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Showing content with the highest reputation since 06/24/2021 in all areas

  1. We're sorry for the extended downtime, and we've made progress on the login and server issues, we hope to have everything back in service shortly.
    46 points
  2. We're working on the login issues, and the servers will be back online shortly.
    42 points
  3. Dev’s, please hear our simple plea! Open a Faction v Faction campaign as soon as possible! As it currently stands any group with less than 200+ people has no real place in the GvG dregs, which is the main purpose of the game. Alliances are not the answer, trying to contrive some sort of artificial limitation on Guild size, etc, is not the answer either. The GvG dregs are a beautiful thing for the largest groups to fight over, but the majority of us in smaller groups would like to experience everything that Crowfall offers as well! Please open Faction v Faction immediately! Reply to this thread if you agree!
    34 points
  4. ACE-Tiggs

    A New Beginning

    Howdy Folks, I’m Gordon Walton, the co-founder of ArtCraft Entertainment, here with our Founders' Update a week after our launch! You’ll be hearing a lot more from me moving forward now that we are launched as I’m managing the Crowfall Live service. My operating philosophy is that we (the Crowfall Live Team) are the stewards of your Crowfall experience, and our mission is to ensure the game and service run well, and that Crowfall evolves and improves in ways that both please and delight our audience. We have built a highly competitive game in Crowfall specifically targeted for you; fiercely competitive groups of players whose actions impact and change the worlds they play in. We want you to have an intense and memorable experience every time you play. This update will cover the state of the Live service right now and then some of what’s coming next. Click here to read Gordon's blog.
    26 points
  5. Soulreaver

    [-H-] Harbingers

    The Harbingers Intro - “Who are the Harbingers” The Harbingers are a Mercenary group composed of seasoned players of Crowfall. We operate mainly on EU – that does not hindered us from taking contracts on the NA servers. There is no permanent banner which we claim to be ours. No faction that prevails nor reigns supreme above the others. No Deity whispers in our ear. In other words, we will roam in the direction of whom ever pays for our services. The only thing set in stone are the terms of a contract, and our honor to uphold it. Interlude - “You can hire the Harbingers!” Bad omens of what is to transpire can often loom on the horizon and can feel daunting - you are never without choices! In Crowfall numbers matter, numbers and skilled players are often the difference between success and failure. It is often that simple. Is your gaze … Set on securing a keep, dominating a zone, and broadening your guilds presence on the map? Furthering your standing in a campaign. Harassing and Hinder the actions of the other factions. Getting those extra numbers - for that all important sieges. Keeping track of your enemy’s movement. Securing vital PoI. Eliminating specific targets... While there will be no set task we personally seek to fulfil - there are none too small and none too large which we cannot assist you with. In these situations, and more you can always call on the Harbingers. Avocation – “What does it require to be part of The Harbingers?” Take initiative - This isn't just our idea, this is something everyone in the group buys into and take ownership of -when- when they join. Be responsive - show that you invest in this idea. Give feedback even if just a like/dislike, be active on Discord. We are looking for players who put guild before self. Creative! - Bring in ideas that will give us gameplay and help us evolve, help others with their tasks. Why join The Harbingers? A tight knit, dedicated group that will help each of their members, who share everything. We are “casual” with semi-hardcore playstyle, composed of players whom have a very large amount of in-game knowledge. We work to create an environment, where you can work at your best. We encourage change, nothing is set in stone, and while we can teach you to play the meta, we instead try and teach you to break it. When you as a player evolve, we as a group progress. You influence the direction we take. Additional sources of information Guild website: https://theharbingers.eu/ Guild youtube: The Harbingers - YouTube Current recruitment Status : PAUSED Harbingers are presently hesitating on recruiting more players, do toss us a message if you -really- want to join our playstyle. Contact: Message on Discord to hire, apply or ask questions : soulreaver#1118 Thanks for any interest, On behalf of the Harbingers Soulreaver.
    26 points
  6. Thank you everyone for all the support you provided through the years to Crowfall. Our Live server is now offline while we prepare for launch on Tuesday, July 6th at 6 AM CDT (1 PM CEST). We look forward to seeing how the world unfolds as you all make your mark. We appreciate each one of you that has helped us get to where we are today. Our Test server will still be in service for those that still wish to play until launch, you can download the client here (scroll down to the bottom). See you soon!
    24 points
  7. Guike

    Introducing Crowcraft

    Crafting is not easy to get into. What professions do you need? Which materials are required? Where do you craft the proper components? What material combinations yields which stats? These are all questions that I hope Crowcraft will answer. Crowcraft is meant to help with crafting by allowing you to select and customize any item you want to craft and then listing the total required materials as well as each crafting step, in the order that you should do them. Try it here: https://guillaume-docquier.github.io/crowcraft/ It is and will be free and ad-free forever I am very open to suggestions on how to make the tool better. Let me know what you think on my Discord! Also if you find bugs (I hope not, but it will happen) you can report them there. Join here: https://discord.gg/Ju87JBQGJw P.S: You'll notice that not all profession have been implemented yet. However, I think I'll be able to use Gopher's Crafting Sheet to fill in the blanks!
