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Showing content with the highest reputation on 02/22/2019 in all areas

  1. 4 points
    Balathan

    Damage spec design

    Disclaimer: I am not suggesting fundamental class redesigns rather improving on what we have now. The classes have the parts to become interesting we just need to put them together and add to them a little. I know disciplines enhance the base kits of these classes but they cannot and should not be crutched upon for the depth of all classes. A lot of the damage spec line classes in this game feel very lackluster. The damage classes in this game have no ramp up, no depth, no ability interaction. To explain i will use an example of probably the only well designed damage class: Alpha Warrior. I don't pick it because its the best damage class at the moment i pick it because it is actually well designed... some may say these 2 things are related. Alpha Warrior: The Example The Alpha warrior has a very simple class design that allows it to be far more interesting then the other dps classes. First it ramps up, in this case it gathers dominance pips by leaping or criticaling with an auto, it then expends dominance to stack its capstone passive and auto crit its damage skills. A simple concept executed perfectly. You can stack to full pips and expend quickly for high burst damage and a nice buff from your passive or you can expend as you go for decent sustain. It allows you to choose when and how to dump your damage for maximum effect, essentially there is some choice and player skill evolved. As a player I can choose how and when to use my skills to get the result I want. I want to clarify that by no means is this class complicated or nuanced and there is some room for improvement but it allows for more interesting game play then the other options. Because I chose to wait and save my pips I got to expend those pips quickly for high burst damage and because of that I secured a kill. Very simple cause and effect, something as simple as that can make a class more interesting. The class also has the choice of the warrior buffs to help its damage or tankiness but that's more a champion thing rather then Alpha Warrior. My point is simply there is a ramp up and a pay off, this is a very simple concept that a lot of the classes fundamentally lack and it causes them to be very uninteresting. Boring Class design: Stormcaller: Ill start with this one because its the most egregious case of what I am discussing. This class is quite literally hold left click and toss a call storm in there with 1 single combo skill with a long CD. There are no combos, no rotations, no skill. It ultimately amounts to can you hold left click and hit 1 combo skill on cd? The only depth the class has is when it has the choice to buff its damage and thats a 5 minute CD... It would be more interesting if they could make it so something the player does actually interacts with the kit itself, as the player I want my choices to matter and to be rewarded for what I have or have not done. In the Alpha warrior kit I am rewarded for saving pips and expending fast, here I suggest changing the buff. Instead of having it be a click and forget once every 5 minutes instead have it be triggered. If I hit a max target combo with my lightning burst or I use lightning burst when i have plasma spark I proc a version of that buff that temporarily improves my dps output. Maybe it partially refunds the CD of call storm, maybe its just like storm avatar is now but slightly weaker, maybe it buffs my next call storm for more damage. These are just off the top of my head but the point is there should be a very clear cause and effect relationship when I play the class. Right now everything is just a passive or a fire and forget buff. Its not interesting or rewarding it simply lacks any sort of skill expression and makes dpsing on it very uninteresting for any player. Inquisitor: This damage spec amounts to a very simple boring rotation. Hold left click to 5 hits, then hit abso (i know that third auto hits very hard and usually people hit 6 times then abso... its for example don't nitpick). Sure people throw in a nado/knockup but its dps rotation is very boring and the only thing keeping this class interesting in the least to play is the physics CC that will get changed in 5.9. The capstone is a passive effect that requires no thought it just dots people sometimes. It has a very small ramp up and pay off, its so fast it can hardly be considered a ramp up. It is not cool or interesting to have my best skill be spamable on an 8 second CD. There needs to be more interaction between my skills so there can be more rewarding game play. If for example they made it so if I spam my abso on CD i get what i have now or, I can get a stacking buff that increases my next abso damage each time I stun or knockup an enemy there would be more chance for interesting gameplay or trade offs. If I as the player had the choice to either decent sustain damage or charge up my best skill and CC then hit a called target with a big hit of spike damage there would be more options for dps gameplay. The way this class currently stands spamming my skill bar is the best route to dps and that should never be the case. Slayer: This class has a similar problem to the inquisitor except it gets pips faster then the Inquisitor stacks sin and its cash out skill, pepper box, has half the cool down. Again I will say that there is nothing interesting about spamming my big skills, it takes away the meaning behind them. The Slayer is in a unique position of having a bit more nuance to the kit with its buff system but ultimately it boils down to RNG as to what buffs I get, perhaps something to be looked at in the future. For this class i suggest a very simple stacking system. They have 2 primary cashout skills, pepperbox and rapidfire, yet they have no interaction between them and it comes down to always use pepperbox. If they made it so If i use pepperbox well for example hitting max targets in a shot, it empowers my next rapid fire for increased damage stack up and blow the buffs for a big hitting rapid fire. This is a simplistic suggestion I know (look I don't design games...) but the premise is simple, make the skills interact with each other so people dont just AFK left click while throwing in a few second CD cashout skill. Archer: I dont play one so Im not sure here, i suspect they have a very similar problem as the one above where i spam left click then hit rapid fire with no difference in my rotation ever. Not all bad: Titan: This is a class where the pieces are here its just not within my control. ALL of the buffs that make my class good are completely RNG with the exception of the capstone buff. It has a very solid ramp up mechanic through the fight and can begin to do solid damage, its a lot longer ramp up period then most classes but has a lot longer cash out period. This class has actually solid class design I just wish the procing buffs were a little more within the players control. I think the actual class numbers are holding this class back infact I've only heard good things about it. Vindicator: There is a solid foundation here, it has a different sort of ramp up for this damage class. It's pips are a bit harder to come by, barring a confined space in a siege, and its cashout is in the form of high damage executes. However lets be clear the only thing making this class interesting and playable is the parry mechanic and the high execute numbers. The class needs a little more to make it interesting. I like the devotion ability and how it interacts with the damage you do but some other sort of mechanic to reward the player for good play would be interesting. The class is a target finisher, thats the class's whole premise. So a mechanic where they get a damage buff when they finish a target would be something neat that would make it unique. Maybe it flat buffs damage, maybe it increases pip gain, maybe it makes execute do more damage, maybe it buffs your group, who knows... There should just be a little more to this kit and I think its in a fairly good spot. The point of this post is to address that we need the class abilities to have a little more cross interaction, a little more nuance. Right now the classes boil down AFK spam rotations with no player choice or skill expression. I think we can all agree that mechanically this game is simplistic, it would be nice if the classes had a bit more depth in them so that player skill can play more of a role in the outcome of a fight rather than the gear and training. Ultimately the kits of these classes should reward good play by good players so there is a real performance difference between a good and a bad player.
  2. 2 points
    Earn a unique golden tankard for your character FULL STORY
  3. 2 points
    pistkitty

