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Showing content with the highest reputation since 08/14/2019 in Posts

  1. 21 points
    Angelmar

    The End of Nightcapping--Congrats ACE

    Six months from Blazzen's article and the guild leader round table at the end of January and we finally have a real fix for nightcapping. @jtoddcoleman We've been through one full campaign and into a second with the new siege scheduling mechanics and can now confirm night capping is dead and burnout is greatly decreased. The reduced keep siege schedule is also giving folks a very welcome break from grind of night after night keep sieges for months on end. We are also seeing "player funneling" during the fort windows--where fort fights didn't exist before because of night capping, forts are now getting contested. For the off-hours folks there is at least one fort always open, where they can try to get a fight started if there are people around. Essentially, ACE has finally taken another stab at solving the PvP Coordination problem: Known location at a known time to compete for a limited or scarce reward or resource. The new schedule finally gives the known time and location. ACE's successes with the new schedule: Night Capping is dead (capping off hours and whoever stays up latest wins) Back capping is dead (capping objectives behind each other groups, while avoiding any fights) Reduced burnout from daily siege Reduced circle standing time/reduction in outpost count Outpost time to capture much reduced Respawn Outposts are sometimes contested. Some suggested further improvements: Fort capture circles and outpost circles are apparently the same thing. So forts, even when contested, can be flipped in about 30s. This often decides the fights. Fort circles need to be their own thing with their own timer that is much slower so the defenders get more of the benefit of guards. Bottom line: ACE doesn't often get credit for their improvements. This focused improvement round on siege/fort mechanics was a very big and long needed success. Congrats ACE.
  2. 9 points
    Yumx

    Warstory: The Constant Action Siege

    It started out as an attack of 10 people, which turned into a 25+ v 25+ constant battle. Thanks to everyone involved! _______________________________We are recruiting! Looking for 2x flex players and 2 support players! Check us out here: GUILD THREAD
  3. 8 points
    To be fair we were in Marq defending the fort, but when we saw outposts flipping and no move being made to attack us we ventured out because wait for it... the only reason we care about forts is the potential for PVP. Your group vs our group in open world PVP in the middle of the night, brought about because this schedule is working to put people who want to PVP in the same proximity as eachother. So yes, the schedule is working. The imbalance of who leads which faction and how well they work together is the subject of an entirely different thread, but thank you for giving a good example of how the change is leading to PVP which is all any of us ever really wanted. As to your other concerns I don't appreciate the accusatory tone of their presentation, but I do agree with most of them. The points system is dumb and I can't wait until it's replaced with meaningful rewards to fight over. These three faction trial campaigns aren't driving any lasting sense of accomplishment for winners or losers and the badge colors are entirely meaningless. I choose to play this as the PVP game it was presented as, and have gravitated towards others that feel the same way as I do. That doesn't make me more right than someone that wants to be a master crafter and build a name for themselves by making the best items available in the free city. Or the person that just wants to spend their evenings after work casually busting rocks with a big hammer to give their guild raw materials. Or even the solo player that just wants to sneak around and gank the casual rock farmer. ACE has this forum for us all to give feedback from those differing perspectives so they can build the game with the knowledge we've gained as a reference. It would go a real long way towards getting something worth playing at the end of development if there was less finger pointing and half ass politicking like your or my guild means anything more than the group of friends we chose to play with and more constructive discourse about how to make things better.
  4. 8 points
    I personally dislike this fort/siege schedule as it only fixed a few minor things like back capping, and created a slew of new headaches. 1 - yes night capping forts is dead.....bc no pvp allowed at 98% of forts lol, theres only one objective fort to fight over for 17 out of 24 hrs of the day.... in 6 zones......really, really, boring and anti sandbox feel going on. This also removes any strategy for map movement or control as you are literally forced and pointed to what you have to fight over or care about. This directly helps the faction with the more active player base as now they know exactly where to stack their troops and what they have to defend. (as admitted by most balance they are having an easier time keeping stuff capped)(reference scoreboard) The 5 man fort group now cant use geography and movement as a weapon to get around numbers, they are forced into non winning fights or, to not pvp and farm n craft to try to eliminate any numbers advantages with gear n vessel upgrades. Also now the “night capping” is just towers and gy’s, it definately still exists, as shown by wb roaming group doing towers last night at 2 am in marq with 7 dudes (not funneled to active fort bc forts are pointless still) This directly ties to why the campaign map is dead, pvp has no purpose for character progression or reward and you can make epics in gods reach and campaign temple and eks, why would any one trying to get geared up risk getting slaughtered when you have designed the game to have more safe havens than pvp locations? No one is on campaign because of this, it is by design advantageous to not pvp or be in pvp locations. 2 - i agree on back capping being dead and this being a good thing, shorter fort timers might make the last ten minute strat be less viable if fort windows were only 30 mins? more people might d up for 25 mins over 55 mins etc. 3 - reduced pvp siege burnout is now replaced with pvp boredom. fort locks and less towers have removed almost all campaign map participation, with a main reason being they are all still absolutely pointless for account/character progression. Why would me and a buddy go try capping towers when we could be farming up gear or vessels for guildmates or factionmates, there is no reward to pvp only risk and detrimental gear hits. The game in current format is minecraft with a 5 hr pvp window. 4 - circle standing time is much improved, good job 5 - Respawn cap points have all the same problems forts n towers do, usually they have no strategic purpose bc, capping alerts enemies to the zone, usually not near a valuable objective, and also again they do nothing for a characters development. gy’s are pointless, besides in siege zones during 10-11 if you dont have a fort. All in all im really surprised how vocal some are in support of these mechanics because it sure seems like its killing the pvp and world persistence. There are far to many hideouts for people to progress outside of pvp, and far to little pvp objectives with meaningful purpose that people care and want to fight for. Fights for just points on the scoreboard hasn’ t worked for 6 months. Make pvp have a purpose towards something and people will pvp, until then, this is what crowfall campaigns will look like.
  5. 8 points
    Jah