    22 points
  8. A blast from the past, this guide is here to stay! This guide becomes mostly relevant after you've completed the new player experience which will take you through all three temple zones. >Quick Tips - Numlock is the Auto Run Key - You can change factions inside the temple by selecting one of the banners shown below, They're inside that tent/booth type thing to the right. This area is the opposite doorway on the Sentinels plaza from where all the vendors and crafting benches are. - The Level Boost Scroll and Respec Scroll are located in the tent on the left here, the book vendor sells single use Respec and Boost items for 40k and 75k gold respectivly. Alrighty! Lets talk about how to get you started on Gathering! First up, there are five different types of Gathering Mining = Ore Quarrying = Stone Skinning = Hide Logging = Wood Gravedigging = Bodyparts Each of these gatherings requires the use of one of your exploration discipline slots. You can purchase the common gathering discipline from a vendor inside your faction's temple. You should have met him during the tutorial. He's over here. He's more towards the back, as you get closer too the bank you'll see the icons for the Minor Discipline Vendors. See em back there in the image below? They're up in the back and too the Left. Here He is! The vendor you want to talk to is the one with the blue diamond over his head on the right hand side since there is 2 of em now! The elf on the left is the crafting exploration disc vendor and the elken on the right is the harvesting exploration disc vendor If you're talking to the right fellow, you'll be seeing a shopping interface like this! I know it looks a little complicated and intimidating, but don't worry we'll break it down step by step. Each of those items along the top are Common Gathering Disciplines. Gravedigging, Logging, Mining, Quarrying, and Skinning. The items that are bags down along the bottom left hand corner are Belts, these can be equipped once you get your hands on a Uncommon (Green) Quality Gathering discipline. In the right hand corner you've got specialty additive coins and Domination dust, those coins aren't used until you're making a Legendary Belt so don't worry about them and domination dusts use is explained further down below. So now you know where to get a common gathering discipline from, everyone just calls these discs by the way. But what do you do with it? The tutorial covers this, but for the sake of explanation in case your skipping the tutorial. For this part, lets open up your Inventory screen! As you can see below, most of the screen looks familiar, but you'll see in the upper right hand area that I've got the 'Discipline Tab' open rather then the 'Equipment Tab' which is open by default. As you can see on this character, I've already got both my Exploration discipline slots filled, (Id have shown a blank but I've run out of characters, I apologize). To equip a discipline its a simple matter of dragging and dropping into the slot. Disciplines can now be unequipped as well by dragging them into your inventory. When you first aquire a disc it will state 'Binds When Equipped' on it, and once you've equipped it the item will Soulbind to you displaying the text as shown on the example below on the right. Alrighty! You've got your common gathering disc equipped, I'd advise Wood, Ore, Stone, or Leather as your first, gravedigging is really only used for necromancy which is gated behind group content so its a little tricky just starting off. Lets talk about tools! So far you've probably been using the common tools that you can make using the crafting menu J. Equipping your common discipline has now granted you a 'trait' that allows you to equip intermediate tools of that gathering type. See how below it says Traits Granted, Miner and Intermediate Runestone Picks? Traits are what allow you to equip better tools and gear. Inside the vendor area (opposite the side with all the vendors) you'll see a plethora of crafting benches, starting off we only need to focus on 2 of them. Starting with the wholly unimpressive but very important general crafting bench. You're going to need a couple of resources for this part, so if you haven't yet wander outside the temple and gather up a handful of non basic ore, wood, and ethereal dust if you don't have it. You only need afew to start off. Opening up the General crafting bench will show you this screen! As you can tell this has a lot of different drop downs, the ones we are going to be using is 'Runecrafting' and 'Basic Crafting'. From the basic crafting menu we'll be making a few tools same as we did before. If you use wood you gathered from a tree that is not Knotwood you'll get a 'Sturdy Tool' rather then a 'Tool', the only difference here is durability, but when crafting all durability is cumulatively added together, so small efforts help in the long run. After you've gotten your basic tool, sturdy or otherwise, lets pop open the Runecrafting tab on that list. Like I said we'll be crafting an intermediate Harvesting Tool, so select the one you want and now we'll be using those resources you gathered earlier. For this recipe, you can't use slag, so make sure you've gathered from the glowy ore nodes out and around the map. I know the drop rate is pitiful, I promise we'll be getting to how to fix that. Up till now, you've probably never had to deal with Assembly chance. I'm using my Runecrafter for this explanation which is why my Assembly stats (Shown down there in the bottom right just above difficulty and below the reset button) are a fair bit higher then most of yours will be. That success chance percentage down there is the thing stating how likely it is that your crafting will succeed. Now, when you press assemble on this and succeed you'll be shown this screen. For most this will be your first time actually touching the real crafting system. This is the 'experimentation screen' for crafting. Most of you will have one maybe two points of experimentation to work with. You can 'roll' them on any of the stats listed here, for a intermediate runestone pick you'll have Durability and Mining. Lets click on those little diamonds below those two stats on the left hand side to slot our experimentation points. I went ahead and threw all mine into Mining for this example. Now, you've got your points in place, but what does that mean? For every experimentation point the crafting system is going to do a roll, this roll will determine a value from Critical Failure to Amazing (I think, I stopped paying attention to the names a long time ago, shiny golden dot good) for each individual roll. How likely you get a success or better is determined by your risk, which is described in that fancy box just below where we put in our experimentation points. See here how the drop down under 'Add Risk' says 'No Additional Risk' right now? That means I'm getting no bonuses to the stats beyond the result that i just explained (Shiny golden dot good, makes big stat bonuses). I'm going to change that stat for demonstration purposes, for general crafting, I'd suggest trying to keep that 'Your experimentation stats' value and the 'Final experimentation difficult' within about 10 of each other, but that's just advice, feel free to deviate and go crazy. So! I ran this on the 'ARE YOU INSANE' Level of risk difficulty from the risk drop down, Initially I had six failures out of nine. Each failure gave me around 4% bonus for rolling on the 'Are You Insane' difficulty but 0%, Critical Failures will give you negative percentages that will take away from your total. As you can see in the image above, only 3 of the little dots are dark 'failure' indicators rather then the six that I just stated. This is because I used the 'Polish' option that you see just above the 'Take' button, polish re-rolls 3 of your lowest rolls on a crafting experimentation and will always give you at least 1 level better of results, for instance turning three failures into three success and reducing my overall number of failures. Sorry if its not super clear here. In summary: The number of experimentation points are the number of times the system rolls. Higher rarity crafted items will give you more chances to roll, but you need more points to spend. Each roll gives you Flat percentage bonus to the stat based on result, Critical Failure is negative, Failure is 0, Success grant bonuses. Increasing Risk gives you a flat bonus to the percentage bonus granted by each roll regardless of result. On a quick note, with the recent changes to Assembly when you get a 'Flawed Assembly' you'll be shown a screen like the one below. When you 'Flawed Assembly' now the item stays at the same level of rarity, however you do not get to experiment on said item meaning you don't get any additional stat bonuses to it. When making components this is not 'too' terrible, but for the finished item this can be atrocious. I think thats about as straightforward as I can make it, my apologies if its still unclear. Either way, hit that take button and lets get to some gathering! Now that youve got yourself the Common Gathering Disc and its equipped you can equip your intermediate gathering tool. As you can see here, there's some green text there that says 'Equip: Harvesting Wood in PvP Areas can now yield the 'Logger' Discipline. This chance is increased in Wildlands Zones and Dreg's Adventure Zones.' and this is super important, because this is how you progress as a gatherer. You'll need to