    moneda Gameplay~

    Holding down LMB IS about all you do on a stormcaller. Most of their spells are broken (bugged ie don't work) or self-targeted.
  4. 2 points
    You’re welcome? Do we need to do any leaderboard stuff on test or just the four hours?
  5. 2 points
    Well, only in the most trivial of senses. Willing assumes you have the *free* time devout to this goal. Sure, people could quit their jobs and sacrifice friendships and so on to play the game. It can be interpreted as willing, but that's not any metric to go by. I might be as willing as anyone to invest time, but I just don't have it. Or not enough other people who I want to play with / want to play with me. In these cases the game still needs to work, be playable, and fun. This is a well known issue and millions of dollars have been spent trying to correct for "no-lifers" / people who have significantly more time and better social frameworks with which to play. You also point out that the winning guilds are playing the way it's meant to be played, you're right, and what we're seeing is that the way it's Meant to be played is a losing framework. That's the point I think we're all talking about here. Uncle Bob is guaranteed to be invited over for dinner, and when he fouls the atmosphere and everyone leaves, why would they come back?
  6. 1 point
    Why go to the world kill farmers if you can't get any loot from them? Please, set Spirit Bank to be open only in Tample or not in combat...
  7. 1 point
    I wish they gave the mug from January to people who tested in the past versus just one month. My participation trophy shelf is gonna have a spot open and its gonna drive me INSANE!!!!!!
  8. 1 point
    Yeah a kot of my testing is crafting or controlled combat powers tests in an ek.
  9. 1 point
    Samulus