    5.100 LIVE Feedback for 8/16/19

    We need Guild Banks badly. Both in-campaign Guild Banks and out-of-campaign Guild Banks.
  6. 7 points
    This is a fantastic patch for new and returning players. I highly recommend everyone brush up on the game if you're planning on returning for the "DREGS" like many people are planning on doing. There's some annoying stuff but overall it's pretty good.
  7. 7 points
    Bzra

    The End of Nightcapping--Congrats ACE

    What works best for some guilds doesn't work for others. There isn't going to be a way to make EVERY guild/person happy. I think most of us agree though, the 6pm EST Siege on Saturday needs to go away forever. 6pm EST doesn't work for anyone with a family on the East Coast. #dadprobs
  8. 7 points
    KDSProm

    Casual Saturday Siege... not!

    Chaos owns 1 keep. Order owns 2. There is no Balance! (pun intended) KDS and CAL split defensive duties and when the siege goes live CAL informs us of Chaos laying siege to the keep they are defending. We leave a group behind to defend that keep and we move 7 people to reinforce CAL. Once we arrive we figure out that Winterblades have finally dropped their Balance mantle and have joined EU Chaos. Now we are talking 15 to 20 of the strongest PvP players Crowfall community has to offer. What followed was over one hour of PvP with a lot of back and fourth and ultimately loads of fun! I hope you will enjoy this short #warstory /salute
  9. 6 points
    Pann

