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Showing content with the highest reputation on 03/28/2021 in all areas

  1. The current setup for siege is leaving a lot lacking, you have 15 minutes to rush a keep before defenders have an opportunity to completely nullify the attack, while dealing with walls and miniboss guards. Then if you do have enough attackers to guard the banes, the ward system is pretty unforgiving for upper wards within small keep and castle. My suggestion is to have wards play differently, if you have all your wards up your tree can't be damaged but each one eliminated allows the tree to take a certain amount of damage. So 4/4 100% damage reduction, 3/4 75%, 2/4 50%, and 1/4 25%.
    7 points
  2. Currently, there's no point in trying to defend extra Banetrees or Wards. What matters is the last one. When the last Banetree falls, siege ends. When the last ward falls, Tree of Life is vulnerable. Why defend the other Banetrees and Wards if it's only losing the last one that has consequences? A not-novel idea is shortening or lengthening the siege timer when a Banetree or Ward falls, respectively. The siege would still end when the last Banetree falls and the Tree of Life is still open to attack when the last ward falls, but it would allow defenders to put pressure on the attackers by
    5 points
  3. Small keep is a guaranteed win for the defenders if they show up to defend. IMO, there should be no guaranteed wins in a PvP game.
    5 points
  4. Yes, the siege mechanics has to be changed. Or the small keep and the castle design needs to be changed. Or both. Current situation is that if defenders hold the choke which leads to the top ward, then there is literary nothing can be done to pass through that choke. Yesterday's castle siege is not the only example. There were lots of similar instances with small keeps before.
    4 points
  5. Yeah, when the defenders just have to afk at a choke point that's really REALLY boring gameplay. Only time I've played Crowfall and didn't have fun, that includes getting swarmed by deathballs, because that's a part of it. But just afk at choke and exploit AOE cap? Very boring, very poor design. If we don't want to/can't move the wards or make the siege actually have dynamic choices that matter, then yeah, once 2-3 wards are down, just have some dmg resist on the tree and let attack kill it. How it is right now is dumb.
    3 points
  6. A Goldmine from everyone's favorite @Chillmate
    3 points
  7. In the very first dregs ever, MWH won second place on the card "kill most thralls per member." We had 3 members, and only I was actively killing thralls. But, I did it the whole season, and felt rewarded for my commitment to a particular activity. I couldn't cap a fort or keep. I couldn't destroy siege equipment. What happened? There were multiple posts asking that the devs change the mechanics of the game, lest these giant guilds get a "chilling" effect on their recruiting. Heaven forbid they change the way they play the game. No. Make my small guild completely irrelevant except for as a
    3 points
  8. I think we need to re-think what campaigns are at their core. Treating them like extended multiplayer strategy game matches isn't working out, mainly because of the pairing with an MMO style progression system and the time/investment required with it. Normally, in a strategy game, there isn't a whole lot of risk/reward involved beyond a few hours of time played. In this strange abomination which is half strategy game and half MMO, we the players (and the guilds we are in) are stuck with a whole host of misaligned incentives as a result. I propose that we think of Campaigns in the same wa
    2 points
  9. At the end of the campaign, we have to trade in guild because we got too much things like minor runes / majors runes, someone take minors, someone else take majors, someone take wood etc ... But at some point, we have to stop playing, because we know that we are at max export, and the guy that takes runes wont be here. ( Or worst we get the resources but cant connect at the same time ) Please add some extra time ( like 2 days ) with only temple and free city open, it will allow people to play until the last minutes. example right now : people trading 3 hours before the end of the campai
    2 points
  10. 2 points
  11. Many ppl alerted devs that the per member cards were better and they had to make more obj for small or mid size guild, they clearly listen the other camp (zerg camp and shadowbane's fanboy). Now we can see an empty game with many ppl waiting a launch date in hope to see something interesting but even with HD ( big guild will ruined it too, they already do...) after a couple of week ppl will leave the game because of the same issues we report since years now... I can take my pop corn and watch...
    2 points
  12. I gave it a chance. It sucks. I might be a minority but damn i used to lose so much sleep competing in campaign. Now i'm just struggling to convince myself to even log in to dreggs. GJ I guess.
    1 point
  13. Yeah especially the guards at the bane tree
    1 point
  14. The same could be said of Health points. You don't die unless you lose the last one. Probably not a good idea to be one hit away from death, though. Same with Wards and Bane Trees.
    1 point
  15. Bring back OG R10 Confessor Guard.
    1 point
  16. Certainly, but as far back as kickstarter we were also given examples of how campaign conditions where that's not the be all end all are also a thing. I stand by my assessment that you can't really have both mindsets present in a single campaign and also say they can both win. Obviously if a campaign is deisgned around conquest, its silly to think there should be some kind of alternate win condition. We tried it and it showed the inherent flaws in attempting to do that. Namely that you frustrate your conquest guilds and your landless guilds by providing a suboptimal experience for both. How
    1 point
  17. I agree, certainly some of small chokes should be looked at but there is no such thing as a "guaranteed win" choke or not. Neither the Caste or Small Keep had just one choke point on the ward room, there are multiple window entrances but they would require more coordination and specific races/classes to leverage them. A group like BAP being prepared to hit at siege live would have changed the choke meta entirely or even just the removal of friendly fire through an Alliance could have let the attackers push more bodies to break the choke but with sieging being 85% no shows, people don't
    1 point
  18. Or they could go all in on a larger maps which might solve the same issue. If blob A and blob B can't get to every fort / keep within 5 minutes it might actually change up how the game is played. The infected has probably one of the best portal setups in terms of travel time to get to a new zone. Expand those maps and conflicts might be more regional instead of each Blob blowing through each encampment and fort looking for "PvP". Force projection would matter and how many people to devote to an objective. Instead the devs insist on catering to a small subset of the population since maps woul
    1 point
  19. I mean yesterday, if the first ward that was taken by surprise was the top one (hardest one to take when defended) instead of one of the easy ground level wards, the outcome of the siege could have been totally different. That castle is easy to defend the choke at the top, but let's not ignore when poorly thought-out tactical choices impact the outcome.
    1 point
  20. The guards hurt more than you. Good fight!
    1 point
  21. This is going to be a really hard battle to top. I may put it on the recruitment forums.
    1 point
  22. I just go right to infected. There are low level camps in the temple zone.
    1 point
  23. You don't even have to do it once. It's up to the player. Do it on your first character, all of your characters, or none of your characters.
    1 point
  24. most people tend to ignore it after first time and just power level other char with a guildie or sacrificing items. Generaly u should have enough to sacrifice items to max level from your main farming
    1 point
  25. Courtesy of @Aedius
    1 point
  26. One minor note on performance though, the visual bug on retaliation is rough. So many PvP videos where it looks like people were besieged by Jedi Ghosts.
    1 point
  27. The summary of raid fights is saved in database so you can go back to them at any time. I don't share that information with anyone and it is private unless you share your raid handle with someone. If your raid handle became compromised, you can ping me in Discord and I will wipe combat history there.
    1 point
  28. put a cooldown on retaliate say 3 seconds and allow people to use the skill even when not CCed
    1 point
  29. McTan