    Please mercy kill this campaign

    I'll have you know there were FOUR of us by the end. Sheesh.
  10. 1 point
    Ble

    Please mercy kill this campaign

    Thats a good idea Mandalore, lets submit it to Tark for approval.
  11. 1 point
    This cannot actually be working as intended. I have no healing modifier rings which could be used to get 30% more healing... Please ACE nerf this incredibly broken spec.
  12. 1 point
    if it was fair and balanced mjayed wouldnt be playing it
  13. 1 point
    yianni

    moneda Gameplay~

    is it me or all youre doing is holding down LMB? with an occasional call storm. while outnumbering a noob guild
  14. 1 point
    Duffy

    Server Startup Rules

    The nice thing about the way they designed campaigns under the hood is that all those knobs and levers are adjustable from campaign to campaign. And they’ve talked about different configurations from time to time. Everything you laid out is possible as are many other combos, they’ll be able to adjust overtime to some commonly “good” configurations. Unfortunately to really use some of those rules they need to fix or add a bunch of other systems, which will happen eventually but in the meantime we will have to live with it during pre-alpha. Right now it’s testing time and they aren’t fiddling with stuff like imports or wipe based maps too much because it just inhibits our ability to test things. Having a filling wipe or soft gear/vessel reset for one or two week campaigns is just annoying and would lose them testers. Maybe when they get to month+ campaigns they can start trying more restrictive rules, but right now I don’t feel like it would be any fun for the testers or prove much if a bunch bailed til the game was farther along.
  15. 1 point
    mandalore

    Please mercy kill this campaign

    I don’t think pre alpha or alpha is the time for competitive rewards. In further trials give all the people who tested the same reward. Late stage beta when the pop is larger than 300 is when you can test with competitive rewards imo. The rewards from testing should never be of in game value, small or otherwise. They should always be cosmetic and available to anybody testing.
  16. 1 point
    VaMei

    Vessels

    The part you can't do alone is the minerals. It takes at least 2 players to harvest the mother lodes. As a new player, your focus should be more toward upgrading gear and finding a guild you like rather than upgrading your vessel. Getting into quality green gear made by a skilled blacksmith will give you far greater gains than any vessel upgrade.
  17. 1 point
    Ble

    Is Healing Under-Powered?

    Show me a picture of your stats, healing modifier and support power. Like this: Also, Arch druid will never feel that great healing, especially with incomplete gear because you get 100 support power x 3 from your first Archdruid ability vs the 225 that an Earthkeeper gets. You have to blight yourself to get your healing orbs to do what an Earthkeeper does normally. You're not getting Healing Rain from Earthkeeper line, You don't get soothing winds (although this can be remedied) either. The loss of support power isn't the biggest deal once you're geared. If you went double necklace (Epic+) and a Blue staff with legendary support power shard, you might even get close to cap or be at cap... but that means you don't have AP necklaces etc. I'm just not seeing Archdruid as a great healer. They are a one-trick pony, setting up blight bombs. To make your heals not feel horrible you simply need more stats.
  18. 1 point
    Feydan

    Durability of harvesting equipment

    Correct, i forgot about that part completely. Thanks for adding it:)
  19. 1 point
    RikForFun

    Durability of harvesting equipment

    Sorry to intrude, but I reckon to equip a disc you also need to unlock the proper scoket on the talent tree. Acquiring nodes on talent tree needs require spending point with are provided on each gained level. Therefore before equipping said disc, you need to raise the level of your vessel, I'm quite sure over level 10 (some more expert player surely known the exact level you need). So while is always true you have no need to kill mobs and you can sacrifice stuff and gain (about) ten level, possibily you will be confortable in killing boar to gain XP and loot them to sacrifice obtained gold. Good crafting
  20. 1 point
    Feydan