    War Story of the Week: Kunter84

    Congratulations to Kunter84 whose "Fun Friday - Cleric POV" video has been selected as the #CrowfallGame #WarStory of the Week! In the battle for Impius Keep during the Trial of Arkon, the underdogs of the Chaos faction bravely attempt to turn the tide in their favor. There are some helpful bits of strategy advice to found in the video, including these nuggets of wisdom: Don't let the enemy get behind you Fill the breech with fire Go for the squishy targets first What tactical advice do you find most helpful during a siege?
  10. 5 points
    I don't know you very well, as all I read is your forum posts. From that perspective it seems like you do politics a lot. Like a LOT.
  11. 5 points
    To me this system just means the zergs know when and where to zerg. It also only has people logging in to do these fights. This leaves the game rather empty in-between. I've seen systems like this in the past in other games. Fight time comes up population booms, game is a ghost town afterwards. Not sure how many of those games I would count as successful. Not sure this is the path that should be followed.
  12. 5 points
    Druids use earth magic from the gods, Elken are men cursed to be deer for violating nature’s sacred groves. Makes sense to me.
  13. 4 points
    I question if complex campaign map strategy is a viable goal for faction campaigns when the entire point is a lack of leadership structure and ability to compete without assembling massive player hierarchies. Making "player leadership" and grand strategy too important in faction campaigns kind of undercuts the purpose of faction campaigns. You're supposed to be able to enter faction campaigns, talk to nobody and know nothing about politics, and still have a competitive experience. It seems to me the entire point of faction campaigns compared to dregs is you're told by the ephemeral CPU leadership who to fight, where to go, and all you need to worry about is how to fight and whether you want to show up with your little squad. Its an introductory/casual campaign type. Being led by the nose in to fight locations seems appropriate for it.
  14. 4 points
    The bomb does show up before it kills him. In theory he could have moved away from it. But he was rooted, and there is a current bug that makes it so you can't break out of a root most of the time. And in the second one, he actually walks right into the visible bombs because he's got his camera turned around, not watching where he is going.
  15. 4 points
    Scorn

    The End of Nightcapping--Congrats ACE

    I do wish there was more incentive to fight over Forts during their active windows instead of only as it is about to 'lock down' The Forts are still garnering points during that time, but there's rarely any activity. I also think the final Fort should probably unlock a bit sooner than it does to cater a bit more to the players that play in the afternoon. The biggest issue though is that the population the game currently has is usually spread too thin across all of these different zones. I understand the desire to have multiple zones and maps but it becomes problematic when the game feels empty most of the time. IMO this is due to having very few reasons to centralize on a location besides Sieges. Zone and Parcel Ranks are higher than ever which allows people to farm pretty much anywhere as even the locations that aren't the best are pretty damn good. Earlier this week we saw what seemed to be a zone crash just after a siege as players began a fight and the zone wasn't even capped. This shouldn't be a thing, the zones need to be stable enough to handle the zone cap fighting inside them if possible. Stress testing that is more difficult with a spread population. Overall though I do believe there is less burnout due to 'circle standing' but I'd like to see even more fighting and reasons to fight.
  16. 4 points
    It is a video game. Population concurrency numbers are transient because most people have to do things like sleep or go to work or watch their kid's ribbon dancing recital. Every game is a ghost town during off hours compared to its population during peak hours. In addition, Crowfall as a game is literally designed around mass combat. The entire function of the game is to create zergs and make said zergs fight each other. It markets itself as a throne war simulator, not a barstool skirmish simulator.
  17. 4 points
    Ble

    Pricing difference for EU/US

    Costs more to translate the game from US English to English English. Like “butter” for example, becomes “buh uh”
  18. 4 points
    oneply

    5.100 LIVE Feedback for 8/16/19

    Please fix retaliate bug. Getting really annoying. And idk how confessors do it but seems to happen a lot against them. thanks.
  19. 4 points
    mandalore

    12 Exports are far too Low

    So what your saying is by the end Balance will be able to import 12 victory badges and still have to leave 1 in the bank?
  20. 4 points
    Angelmar

    12 Exports are far too Low

    4 armor slots 2 ranged weapons 2 melee weapons 3 jewels +1 utility slot for badge/mount or w/e else. -------- Looks like a full set of gear. If you got more stuff you just HAVE to Have, drop an armor offpiece and remake it in CW. Adapt and Overcome, not Immediately Go Cry on the Forums.
  21. 4 points
    Phr00t