gather 'Uncommon Gathering Disciplines' that will drop from resource nodes (so Trees, Rocks, Graves, Etc) while you are gathering using these tools. When equipping the common discipline the game should also give you an explanation of the harvesting wheel which is super important to stamina management in gathering. Keeping your stamina up is how you keep a 'retaliate' in your pocket to help you not get killed if you get attacked. There is an explanation on the gathering wheel further down. On the Tool it states in PvP Areas, well isn't this whole game a pvp area outside the temple? Close, but not quite. Using the Arborium map as an example you can see where the player is expected to come in from the temple (assuming you are earth faction of course). Just to the left of that location is the line of 3 earth faction indicators that divide the map. The areas to the left of this line (apparently) do not drop disciplines when harvested in and the areas to the right do as they are proper Pvp zones. Dregs is the Guild Versus Guild worlds incase you were curious about that. Lets get to explaining some parts about the gathering now! Namely explaining Ranks, Plentiful Harvesting, and Motherloads. First things first, all gathering resources have ranks. They rank between rank 1 and rank 10. The Starting Worlds campaign only goes up to Rank 6. The higher the rank the better chance you have of getting uncommon+ drops from said resource node. However the trade off is that the resource node will have more armor, health, and generally take a lot longer to get through. In the temple area you'll find rank 1 nodes like this. You can tell this node is Rank 1 because when you hover over it you'll see the box that will tell you the rank. When you hover over a node you will also see the Plentiful Harvest Stat. The Plentiful Harvest Stat goes between 1 and 5 and dictates the drop rates for nodes. You can boost your plentiful harvesting stat by getting better gathering disciplines, using potions, and getting the dined condition from kebabs. See how below on the discs it lists the Plentiful Resources: Ore, that stat is Plentiful Harvesting as listed when you hover over a resource. Critical Harvest Chance is the chance for a large amount of bonus resources to be harvested when you finish a node Plethora of Dust just increases dust drop rate. Kebabs look like this, you've gotten some from the tutorial quest, different types of kebabs buff different gathering Plentiful Harvest Stats. These can be made at the cooking station located almost directly behind you if you're looking at the general crafting station in the temple. Aside from the meat or mushrooms you can buy all the supplies from the vendor with an apple on their head located just across the way inside the vendor area of the temple. And lastly to boost plentiful harvesting you can use Potions! These are crafted by anyone using an Alchemy crafting discipline at an Alchemy bench and will require a bit of stone (16 per potion), a water flask, and 6 of the resource you are making the potion for, so six non slag ore for mining potion for example. Fair warning! You can only have one potion, one wined, and one dined buff each at a time. So if you eat multiple kebabs or drink multiple potions, only the last potion or kebab will have an effect. Alrighty, now that that's covered, lets talk motherlodes! Motherlodes are the large resource nodes you see in the world that take multiple people to take down. The tutorial told you this, so that's all there is too it right? Noope! Motherlodes look like this to start. So i'm sure you've seen them whilst running around. These motherlodes need both multiple people hitting them and one person using the active ability 'Take it down' from the Foreman Discipline. The Foremen discipline can't currently be found in the starting world and can only be purchased from Eternal Kingdoms on vendors if you're lucky. If you're adamant about pursuing Jewelcrafting or Necromancy, reach out to Altybear (the person who posted this) and lets talk. Why would I say something like that? Well its because these motherlodes are the only locations that drop Minerals (used in ambrosia and philosopher solutions which are base components in necromancy) and Gems (which are the raw materials needed for Jewelcrafting) Anyway, if you're looking for a Foreman Disc, they look like this for reference and one person will need to use an exploration discipline slot to equip it. There's a secret method to obtaining exotic exploration discs like Foremen, maybe you can find some clues as to how to do so over in the Beginners Guide to Crafting. Alrighty! So by this point, hopefully you've farmed up a bit of your chosen resource, maybe gotten lucky and picked up a few greens if you're harvesting rank 4-6, maybe rank 3 if you're really lucky. If RNGaia has smiled upon you, you've also gotten an uncommon gathering discipline drop by this point. As seen below you've gained the active use power Energetic Harvesting and the passive Harvesting Power. Well what do these do? Ive got the explanation for the skill spelled out below. By using the ability Energetic Harvesting, which will need to be put onto your hotbar from the K menu, you'll spend a certain number of pips that are generated every time you hit a node in the circular display shown below. The central icon will change based on the number of pips present in the in your harvesting wheel. Here I've got the wheel displaying 0 pips, meaning Energetic Harvesting cant be used and displaying 2 pips which means if I use the energetic harvesting ability I will gain the 'Perceptive Harvest' Buff as listed in the tool tip a little further up. For lower level harvesting these aren't super important, but once you really get going the stamina you'll save by optimizing your buff rotation is really nice. I'm a fan of 4-1-2 since you can do it fast enough to get the upgraded buffs for both 1 and 2 before 4 runs out. Try experimenting around with the effects and see what you like. Gathering Wheel now badly explained, lets move onto the new trait that you received for equipping an uncommon discipline. If you look up at the uncommon Skinner Disc that I've got a little bit up from here, you can see that it now says 'Slots Granted' Harvesting Toolkit. A harvesting toolkit is a gathering item which gives you a drop chance for each gathering professions unique drop. These are specialty items that are used in crafting, remember minerals and gems that I mentioned up in the motherloding section? Those are drops that you need one of these belts to have a drop chance for. The belts are sold on the vendor where you bought the common exploration discipline from and each of the gathering belts cost 2,500 gold pieces. So, a quick rundown on what all the specialty items are used for, after all, if you're gathering them you should at least have an idea where to sell/use them. Mining: Gems, Harvested from ore motherlodes, used as a base component in Jewelcrafting. Quarrying: Minerals, Harvested from stone motherlodes, used as a base component in Alchemy recipe Ambrosia and Philosopher solutions, both essential for Necromancy. Cutting Grit, Harvested from small single nodes, used to make diamond cutting discs in Stonemasonry, essential for Jewelcrafting. Logging: Heartwood, Used in woodworking recipes, primarily specialty quivers for bow users. Beeswax, I think this one is used in cooking (Artisan Cheese), honestly I cant tell you since I've barely touched the stuff. Skinning: Bone, Ground and used in Alchemy for the Gem and Mineral Harvesting potion which increases gem and mineral drop rates by 20% Super good, requires 6 of the same rarity per potion. Blood, Used in jewelcrafting for combat based bonuses. Gravedigging: Grave Goods, I know they sell for a lot, but aside from that I don't know a current use, necromancy additives are looted off enemies and skinning mobs. (Feel free to comment below any additional uses for these bad boys!) So Congratulations! You've got your feet firmly planted as a gatherer now, but how do you advance from here? Lets open up your crafting menu, J, and look down at the bottom at the 'Upgrade Items' tab, particularly the 'Upgrade Exploration Discipline' for this example. This menu is how you upgrade your disciplines. You'll need 3 uncommon disciplines to make into a rare and 12k gold to fund the purchase of the 3 domination dust that you'll need, you can buy those domination dusts from the exploration discipline vendor all the way in the lower right hand corner. The Soul essence drops from Thralls that will spawn randomly around the maps at night, you've likely seen them around. Anyway! Thank you for sticking with me to the end, and I hope this shottily put together guide will at least give you a bit of assistance. I'll likely be doing revisions and edits as things come to me down the line, so consider this a WIP of sorts. At this time I'm obligated as a guild leader to shill my guild. So please, check us out, Lion Forge Guild over on the guild recruitment forums.
    22 points
  9. We apologize for the delay, we're still working on the login issues and hope to have them restored as quickly as possible.
    22 points
  10. We're continuing to work on the service and login issues, we'll keep you posted. Sorry for the inconvenience.
    20 points
  11. We're working to resolve the issues with preventing access to the LIVE Servers this evening. The current estimate is approximately one hour. Thank you for your patience.
