alpha. That is the only reason you can jump back and forth so easy with no penalties. You guys are treating test mechanics as if they are LIVE mechanics. Some campaigns won't even let you import into the campaign. Ya, it feels very weird now while things are being built still, but the end game is that everything is PvP, promotes PvP, and PvP will protect the harvesters that are out in the dangerous world of PvP, to support MORE PvP. All these change PvP into PvE mechanics and make PvP a sideshow from people without a K under their names just miffs tf out of me. It's cool yall threw down your $50 to try early. But many of us threw down hundreds or thousands of dollars on this game to get it started with a very specific vision of PvP incorporating elements of Shadowbane, Star Wars Galaxies and EVE. And if you are a kickstarter, then shame on you because you should have known that game you were backing and stop trying to turn it into instanced pvp trash you find in games like WoW.
  33. 1 point
    makkon

    Duelist in 5.8

    ok for those who asking. I have not so much time to test at, but I login yday and exped player find me self. this was my first day I even pvp this class (I test it after release abit and then never). I fight horrible and did alot of mistakes. also titan myrmidon with good gear (I sure he has green+ vessel, better weapons and armor, may be accessory) is not the convenient opponent to glass cannon characters but still whatch this out. I have pure white gear. no vessel, no accessory, even no hunger shards with ap on weapons. pretty sure with some training and better gear he will lose. 3500 non crit: also he used scarecrow as you can see. anyway he attacked me first while I tried to do some test on mobs, so I can escape easily
  34. 1 point
    I seen you have a new face working on web related issues. I am asking if they can tackle the issue of the dev tracker or remove it completely. It just isn't professional the way it is now and its been this way for a very long time. The members online issue would be nice to have fixed, but it isn't such a glaring problem as the broken devtracker.
  35. 1 point
    Until chat is fixed we must use the universal mmo communication code*: *Disclaimer: In Crowfall, jumping may have negative side effects such as reducing your chicken ticker.
  36. 1 point
    First let me start off by saying I'm a new backer and have only been testing for roughly 10 days now and last night was my first dip into 5.8 Promotion classes specifically for the Ranger. Now with that out of the way let's discuss how needlessly clunky the Ranger Promotions feel and my current thoughts on what they are and which direction they should be going. FYI, the whole point of this is to have a discussion on the current gameplay mechanics and state of the Ranger and the first pass of its Promotion classes and which directions the majority of the community feels the class should take while it's still being iterated upon. My Current View 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. Please add on to the discussion so we can have the Ranger class we all want to play. The Promotion tree's can really add lots of variants that can push different gameplay styles before the addition of Disciplines.
  37. 1 point
    Pwca

    Best pvp spec for duelists

    Right now, Slayer seems to be in the best spot. It has a really tight kit -- and it's fun. I'm trying to make Vanguard Scout work, but it's a build that is severely compromised when hit with Faerie Fire or other DOTs that keep it from stealthing. Edit: so many typos.
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