    5.100 LIVE Feedback for 8/16/19

    Since imports are limited in the new campaign, to 12, bringing in Cosmetic items like badges or tankards is a large opportunity cost loss. Could you consider making something that qualifies as a "Purchase" cost zero import and export tokens?
  22. 4 points
    Still the same issues with heals get blocked by enemies and groundtargets stuck to everything (friend/foe) Druid: The 3rd Orb has a huge delay now. The visual appears after you already placed 2 new ones from the next combo. The Orbs stay visualwise longer than they should. The visual is there for 90 seconds, while you can only pick them up until the 60 second-mark Ranger: Rapidfire with the perk (Archertree) 'Amazing Rapidity' increases the shootcount to 9 instead of 10 Bowchargespeed....to prove my feelings about that, I had to make a video to compare and actuall measure it. Iam not sure if its intended to work like it does, but the chargespeedreduction (with a cap of 100%) reduces only the chargespeed of 1 second (the bowcharge takes 2 seconds). That means 50% Bowchargespeedreduction would leave you with a chargetime of 1.5seconds. In the video you can see topleft: Without bowchargespeed-mod topright: With Hastequiver 18% Haste bottomleft: With Spellboundbow 17.25% Haste bottemright: Hastequiver 18% + Spellboundbow 17.25% = 35.25% Haste https://www.youtube.com/watch?v=t3sNTeSK9Yw&feature=youtu.be needless to say that iam rendering in 30frames, which leaves a kinda inaccurate number on it by cutting the different vids, but I think its obviously enough
  23. 3 points
    During patching and while I was logged in, my scanner kept blocking API.MIXPANEL.COM outbound. I checked on this site and it does analytics but has also apparently had a history of taking more information than it needs, such as passwords, etc. What's the purpose of this within the game? Is there any actual reason I should unblock this?
  24. 3 points
  25. 3 points
    Audin

    The End of Nightcapping--Congrats ACE

    I would make it so that Forts no longer gave points every 10 minutes or whatever it is currently. Instead, make it so that all the points are accrued during the Fort siege window. Meaning if the faction wants to gain points from said fort they'll need to actively hold the fort to accrue maximum points during the siege window. Basically a king of the hill scenario. Example: 2 hour siege window Faction A holds fort for 25 minutes 1,250 points Faction B holds fort for 70 minutes- 3,500 points Faction C holds for for 25 minutes 1,250 points I would develop the fort siege system even further by having small points of interest in the vicinity of the fort that could be captured at lower value to generate points as opposed to just one circle.
  26. 3 points
    Dern

    The End of Nightcapping--Congrats ACE

    I applaud the positive changes to night capping and incentivizing localized violence. However, it's appalling to see that ACE has done little too reduce plastic pollution in our oceans and waterways. There's probably no turtle race is this game because ACE only believes in a world where there are no more oceans, only landfills and wartribes.
  27. 3 points
    Zatch

    The End of Nightcapping--Congrats ACE

    The question I have is how will this translate to the Dregs? Will "forts" have a specific designation in game and what will that be/how does it work, etc.
  28. 3 points
    dolmar

    The End of Nightcapping--Congrats ACE

    There is nothing to do during the night . So if you do not play at the active times then the game is dead and boring. The map and siege schedules were designed by Anglemar and Blazzen so of course they support it. IMO Ace caved to the -W- since balance streams and makes the most videos. It saves them on advertisement. Just my two cents.. uXa will be back.
  29. 3 points
    Narak

    Dingoes Ate My Baby rekrutiert Member

    Viel Erfolg mit euer Gilde! Man sieht sich auf dem Schlachtfeld (und hoffentlich auf der selben Seite)!
  30. 3 points
    Akohiiro