    19 points
  12. The game is fine. Gamers, on the other hand, have become more and more absurdly unreasonable as the years march on.
    18 points
  13. Welcome everyone! We're super excited to have you as a part of our Crowmmunity!
    18 points
  14. If you have a client crash, please contact support@crowfall.com. To report any issues or bugs, please go here: TEST Bug Reports and Legend for ACE feedback on Bugs reportedTo report feedback, please go here: TEST Feedback The Shadow Campaigns The Shadow (Faction vs Faction) Campaigns return! The Shadow Campaigns are Faction vs Faction campaigns where followers of the Sun, Earth, and Moon pantheons compete for Conquest, Glory, Wealth, and Power. Unlike The Dregs, The Shadow allows guilded and unguilded players alike the opportunity to capture strongholds, siege objectives, construct and upgrade buildings, and earn end of campaign rewards. The Shadow is intended to provide a means of progression for players bridging the gap between God's Reach and The Dregs. The Shadow Campaigns have a minimum level of 25 to participate and has NPCs level 29-33 When you first enter The Shadow Campaign, if you are not guilded you are given the option to join a faction If you are a member of a guild, your Patron Deity determines the faction you are a member of The Shadow Campaigns are Embargo Campaigns. When you join the campaign with a character you can import a set number of items into the campaign. Until the end of the campaign, you must 'unlock' your character from the campaign in order to join a different campaign or access your Eternal Kingdom. At the end of the Campaign, Rewards are given for members of Factions based on their Faction's standings in the Campaign Similar to the Strongholds that are found in The Infected zones of God's Reach, the building options in Strongholds are predetermined. Duelist Balance Changes Talent Tree has been updated - Dirge and Vanguard Scout tree positions have been swapped along with other powers moving their placement around. Impale – Replaced the impale specific bleed with a standard Bleed Rapid Shot – Now hitting 5+ targets activates 20% Crit Amount buff for 15s, removed Exposed punish and Crit increase on each hit Flintlock Shot – Now, if Exposed, Knock Down, Removed the need for the enemy to be attacking Lunge – Now activates 2000 Armor/Cap buff for 10s, removed Exposed punish Cheap Shots – Now activates 10% Crit Chance buff for 15s, Replaced the Crit on Exposed with, if Exposed each shot spreads Exposed to a nearby enemy within 5m Keen Guard – Now activates 50 Stamina Regen over 10s at 5 pips, stacks with Revitalize Ambush – Now teleports caster up to 10m, activates 10% Bonus Damage/Cap buff for 10s, Replaced the Knock Down if Exposed and attacking with, if Exposed, root Snipe – Now activates 10% Bonus Damage/Cap buff for 10s, Replaced the auto Crit if Exposed with, if Exposed, root Trip Shot – Single Target Attack, 25m, 23s CD, Knock Down, generates 1 pip Flip Shot – Single Target Attack, 15m, 15s CD, Execute, Flash Cast Graceful Swipe – 180 AoE Cone melee attack, 6m, 5 targets, 23s CD, applies Exposed to bleeding targets, activates 5s CC Reflect Buff Ricochet – Your basic pistol attacks now hit an additional target. This overrides Spirit Whip. Sweet Victory – Now heals the Duelist for 750 when they Hard CC an enemy, ICD 5s Hunter – Basic attacks add a stacking 1% PDM reduction on target, stacks up to 10 times, and lasts for 10s, Flintlock Shot adds 2 stacks Cloak of Shadows – Now also adds a 10% Bonus Damage for 10s Into the Shadows - Now also adds all Duelist Buffs when used. 10% Bonus Damage/Cap buff for 10s, 10% Crit Chance buff for 15s, 20% Crit Amount buff for 15s, activates 50 Stamina Regen over 10s, activates 5s CC Reflect Buff, and activates 2000 Armor/Cap buff for 10s. Inconceivable - Power Removed Buckshot - Power Removed Slayer - Power Removed Slayer Enhancement Changes Rapid Shot: Has a chance reset Flip Shot, when attacking targets below 50% health Removed Keen Guard Enhancement Dirge Enhancement Changes Keen Guard: Removed the Heal from this enhancement Assassin Balance Changes The talent tree for Assassin has been updated. Backstab – Raised base damage, lowered behind target multiplier if Exposed always counts as from behind Sneak Attack – Now teleports caster 10m, activates Instant Poison buff Shiv – Now comes with old Poison Mastery buffs by default, refresh Instant and Deadly Poison buffs if active, if Exposed, refresh Exposed Kidney Shot – Now if Exposed, generates 1 pip Garrote – now also activates Deadly Poison buff Blink Step – Now also activates Instant Poison buff Blur – Increase in combat movement speed by 40% and PDM by 30% for 10s, 30s cooldown Decimate – Now if Exposed, generate 1 pip, increased base damage, decreased weapon damage Dagger Storm – Point blank AoE attack for 8m radius up to 7 targets, damage scales per pips, deals extra damage to Bleeding targets, Gain a Barrier. No longer a combo. In the Zone - Power removed Efficient Poisons – Now also has, gain a stacking 5% Poison Penetration buff for each active Poison buff Poison Mastery – Replaced previous power with, Crippling Poison now also removes barriers and if the target is Blocking, they gain an Exhaustion Schadenfreude – Replaced the Heal on Stun with a Hard CC that grants you a 10% Damage buff for 10s Yaga’s Gift – Replaced previous power with, Applying or refreshing a Poison Buff, heals the caster for 250 Health Irresistible – Applying CC to a target also applies an Exhaustion (this is currently removable via the various Cleanses) Resourceful Tactics – Replaced previous power with, Recon can now be used from the melee tray. Blink Step now gives 5% life steal for 10s, if Exposed, Root the target ShadowStep cost increase to 750 Increased the damage of Instant and Deadly Poisons Most Class Ultimate powers no longer clear the Exposed condition Reduced the duration of Exposed to 20s Cleanse, Cauterize, and Purgative now also remove Exposed Moved Power Damage Bonus: Behind +10% from In The Zone to Stat Bundle 5 Moved Power Efficiency +25% from In The Zone to Stat Bundle 5 Cutthroat Promotion Adjustments Blink Step - Now, if Exposed, generates 1 pip Sneak Attack - Now, adds a barrier when used Backstab - Removed the reduced cooldown, Now if Exposed, Execute Removed the In The Zone enhancement Removed the Kidney Shot enhancement Vandal Promotion Adjustments Kidney Shot - Removed the increased damage and instead, Now also breaks Block and applies the stun Recon - Recon is now a targeted AoE Backstab - Removed the Suppress and instead, Increases damage to Stunned Targets Removed the In The Zone enhancement Vandal promotion now causes basic attacks to deal Poison damage instead of Weapon damage Blackguard Promotion Adjustments Blur - Now immune to CC while Blurred Garrote - Is now an 8m AoE, up to 7 targets Removed the In The Zone enhancement Blackguard can now equip plate armor Campaign Adding back the Woodworking Table to the Engineering Works which disappeared at Rank 2 Added hint to the campaign launch screen to show the restriction icons have tooltips Added several badges for campaign rewards Clarified the Highway Robbery victory card descriptions to state that it requires unique player kills Fixed a bug that was preventing visual effects from playing on the zone map to signify upcoming, active, and conflicted siege events or hot zones Fixed an issue with the ballista's Magic Shield power Fort circle capture times have been changed. The time it takes to capture a fort with 3, 4, or 5 players has been reduced. The max number of players that can contribute to the capture circle is 5 Packpigs will now drop Ethereal Dust on death and skinning has been fixed for them The Castle is now less Conquest points and increased penalty points as the campaign goes on Updated Campaign Populations to more accurately reflect the population of the campaign Updated the message that pops up when you log out in a stronghold to “You are logging out in a siege location. If this stronghold is lost before your next login you will be moved somewhere safe.” When a ward is destroyed at a keep or castle, there is now a toast message displaying to players within the area Crafting Added an icon from