    My thoughts so far

    There is absolutely no doubt in my mind that no import campaigns will be more interesting than import campaigns. I expect most population that joins as a "fresh" player into an import campaign will quit very quickly. We see it over and over and over again, now. Small guild of 10 joins, quits within a week. Though, admittedly, a lot of that has to do with their inability to make a semi-permanent mark on the world they are inhabiting. They will never own anything, and that is probably true of all the no-imports as well.
    1 point
  30. Jah

    HungerDome Testing Update

    I doubt it was planned ahead. It was so they could make a hotfix for LIVE.
    1 point
  31. Im stuck choosing which zerg to help rather than have any chance of winning......
    1 point
  32. There is no real use for building materials in the infected campaign, so why do the forts there spawn so much of them? I originally thought maybe it was to build up the keeps in that server, but you can only build walls and everything else is static. So all they are being used for is to hoard and import into the dregs campaign when they are running, or occasionally sell for gold. This pretty much removes any risk a guild might take in either running pigs or owning forts in dregs to collect materials to upgrade the keeps that they own. Several people/guilds have characters logged at t
    1 point
  33. They also add to communication. Yep, bring em to Crowfall
    1 point
  34. They just need to make it so you can't use embargoed goods to build keeps, or embargoed gold to buy the seed. These two changes alone would dramatically change the first days of dregs.
    1 point
  35. Lost 2nd dodge, ult costs more, lost stun, lost stealth powers, lost most if not all previous interesting disciplines choices either because they are split or not available, anti-stealth is fairly easy to come by, rapid fire doesn't speed boost, least number of useful or interesting powers. In return get bleeds in a wonky dot system shared by half of other classes. If they are completely ignored at their medium range they can do okay damage, but add nothing of group worth and others outperform them damage/sustain/utility wise. Confused what the goal was for the class overall or the promos in c
    1 point
  36. Ok so this post is about Slayer. Even though I had a good time in 6.2 Dregs I was a bit disappointed with the Slayer kit. Basically you took the old 6.1's kit and turned it into the only real choice for 6.2 minus a few things like pepperbox stun. My problem with this is all these other classes got to keep there base kits and not stripped to Majors and minors and they get to have all these unique builds to play with. Slayer is only a good Slayer if it takes everything it lost from 6.2 and repick them in Major's and minors. So I watched all of these Q and A video's and there like choice this cho
    1 point
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