    Confessor Disciplines (builds)

    It's a good Minor. Especially because it increases the crit not only for you but everyone else on your team. I just can't seem to find the Space for it, since i feel like the other passives do more for me. I was running it for a bit, but i think it's more useful in smaller scaled battles than it is in Siege fights f.e.
  21. 1 point
    VaMei

    Balance: 2.5mill | Order & Chaos: 500k

    Going back to the original 5 realms plan, I can't help but think it's backward. God's Reach (3 faction) has lots of imports available, but very limited exports. The deeper you go through the Infected, the Shadow & the Dregs, you get fewer imports, more exports, and more fragmented structure. Would it work better if: God's Reach, 3 faction. Short campaigns. No imports, unlimited exports. Abundant resources of limited quality. New players learn the game, build small guilds and stockpile basic resources before venturing into the next layer. The Infected, 12 faction. Longer campaigns, very limited imports, medium to high exports depending on victory conditions. Less abundant resources but higher quality. Rare loot drops become available. Guilds refine game play. Fail guilds are absorbed into more successful guilds. The Shadow, GvG. Very long campaigns. Moderate initial imports with periodic resupply opportunities. Limited resource points, but highest quality resources available. High end loot drops more common. Zero to limited exports depending on victory conditions. Guild and alliance wars. The Dregs, FFA. Short campaigns. Unlimited imports. Very limited resources of the highest quality. High end loot drops common. PvP free for all. The best rare stuff, if you can get it alone & manage to not loose it. Exports for top rank players. Salt for the rest.
  22. 1 point
    Zero import/export campaigns solves this problem for players that perceive that issue to be a problem. However, it will not make the game easier for people who lack the determination to play the logistics side of the game.
  23. 1 point
    Duffy

    What do I do next?

    Step 1. Is to max out to lvl 30 To do so you’ll need to find the various mob spawns and farm them. The key to leveling is focusing on mobs that rank x3 is less than your level. So rank 3s up to level 9, rank 5s to level 15 and so on. Save your gold and use that to help yourself level. Once you reach 30 to fully unlock all your class abilities/options it’ll be easier to farm whatever you need. As far as advancing gear goes it’s pretty involved. You’ll need skill training, rune gathering tools, and usually some other crafters as there is a lot of crafting interdependencies. The crafting system has a few gotchas and intricacies- it’s not as straightforward as it may appear until you understand how the math works. For common gear you’ll be fine to mess around, but past that you need certain skills trained to really be worth the materials used. Finally while you can try to craft in forts it’s pretty risky most of the time, right now we tend to craft in our EKs or Keeps when we have one.
  24. 1 point
    Yoink

    Sooooo next campaign map kinda sucks

    Need to take a look at Settlers of Catan set up procedure....
  25. 1 point
    I run around in a white vessel with green gear and still kill folks. I'd say lack of game knowledge and lack of organization and willingness to put in at least minimum effort at farming and crafting is what holds back most people. Yes, this is a PvP game, but so is Overwatch, and this is not intended to provide the same kind of PvP experience as a MOBA. Part of this game's PvP is meta PvP at the logistical and organizational level.
  26. 1 point
    yianni

    Sooooo next campaign map kinda sucks

    just because the map is on test, doesnt mean itll be on live
  27. 1 point
    VaMei