the building UI with a tooltip that explains that higher-quality resources can affect the recipe progression Added Cocoa Beans and Water to Scavenging Cupboards Crafted campfires should now properly give the resting buff Fixed an issue where the Dwarven Blacksmith Stall was not interactable by players that did not place it Fixed issue with Metal Bar: Electrum & Steel outputs being switched Gnocchi properly indicates it is a food Guild member Chests can now be crafted, find the recipe with the rest of the Stonemasonry Chest recipes. Increased resource costs of Noble and Vassal Chests Moving while the crafting window is open will now force the window to close Parcel and Backer Parcel recipes should sort in the recipe book from smallest parcel to the largest parcel in the list Players are now able to use Woodland Grove parcel to craft a Woodland Hills Parcel Updated the tooltip of Energetic Harvesting with the correct Stamina regen amount Updated Wood Grub icon We will not show +0xp for harvesting plants or when at the level cap Eternal Kingdom Added a new day/night EK toggle Added missing stairs to some of the guildhalls Created stone and wood castle wall ramps for EKs EK Vassal Commands now have the correct messages when they fail due to the player being on the starter parcel or on a world edge parcel Fixed an issue where parcels couldn't be dragged in the EK editor if it was opened right after placing a building Fixed an issue where the camera could go under the world during placement in EKs Fixed an issue where the incorrect error message was showing when an invalid token was entered in the /ekincrementvassaltokencount command Fixed an issue where the incorrect message was showing for the /ekdisplayparcelowner command Fixed an issue with Metal Bar: Electrum & Steel outputs being switched Fixed an issue that was causing thrones to rotate weirdly when attempting to socket them Fixed an issue that was preventing parcels in the EK editor from being dragged when clicking on the parcel icon Fixing the number of sockets available in Guild Halls to be five and it should be more uniform with two on each side of each doorway (besides the West wing, which has one socket) Improved server stability when loading and unloading EKs Loot no longer drops on death in EKs Removed the Alliance Management UI in EKs There are now Guild Chests that can be crafted and placed in EKs UI Added +/- expansion buttons for inbox entries that contain multiple items Added more visible online and offline tags to the social menu to better differentiate between online and offline players Added UI notifications when you join an embargoed campaign so that it is clear your character will be locked to the campaign Disabling the "Show Locations" option in the UI settings will now entirely remove the location HUD from the upper right of the screen Fixed a bug causing the chat panel to open each time the player sent a Murder invite Fixed a scaling issue with the Build Timers Fixed guild icons on nameplates sometimes appearing incorrectly Input mappings when using QWERTZ and AZERTY keyboards now show the correct key in most cases. The ` and ö keys on QWERTZ will act as the same key and display as ` and the ù and ! keys on AZERTY will act as the same key and display as ù Provided some protection against choosing graphics settings that can cause some players to crash Receiving a Friend Invite will no longer put the user into cursor mode The "Coming Soon" banner is now displayed in both the Faction vs Faction and Guild vs Guild bands, if there aren't any campaigns currently running Powers Arrow damage now properly updates on Chaos Orb, Ranger Retaliate, and Ranger Traps Better aligned the projectile to the damage timing for Hellcat Fire Spit NPC power Fixed a display error on the bleed damage for Garrote Fixed an issue with shrapnel where it was splitting damage instead of applying the same damage to each target hit Large power cooldowns will now show minute timers Opening the social menu for a nearby friendly player (to invite, trade, or whisper) will now break stealth Performing a deathblow on a fallen enemy will now break stealth Stealther Ultimate powers now properly removes the Dirge of Dissonance DoT Thorns damage now shows what ability the player with thorns was attacked with, and correctly states that the other player was damaged by the thorns Updated several powers to reference that Toxin is an item you equip that is needed to activate poison buffs Updated several ranged powers to use a down to up camera shake Updated the power term to state thorns only works when your health takes damage, which excludes damage taken when barriers are applied. Updated the visual effects for several powers Assassin Added a new animation for Shiv Blur will now place you into combat when used Decimate power has been updated to list the correct amount of pips regained for striking an exposed target Diffusion description has been updated to fix an issue with the dynamic tooltips Shadowstep will now properly prevent Damage Over Time effects from being applied while you are entering stealth Sneak Attack no longer applies exposed every time is used on a target Sneak Attack no longer deals damage twice when used on a target Updated the description of Septic Strike to note how long the Blackmantle that is applied to your targets lasts Cleric Blessed Protection now has a unique animation Divine Presence power now has a unique animation Word of Wrath now has a unique animation Champion Demoralizing Shout support power debuff now applies properly when the target also has the Lament of Sadness debuff Updated Vicious Stomp VFX Confessor Fire of Life now properly heals the targets after preventing their death Reduced the healing done by Fire of Life by 20% Druid Blight and Overgrowth now use unique animations Nature's Grace and Grasping roots now use unique animations Updated Alter Reality to be available on both the Life and Death tray for druids Updated Gaea’s Growth animation Wicked Winds now pushes the target an amount consistent with other pushes in the game Duelist Dynamite will now move the duelist when used while CCed Flintlock Shot will now grant pips in the proper amount of time after initiating the attack Go For Broke and Pepperbox shot will now hit targets on a slope Graceful Swipe Buff FX no longer is removed when you dodge Hunter passive description has been updated to state the max stacks and duration New Duelist power icons have been hooked up to Trip Shot, Graceful Swipe and Flip Shot Rapid Shot power description has been updated to be correct Snipe now properly Roots the target only if the Exposed status is on them Duelist Flip Shot will no longer auto-reset when used right after the Rapid Fire cooldown Elken Head Butt will now properly display the Knocked Down fly text from the caster's perspective Fae Fae Jump Combos will no longer be interruptible by interrupt powers. Fae Glide activate now has a 1-second cooldown. (It should be now more beneficial to just glide and not spam the jump key as gliding) Frostweaver Added more information about Knocked Down to the Frostweaver Power Ice Weave Icecaller's Cool Ice can no longer be flipped to Stable Ice by Ice Weave Ice Sunder passive power has been updated Updated Freeweaving animations Half Elf Wildkin's Retort will now properly heal when you are rooted Knight Valorous Strike combo now benefits from the Call of Darkness buff Minotaur Bloodthirst now displays the correct debuff icon when you crash Bull Rush will now properly display the Knocked Down fly text from the caster's perspective Changed the description of the Minotaur's Bloodthirst power to better convey its effects Nethari Call Flames DoT will now do Holy damage when used while Holy Warrior is active Ranger Alertness now adds an immune to Exposed for 30s to the caster (Shadow Alertness changed to this as well) Ambush now teleports caster 10m and applies Suppress in addition to the bleed Cross Slash now adds a Root, removed the bleed from the first power in the combo Cross Slash now properly displays the correct amount of bleed damage for the bleeds on the powers Cross Swipe (Cross Slash combo) is now a 90 Cone AoE Attack and still applies a Bleed Fixed an issue where the Ranger's