    Dingoes Ate My Baby rekrutiert Member

    Die Gilde "Dingoes Ate My Baby" [DNGO] sucht nach Mitstreitern im deutschsprachigem Raum, die Interesse an einer Söldner-Gilde mit familiären Flair haben.Wir kommen ursprünglich aus dem Spiel Guild Wars 2, indem Unser Hauptfokus auf dem WvW liegt. Unser Ziel wird es sein, eine kleine Truppe zu bilden, deren Zusammenspiel das Wichtigste ist. Mit diesem eingespielten Team wollen wir dann Festungen, Türme usw. einnehmen & halten bzw auszubauen.Wir rekrutieren dennoch Leuten, die kein Interesse am PvP haben.Sich dafür um das Sammeln von Materialien und das Craften von Vessels, Waffen, Rüstungen etc. kümmern. wollen.Bis zum Release werden wir Jeden mit Interesse aufnehmen.Nach Release werden wir eine Casual-Gilde bleiben, in der das RL im Vordergrund steht.Jedoch werden wir trotzdem auf eine gewisse Anwesenheit & ein spielerisches Interesse achten.Für weiter Informationen, könnt ihr BruderBrom oder Mich gerne anschreiben.https://discord.gg/ZaXrqN6
  31. 3 points
    We've had some great fort fights pretty much every night since this change went live. Some of that can be attributed to guilds on both sides being more active the last couple campaigns but the schedule has played a significant part. Great change, and I'm glad our feedback has been taken and improved upon. At first I thought that the short cap time on forts was bad but I'm on the fence now. While it does for sure benefit the larger force being able to just flip it out from under a smaller defending team, it also makes holding the wall a lot more important. The fort being utilized as a defensive structure has been missing from the POI dynamic since it's introduction and having it flip sides so fast gives more urgency to keeping enemies out instead of just piling everyone on the circle and trying to push the opposition off. It can still be a problem if there is a rise in population, mostly because the walls will just disintegrate if a siege sized force shows up and start hitting them. For now though this change has provided a lot of fun, and adapting new tactics to deal with the circle flipping so fast has been a welcome challenge. The next step is to get win conditions where holding forts is more than just a tally on a scoreboard, I think we would get a lot more people interested in playing if there was a end game more tangible than points to fight over. I'm not alone in wanting PVP to be driven by something worthwhile, points on a scoreboard was presented to us as a placeholder back when we first got win conditions and we are still waiting for the payoff.
  32. 3 points
    I've stood in my fair share of circles throughout the trials and I can say these past two trials have been a breath of fresh air. The reduction in the number of outposts and the reduced time to cap means I spend far less times standing in circles and far more time fighting over them. The death of back capping and night capping has also been a welcome change. Thanks ACE!
  33. 3 points
  34. 3 points
    Jah

    Map Idea to Promote PvP

    I mostly just quoted it to show that the resources are supposed to be limited in low risk places, and best in the highest risk places. It is a foundational concept in Crowfall that should not be abandoned.
  35. 3 points
    KDSProm

    KDS in Crowfall [EU]

    1h of bloodshed of KDS and CAL vs Vanguard, Winterblades and Norden Marauders
  36. 3 points
    Kraahk

    [GERMAN] Dingoes Ate My Baby

    Glückwunsch zum Start eures eigenen Projektes und viel Spaß und Erfolg im Test. Und im späteren Spiel natürlich.
  37. 3 points
    SmokeTrail

    In game Wood Elf Male VS Concept

    The concept art for the wood elf male druid was bad ass. He was buff, savage, and looked like he lived his whole life roughing it in the forest. Then we finally get to make male wood elves and they are just high elves with different faces. They look far too frail and bookish. This makes me sad. Please give us savage bad ass wood elf males! The females look cool and like they belong in the woods. The males look like they belong in the library, or a hipster coffee shop.
  38. 3 points
    PopeUrban