    Sooooo next campaign map kinda sucks

    Welcome to what Skinner's have been dealing with since forever. As usual, this campaign is good on cats & spiders. This time there are actually R10s for both. I've found an R6 pig pack of 6, an R7 auroch of 3, and and R7 wolf pack of 3. This is actually a pretty good campaign; relatively speaking. That's not for one faction mind you, that's the best across the campaign. Each of these spawns is in a different region. Speaking generally for all resource types, I think: If faction campaigns are going to be short (a week or less), this is probably not terrible. It may take a few campaigns to find a good source of everything, but over time everything will eventually be available. If faction campaigns are going to be a month or longer, I think it's going to be a problem. I'm mixed on how I feel about it for long Dregs campaigns. With the exception of iron, if something is not available to you then trade for it or raid for it. If it's not available at all,(e.g. no tin) it could lead to an interesting situation of HTFU & deal with it. Alchemy may help deal with it in the future. Iron otoh is a critical resource. In a long Dregs campaign, if only one faction has iron, they win.
  28. 1 point
    I like the concept of having "Home" zones for each faction that differ in point rewards and have other advantages/disadvantages.
  29. 1 point
    srathor

    Balance: 2.5mill | Order & Chaos: 500k

    The juice is not worth the squeeze. Why play in an unfun game with unfun mechanics and no quality of life. I have played almost non stop for coming up on 3 years. I have been hearing about factories that entire time. About how game changing it is going to be. /sigh I want a guild chest/vault that you can deposit into without another player having to be at the wheel. I want target dummies in an EK. I want a god damn repeat button for crafting. (thralls/blueprints) I want expandable player/vessel item storage for ek's (Placeable chests for personal storage) I need some quality of life or I can just go play another game that values my effort and time more.
  30. 1 point
    Tooltip

    Balance: 2.5mill | Order & Chaos: 500k

    I agree. And this is bad news for the longevity of such a game. "It's lonely at the top" is not just a saying. Conan Exiles is a great recent example of exhaustive predation that seems somewhat analogous to the current situation. Large guilds crush smaller ones and solo-duo players to the point where they don't want to play anymore. That leaves large guilds with no one to fight. I guarantee that Balance is bored AF right now because there's no one to fight... in a fighting game. Restarting the game, or wiping, or whatever is not an answer because it doesn't address all the points you brought up. So in faction war, this will happen constantly, and in Dregs (GvG), why would I ever stick around if Guild X enters the match? I'll just stop, or find a different one / not invite Guild X. Maaaaybe the really big guilds will set up matches and go at it, but that's again, not enough to sustain a game long term. You need numbers. You need people to have fun playing your game whether they win or lose. It's seriously easy to just stop logging in and pick up one of 10 other games just waiting to be clicked. I think there are solutions, but I'm not sure what they are exactly. And I'd like to see ACE brainstorm more options. Catch up mechanics only work if the losing side isn't crushed (demoralized) and can "rally" which is not common at all. Better carrots are fine if they're willing to rally but don't see the point. But you need to avoid the situation where your opponent pushes back from the keyboard and says "why the heck would I spend another minute fighting this fight? Lemme just load up X until things change".
  31. 1 point
    It's more than a design issue, its a gumption issue too. HoA/Winterblades represent most (not all) of the most active players NA (don't wanna offend the EU) and this game 100% rewards you for playing more. We have the best gear, sometimes by multiple tiers, because we farm the most. We have the best vessels because we farm the most. Combine that with bigger larger than most guilds and its hard, if not impossible to defeat. No amount of shiny is going to make the people who barely play now suddenly triple their available playtime. If they make it so only a certain amount of any % gets the shiny I can assure you the people who have quit now won't be in the top 20 then. This isn't a problem of loot, this is about some guilds who want to put in the mountain of time it takes to be at the top winning and other people going "nope, custard that. I got poorly made socks I'd rather do!".
  32. 1 point
    Ble

    Is Healing Under-Powered?