Rapid Fire would fail to cast when you held down the button while it was still on cooldown Fixed an issue which caused a Warden's Concussive trap barrier buff description to say that it only granted 20 barrier Ranger Sustain had its cost increase from 500 to 750 Reduced the duration of Trap Master from 30 seconds to 25 seconds Surprise Strike now has a unique animation Updated the Barrage animation Templar Blinding Light now has a unique animation Devotion is now properly be capped at 200 health per heal for the Paladin promotion, before Healing Bonus and Personal Healing Modifiers for each target Reproach no longer casts twice when you have a parry active Updated the Righteous Defense talent node icon has been updated Blinding Light now has a unique animation Disciplines Discipline Socket Unlocks now indicate how/what level they unlock in the tooltip at the top of the Discipline Socket Bloodletter Fixed typo in Exsanguinate Purgative now removes the Dirge of Dissonance DoT and grants a short immunity when it does Class A Engineering Added to the Engineering Works description that explains that you need a siege engineer discipline equipped to gain access to the recipes Hydrologist Updated visual effects for the Water Spirit power Field Surgeon Field Surgeon now properly heals the targets after preventing their death Forest Creature Slow Stake debuff tooltip now shows the correct value for the debuff Master of Focus Chaos Orb's cooldown has been increased to 16 seconds Poisoner Poisoned Blade description has been updated to better clarify the Deadly Poison buff that is applied Updated the Poisoned Blade power to tick its damage immediately, in addition to its persistent tick, to ensure it applies the poison even if you continue attacking the target. Reality Tripper Alter Reality now properly hits the correct targets when it explodes Alter Reality and Throw Illusion Shield now are properly effected by ranged distance stat increases Runecaster Sanctuary description has been updated to better describe how long the area lasts that will protect allies Runescarred Gladiator Updated the visual of the Reprisal power Song Twisting Hymn of Restoration no longer counts a second time to trigger Song Twisting before the original buff falls off Underdog Underdog's Attack Power buff on being knocked down or stunned no longer stacks. This means that the maximum Attack Power that can be gained from this passive is now 100 General A character's equipped vessel is now viewable when hovering over the vessel details in the Character Window Added additional campfires to Urgu camps to provide more light Added/improved lighting in adventure villages Adding a tutorial tip about having to rebind to a hero statue when logging out of a campaign A toast message now appears whenever a Ward is built Added backers to the credits Adding advanced armor/weapon vendors in the Safe Zone Low Sec Keeps Adjusting the Sky Point map to be more balanced and removing the Auroch/Muskhogs surrounding the Wood Laden Pigs in the Moon Temple of Godsreach Banewood and buff timers now show minutes and seconds when less than 5 minutes are left Fixed an issue when sometimes the player would fall through the world when a building is built Fixed an issue where some animals' corpses changed their texture after looting them Fixed an issue where the level Up effects sometimes show when resurrecting Fixed Character Create icons for Stoneborn and Half-Elf hair that were showing beards and eyebrows Fixed collision on Gryphon, Bear, and Hellcat Daemons, which was causing them to get hung up on objects in the environment Fixed input bindings getting stuck when setting movement to a mouse button when it is not assigned to anything Fixed the blue tinge that was sometimes visible on the portraits of new characters Grave weak point nodes were appearing outside the actual hit range for the harvestable object. This is now fixed and every single weak point will appear inside the harvestable Outpost fire rings should now render correctly on uneven surfaces Players should no longer be able to attempt to drag an item to a group member multiple times, during periods of high latency Players should now be able to import Malekai Obsidian Statute & Totem Players should now be able to import the Hero Crow Sigil Players should now be able to import the Hero's Throne & Zealot Sigil Players should now be able to import the Bloodwine Drinking Horn Relic Removing the campfire recovery tooltip from the game, as campfires should no longer heal you while you stand near them Restored world band names on return from viewing a campaign map/rewards/etc. Slag now uses the same damage FX as Cobblestone The Gryphon sigil will now appear correctly Updated Gods Reach Minor Discipline vendor's listing to be properly alphabetical Updated harvesting VFX Updated mount names to better differentiate between variations of the same type of mount Updated multiple relics, so that assets appear correctly, without any floating Updated Sh'akkan's dialogue to give better directions (Gloomwing's hunting grounds are southwest instead of just south) Updated the button on the character select screen to read WORLD SELECT Updated the error message that displays when your inventory is full and you try to pick up an item Updated the tooltip of Serious Disease (applied by some NPCs) to no longer have incorrect text Updated the warden's description to mention that they are trap masters Updated translations for German, Spanish, and French Updated Vendor names in the temples Victory card animations should now properly animate NPE Adding a quest reward to talking to Guillermo at the beginning of the NPE so players have a reason to open their inventory Added additional NPC guards to prevent enemy factions from entering Safe Zones Allowing players to interact with the Wood Laden Pig spawn pedestal during the Delivery Time quest Ambassador Dolag has been made easier to interact with Changed the target dummies to an enemy faction in the ranger sanctuary Changed the text in the tome of unlearning to say "talent points" and "talent nodes", rather than calling them "training" nodes and points Fixed typo in Colonel Norrek's dialogue Fixed typo in Corpseweaver Q'enna's dialogue Fixed a typo in the Lord of Time and Space quest Fixed typo in Overseer Ayda's dialogue Fixed typo in Fort Captain Vess's dialogue Fixed typo in Morrigan's dialogue Fixed typo in Guard Captain Claurent's dialogue Fixed typo in Taryon's dialogue Items given by a quest are no longer hidden by quest dialog Leaders of the Wartribes quest no longer lists Kings or Heralds in the quest objective Removed all Heralds and Raid Bosses (War Tribes and Monsters) from Gods Reach and Infected Removed redundancy in Kedar's dialogue Return to Brak Lionshield quest in the NPE after crafting an intermediate harvesting tool will now grant an experience reward Taking the Huebald quest after reaching level 25 before completing the main questline up to that point will no longer cause a quest to maintain in your tracker Updated Fiamma's dialogue in GR3 to tell the player to get a pig if they lost it along the way Updated the Cover the Basics quest dialogue to mention the ability to fix flawed assembly with ethereal dust Updated the dialogue to not tell the player to bind to the statue in the moon temple, as that's kind of a death sentence Updated the images in the "To the Outpost" quest dialogue Updated the interaction for the refinery in GR2 Updated the reminder text in the Join Your Faction quest to state which faction owns what zone Updated the reward of the quest: Victory through Crafting Updated the text on the objective for killing 10 players to direct players to Sky Point Updated the "Tools of the Trade" quest so that it will auto-complete if a player already has a shovel Yaga Outpost in Moon Temple of GodsReach is no longer capturable You should now be able to use the Runegates in the Earth Temple in the starter worlds if you are a crow and you meet the level requirement for the Runegate NPCs Added Fire Crowns to Heralds and Sun Elf Bosses Adjusted collision of daemons to stop getting caught terrain Duelist NPCs will now move the proper distance when dodge rolling towards you New Elemental NPC Enemies!