    12 Exports are far too Low

    This is a feature, not a problem. The problem in this scenario is if your map is built in such a way that it is trivial to control the only source of a given resource. How widespread your harvesting resources need to be has a lot to do with your population count and how much people on average need to harvest. You've probably made a bad open world game if the only place to get your most competitively valuable loot is in one specific spot on the map. One central harvesting might drive a lot of fights, but it is also extremely easy to camp and lock down. Conversely if you do what the last campaign map did and pepper the entire map with nothing but high tier resources, it becomes pointless to camp or gank those nodes because there is entirely too much ground to cover and harvesting loses all risk. You need to have a middle ground of availability and campability that works in tandem with the scale of your user base. You want resource fountains that are worth camping, but also not too easy to camp. The best overall mechanism here is controlling for density rather than quality. For instance, you make sure you have a handful of extremely high density sources of your top end harvestables, but you also ensure that you provide the same quality at lower density throughout the rest of the world. This means that your key density points become fight drivers that reward dominance without also allowing them to simply lock a population out of expanding their ability to compete. They can't be simultaneously roaming the entire map to lock down all the small spawns AND camping the big one.
  39. 3 points
    I hole-hardedly agree, but allow me to play doubles advocate here for a moment. For all intensive purposes I think you are wrong. In an age where false morals are a diamond dozen, true virtues are a blessing in the skies. We often put our false morality on a petal stool like a bunch of pre-Madonnas, but you all seem to be taking something very valuable for granite. So I ask of you to mustard up all the strength you can because it is a doggy dog world out there. Although there is some merit to what you are saying it seems like you have a huge ship on your shoulder. In your argument you seem to throw everything in but the kids Nsync, and even though you are having a feel day with this I am here to bring you back into reality. I have a sick sense when it comes to these types of things. It is almost spooky, because I cannot turn a blonde eye to these glaring flaws in your rhetoric. I have zero taller ants when it comes to people spouting out hate in the name of moral righteousness. You just need to remember what comes around is all around, and when supply and command fails you will be the first to go. Make my words, when you get down to brass stacks it doesn't take rocket appliances to get two birds stoned at once. It's clear who makes the pants in this relationship, and sometimes you just have to swallow your prize and accept the facts. You might have to come to this conclusion through denial and error but I swear on my mother's mating name that when you put the petal to the medal you will pass with flying carpets like it’s a peach of cake.
  40. 3 points
    veeshan

    Forts and seige equiment

    You should change forts into mini seiges. Have cheap seige equipment that is used on wooden walls and make the immune to weapon attacks.
  41. 3 points
    galvia

    5.100 LIVE Feedback for 8/16/19

    Connoisseur only provides 5% more harvest chance for 8 seconds, and you only roll that 5% chance on the 75%, 50%, and 25% breaks of a motherlode, so make sure it is up if you want to feel any difference. It is pretty minor, and I prefer to run Villien and just do more motherlodes with the same tools. On the drop rate, I've noticed that gems actually drop MORE these days than previously. Here's a screenshot of the haul from 1 pot last campaign in Darilu: This doesn't include the 1k dust and 10 embers we found, a lot of the souls and the body parts we got from the zombies. We run 2 foreman, 1 main hitter, and 2 mob clearers in our group and exclusively motherlode in mines when we're looking for gems. You have to run the potion, you need to use a gemfind pick, you have to clear quickly, and you need to make sure that the person running the potion with the best gem find chance snapshots the node (deals the most damage) in the first 25% of the node.
  42. 3 points
    Tyrant

    5.100 LIVE Feedback for 8/16/19

    We're not going to be able to change the resources in the near term, as they are baked into the maps. We'll work on this over time. Our goal is to ensure that the campaign worlds end up being a level playing field for incoming players who meet the criteria for entry.
  43. 3 points
    Rikutatis