    You cannot hear in the comms but look at this video where I've linked it at 1:54, I have directed Mjayed to a line of orbs by telling him the cardinal direction of those orbs from his position, I then start building orbs for Salamar, and I guide him right to them by telling him my position and to come to me. This is what I was talking about working together with your DPS. Edit: Then notice Mjayed return to the fight and get 1 shot by druid orbs. We can only do so much. 😃
  33. 1 point
    Tooltip

    Balance: 2.5mill | Order & Chaos: 500k

    @Oaths thanks, I was so excited when I saw that thread. Alas, it's a dumpster fire of accusations and politics. No headway was made on the issue at hand and so now it's locked. My point is that CF is a competitive PvP game and we just got a taste of how mega guilds are gonna play it (@mandalore: no, dude, I'm not saying Balance is a mega guild, I'm saying when it goes live, the big no lifers are gonna step in and this will be a daily special. Just look at pretty much any CPvP game out there (Atlas, Conan, Ark, etc.). If folks think this was bad, there are guilds out there that will school Winterblades) I just don't know how more carrots are going to solve this issue. What happened (it seems) is that the other factions lost the will to fight. That's a huge problem. It's huge. It ends games and it's not just the players. Not everyone is part of a large well organized guild. Not everyone has the time to spend farming and staying up and the massive investment it takes to do anything in this game. That's a big problem because the 1,000 people who do are not going to be enough to support this game for 5-10 years. This is why PvP brackets were made, why millions of dollars are invested in "intelligent" match making, ELO rating exist, leagues, etc. It's because even though I like basket ball (I don't really), I don't want to play 1v1 or 10v10 with NBA players. I'll just stand there and watch them dunk. So how is this mediated? I dunno that multi vector rewards is enough to stop this from happening and motivate players who are being crushed to keep fighting. I did like the suggestion of the game assigning players to factions (a la match making in most games) would help break up hegemonies and prestacking but I dunno
  34. 1 point
    I would like to take a moment to say that steel does not sharpen steel. This is an old saying from some bronze age book that was incorrect.
  35. 1 point
    Darguth

    You can do better !

    "You can do better!" is not particularly constructive feedback. What exactly should they be doing differently that they aren't doing now? Your story seems to suggest you expect to be able to jump into *and reasonably compete to win* PVP combat while playing solo and without investing really much or any time into your character's progression. Those aren't reasonable expectations, I would say. Crowfall is not an FPS or MOBA that you can just queue up a match and engage in some quick and dirty PVP fights. It's meant to be a long-term, campaign-driven combat between organized groups (guilds, alliances, factions, etc.)
  36. 1 point
    Pann

    Uncle Bob via Mega Alliance?

    This thread has veered very far from its original intent. We have the feedback we asked for and a bunch of misbehavior that we didn't. I'm going to close this thread now because if I started handing out warnings, several of you would be perma-banned. Please do me these two kindnesses: - Revisit the Rules of Conduct, particularly taking note of the differences between the forum rules and the in-game rules. - When someone from our team asks for feedback, it's sincere. When you take advantage of that sincerity and use it as an excuse to troll or insult others, it robs you of the opportunity to interact on a meaningful level with our team. If that's a message you're sending frequently, it gives the impression that you don't really want to help make the game better - and in cases like that, I'm comfortable with helping you find your way out.
  37. 1 point
    DocHollidaze

    Uncle Bob via Mega Alliance?

    Most people realize this, including ACE based on J Todd's post here. What you yourself probably don't realize (by no fault of your own) is that Tark's continuous vitriolic posting on this matter is driven by more than just an interest in fairness. There is a big personal issue at play here that only she can overcome on their own time. It's best to just offer kindness and patience and move along.
  38. 1 point
    bear

    Uncle Bob via Mega Alliance?

    I love this thread PS Fix RANGErs see it says RANGE in their name stop trying to make me drop TRAPS that would be a TRAPper
  39. 1 point
    They should just use a professional translator. Crowdsourcing translations will get you junk like that.
  40. 1 point
    I mean, it's not like most of us really need your stuff. If I or anybody I play with needs "stuff" it will be more efficient to just farm it ourselves. At this point, I think spirit banking desirable goods mid-gank is more a matter of principle and pride.
  41. 1 point
    Nytefury

    Great Customer Service!

    I agree with the feedback on the excellent customer service. Had some issues myself that was sorted promptly. Cheers Jack.
  42. 0 points
    And now you've imported a lopsided campaign that everyone is waiting to end.
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