    16 points
  15. Check out the Founder's Update from Co-Founder and Executive Producer, Gordon Walton as he shares a look at week two post-launch and reviews his plans for continuing to build a uniquely competitive PvP experience. crowfall.com/en-US/blog/Welcoming-New-Crows
    16 points
  16. The server has a cap of 1800, each map has a cap of 200, so why ONE guild can have 500 members? Its completely nonsense. So one guild can lock 2 maps and a half, just by itself? Now imagine an alliance with 5x500 ppl. One alliance can lock a whole dregs? Ofc that wont happen in real life cause its impossible to avoid others to log in, but, that is just an example of how things are messed up related to guilds sizes. This current system leads to huge alliances closing maps and fighting between them. There is no room for smaller guilds, they cant even farm properly cause they gonna get zerged in any map they try to go. Game needs to improve experience for all kind of players, including those on small guilds, that is the majority of the players on the game. In the current state, they will probably quit they game when they realize that not much can be done: they cant fight those alliances, they cant farm, they cant have a keep and etc. Or they join one of the big guilds or they quit. And we will go back to the boredom of the beta dregs where only two alliances / guilds fight over things. Please, rethink it. The best pvp at crowfall is not that huge 100 x 100 battles, your tech cant even handle it well.
    16 points
  17. Today was my first day of playing crowfall since a beta some time ago. I'm glad I missed yesterday because today the servers were awesome! I logged right in, had no performance issues at all. I followed the tutorial, basically told me everything I needed to know, got to level 28, and then I wanted to go check out how the PvP zone was. I got in a couple of skirmishes with some randoms, some went well, others didn't. Honestly it was pretty enjoyable. However I tried to communicate with my comrades after a victory to maybe you know, group up, maybe even naturally find a guild without opening a website and searching through a bunch of random names and fourm posts. You know SOCIALIZE in an MMOrpg. I know I must be crazy. But no, the world, despite there being players in it, is dead. This game requires you to group. I'm all for that, there is no LFG system, I'm all for that too. But the chat system is the worst I've ever seen in an mmorpg. The CHAT system, in 2021. You've created a game that demands socialization and have absolutely no systems in game to organically facilitate it. It absolutely blows my mind. At least give us local chat ffs. Edit: How can I only look at one chat channel in my chat window at a time? This is like... 1999 levels of coding. Let me see zone/guild/general/whispers and any combination of that in one window.
    16 points
  18. On July 8th, starting at 8:30 AM CDT (3 :30 PM CEST) the Live server will go into maintenance. During this time players will be unable to login to the game. Estimated downtime one hour.
    16 points
  19. LIVE is going to remain maintenance until Wednesday AM CDT. Please play on the TEST server until then and sorry for the inconvenience! You can get the Crowfall TEST installation at the Play Now button at Crowfall.com
    16 points
  20. [SF] Silverflame is a small guild that really only started last week at launch. Too small to do any real PvP; can't even imagine taking more than an outpost much less even a fort. No one even wanted us in an alliance. So a rag-tag band of new players, with no alliance friends, spending almost all our time in voice chat teaching new players to play; but treating Crowfall as a throne war strategy game, not a zerg fest. End of Spring season and we're in 6th place out of 196. But way more important for our self-described casually competitive guild, we've had a blast playing this and are having FUN. Isn't that what matters? If this sounds like something you'd like to be a part of, or want to discuss an alliance, or just want to hang out and talk CF: https://discord.gg/Y3msTRm
    15 points
  21. TheLazyPeon, I guess he didnt get paid enough to do a good review.
    15 points
  22. Campaign Nermara (US East) Dregs Schedule The Nermara (US East) Campaign Starts: Friday, July 9th, at 4 PM CDT (11 PM CEST) The Nermara (US East) Campaign Ends: Sunday, August 1, at 11 PM CDT (Monday, August 2, 6:00 AM CEST) Imports & Win Conditions for those Fighting for Victory! Embargo Imports: 30 (Equippable items only) Embargo Exports: Unlimited Win Conditions & Conquest Points The faction or Guild earning the most Conquest Points by the end of the campaign is declared the winner by the Gods! Additional rewards will be rewarded to top Guilds, and their members, for achieving the top scores in Divine Favor categories: Glory, Wealth, and Power. See the Rewards tab of the Campaign for details on winners and rewards. Fight for the Gods as you set a path to victory! You must be Level 25 to enter this Campaign!
    15 points
  23. Tyrant

    A New Beginning

    I'm very sorry you and others took my message as insulting, I was attempting to be direct (which is my nature), and I apologize for any offense as none was intended. As you might imagine most of us working on Crowfall live issues are a little sleep deprived, which certainly can contribute to making mistakes. What I most wanted to communicate is that a Dregs campaign without a critical mass of players is no fun for anyone involved. So we need the right size of population before we start one that will be competitive and fun to play in. We have not begun our promotional and advertising activities yet, but even so the number of active accounts that have characters ready for Dregs in both Australia and Brazil are increasing daily. You are absolutely right that is our responsibility to do that promotion so that we can get the population growing. I can say that it's coming soon. We put servers in both these regions based on the number of players that backed us pre-launch, leading us to believe that there was good chance that competitive players in these regions may want to play Crowfall. Many game companies don't bother to do local servers in these two regions due to the difficulty and expense involved and our bet was that providing local servers would matter to players. My view is that we (the team building and supporting Crowfall) are always in the hands of you, the players. Many of you give us plenty of feedback and we certainly listen and use your input to guide our efforts. I hope that you will support us if you like playing Crowfall, see its potential, and agree with the direction of our efforts. And that you keep giving our team feedback whenever you believe we are either on or off track! Thanks! P.S. Several other key game issues brought up in this thread and others are not off our radar, and we'll have more to share in the coming weeks.