    3 Faction Systems Don't Work

    Enh. You'd be right if you said "most people" do that. But every single game there's always a smaller percentage of players that prefer good fights and gameplay over "must win at all costs". Also I feel pretty custard sad for whoever thinks exploiting and cheating is alright to secure a win. I would never do that or be in a guild with ppl who think that's alright. I'd rather lose with a small group of competent and coordinated players and get some really good fights against the megazerg, as long as the game systems and designs give the smaller force a chance to do that and still have fun and secure small wins here and there, even if hopeless in the end. That's the key aspect. Some games are good at providing that, others are absolute poorly made socks and just give all advantages to the zerg. I'd be bored to death and beyond if I won a campaign world (or any other game) by megazerging and/or unclebobbing the server to the point I just snooze every siege because there's no competition. That win would be hollow as custard for me. I play games for other reasons. But to each his own. Multiple 20+ guilds, what are you talking about? Only one that seems to fit that description of former ally is UDL and I was there when HoA and W allied for the first time, UDL had all left the game at that point and there were prolly 10 of them max playing. If you are talking about them getting stomped before the WHoA alliance, I wasn't very active around that time, but from an outside observer POV, it seemed to me that it was just a fairly even 3-way between HoA, W and UDL for a while? I mean, I can only speak for my own personal experience here, but CF has been a buggy, laggy, spammy combat mess for a long time now, and a pre-alpha test on top of that. A silly pixel reward in the new Trials ain't enough to bring people back into the game. IF and I mean IF the game actually delivers an actual playable fun experience closer to beta/launch, that's when people will bother to play the game, and many guilds will bother to compete, including countless guilds that haven't even stepped into the tests yet.
  44. 3 points
    Darthbunbun

    Title: Required

    Yeah its hard to hear over the screams of all the people dying to the bomb.
  45. 3 points
    Xarrayne

    Title: Required

    Effort: not made. Quality: not assured. Enjoyment: probably not.
  46. 3 points
    mandalore

    In game Wood Elf Male VS Concept

    Reported for Minotaur propaganda.
  47. 3 points
    Scorn

    Title: Required

    Oof, that's some scary bomberman Xarrayne. I don't generally worry about bombs as a Templar, the Parry and Heavy Armor go a long way towards preventing that Damage. Generally if I see or hear a Bomb near enough to even be perceived as a threat I will mitigate it through Parry. (50-75% further Damage reduction) However, I do recognize their effectiveness against softer targets or someone caught unprepared. It is fairly rare that I die to orb bombs (<5%) and my response is 1 of 2. Either I was unprepared and unable to react in time to seeing/hearing the Blight or Orbs and paid the price for my own ineptitude OR My opponents were able to prevent me from using my survival tools such as Parry or Brilliance (ult) in which case they played quite well and deserve the kill There is no reason to blame the ability, it is avoidable or at the very least able to be mitigated. If there is a friendly Arch Druid they should be able to communicate a bomb is theirs, hopefully before they decide to blow it. If you're not sure, assume it's not friendly and get out! The time needed to place and set up a bomb is fairly high in most cases, and all that time can either pay off in a big way, a small way or a complete waste of time and resources. Knowledge and understanding make up the foundation of Crowfall battles and recognizing the potential danger zones, and danger potential, an Arch Druid brings are important. Damage going through walls is problematic but all AoEs do that in Crowfall, not something I see changing all too soon but it would be nice. The lock on of certain abilities (Spark, Rapid Fire etc) is more worrisome to me compared to how AoEs ingame have been functioning for 3years or so.
  48. 3 points
    Shryke

    [NA] - ELDRITCH | is now recruiting!

    Fun group with good leadership! If you are looking for a chill group to spend your evenings with check us out.
  49. 3 points
    Shryke

    [NA] - ELDRITCH | is now recruiting!

    I am interested! This will be Order focused next campaign right? I have a lvl 30 pure support crusader and am leveling a pvp pit fighter front line brawler right now. Looks like the Discord invite is still expired.
  50. 2 points
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