    14 points
  24. 20+ players online and 60 total isnt a "small guild" its a medium sized zerg. This whole thread is misleading.
    14 points
  25. Hey folks, I’ve gone ahead and migrated my guide to the new forums setup. I've done some minor updates to reflect all of the changes to Cleric up to 6.540. Here's hoping they don't get changed much in 6.550! If you've got any questions about this guide, any feedback, or want to chat feel free to comment below or DM me on discord. Guide Changelog: Edited 07/02/2021 - Added to the new Cleric section, updated a few builds and links. Edited 04/16/2021 - Gave a much needed overhaul to the entire guide, catching things up on over 6 months of changes. Most of the tips were relevant, but a little dated. Edited 11/08/2020 Completely modified the old guide and most things have been re-written or changed. Edited 08/17/2020 - Updated title to reflect current patch, no real changes needed. Edited 08/09/2020 - Updated TL;DR to reflect Ble's advice of finding a holy symbol, even if it isn't yours, to cast spells. Good tip! Edited 08/01/2020 - Updated Guineacean Dodge - Added new talent chart, dropping 30 SP for Anticrit and Resists. Posted 07/31/2020 ----------------------- TL;DR Don't want to read this massive rant of a guide? Here's the bare minimum you need to know as a returning healing cleric or someone new to the class: All of the cleric races are pretty good. Take the one you like the most. Spec into all of your healing stats, grab some defensive stuff, and don't forget the auras. SP > Healing Bonus > CHC = CHA > HP > Stam There are a TON of disc options through domains that are good now. I like Pixie + Sun Worshipper for most raw healing setups. On Crusader spam Tend Wounds, cast Holy Symbol and get the buff before you press your other buttons unless it is an emergency. On Arbiter spam ALL of your buttons aside from ult. Stand in your friends Holy Symbols if your symbol is down. Use your HP as a resource. You heal yourself almost as well as others. Anti-healing is far more widespread in this new patch so your job will be more annoying. Here is a Puddle Healing Arbiter Build and a Chain Healing Crusader Build. Good luck! ----------------------- TABLE OF CONTENTS Crusader vs Arbiter Talent Build Stat Priority Gear Races Disciplines Playstyle Final thoughts ----------------------- 1. Crusader vs Arbiter Choosing between Crusader and Arbiter is a bit tough currently, as both promotions bring a lot to the table. New Cleric players should take some time to try out both specs, but I’ll try to give a short TL;DR on their themes. Crusader Pros Tons of throughput, the best in the game for raw HP/s. (Icecaller edges this class out in BIG fights) Access to lots of quality healing discs and buff discs, very versatile. Very good in large fights. Cons Squishy in comparison to Arbiter. Suffers under pressure. Pick Crusader if you want to be the typical soft healer character that heals for a ton, but needs help to win. Arbiter Pros Still very high throughput, and increases the healing potential of other healers in your group. Relies heavily on HoTs in comparison to Crusader, leading to spammy and consistent healing. The utility it brings is very strong in smaller fights. Cons Needs to get into the thick of a fight to be most efficient, which can lead to deaths. Doesn't dish out as much healing. Pick Arbiter if you want to be a very annoying and strong healer for your group, if you are focusing on smaller scale content, or want to reduce healing skill requirements while INCREASING your playmaking potential with your other spells. 2. Talent Builds Talent builds for Cleric are very versatile in this patch, with no exact spec being the “best”, with a number of flexible options based on your playstyle. To start, I’m going to share the “critical” path for each healing focused Cleric to go down, I’ll then focus in on the talents that are flexible in the builds and what you may want to consider. The Critical Path These first 7 talents are required for every single healing cleric. This gives you all of your class based heals, all of the good talents for throughput, and Noble Purpose which solves mana issues while healing. The only talent here that is sort of flexible is the Holy Aura talent (+Max HP Aura for Team), you can spec out of this if you know your healing partner in your group will be taking this specific buff. If you can’t guarantee to have this buff in group, you should take this talent. From here, if you are a confident Cleric player you can branch out into a promotion of your choice and talents that suit your playstyle. I’m going to post an example Crusader spec and Arbiter spec, and then highlight the optional nodes. Light Domain Crusader - The Chain Healer This Crusader build specs into the light domain and takes the Pixie and Sun Worshipper disciplines, leaning into spammable chain healing spells and buffing those chain heals while also grabbing the best debuff cleanse in the game. This build leans into the main healer mindset that this class performs so well in. Nature Domain Arbiter - The Stake and Puddle Healer This Arbiter build specs into the nature domain and takes Lord of the Forest and Bringer of Life as well as the Fortified Stakes minor disc to lean into a “stand your ground” type of playstyle, where you place protective auras and debuffs around your group to keep them alive and healthy, while you spam Fountain of Life to keep the healing flowing and Wee-One to debuff your enemies damage output. --- In each of these builds you have two talent points that are flexible. I’m going to highlight each of the useful talents you can take below, which you can decide for yourself on what you want to take. If you aren’t sure what to take, I typically default to recommending Circle of Life and Hand of the Gods as it gives you more CC utility, and also an AOE rez to help recover your team - useful almost all the time. Strength in Numbers Really good if you plan on blocking a lot and receiving damage. Doesn't perform that well due to it basing healing off of your actual damage taken post mitigations, but does add some extra HP/s. Circle of Life AOE Rez on a 10m cooldown. Put this on your melee tray and only use it when you are trying to clutch save your team or to keep moving after a won fight with some losses. Divine Presence This talent provides you with a nice spammable damage buff and damage reduction buff for your team. It lasts a total of 18s despite the confusing tooltip provided your team is near you when you use it. Note - You must take the circle of life talent to access this node. Hand of the Gods Really nice, massive AOE root that will help you win fights. Not much to say here - quality utility spell. I don't really recommend the minor disc slot or the other talents you could theoretically access here. If you have some build or group spec that values them, more power to you! They are beyond the scope of this guide. ----------------------- 3. Stat Priority Healing Cleric has a very simple stat priority list. Support Power Healing Bonus Critical Healing Chance Critical Healing Amount HP Stamina SP Support power (SP) is the main driver of your throughput. It is a flat additive to your raw healing and is the easiest way to increase your healing output until higher gear levels. This can be said for most classes, but Cleric in particular needs SP to function well. Cleric struggles to find healing bonus outside of lucky wartribe drops in comparison to Earthkeeper or Icecaller, so you need to have a lot of raw SP to back up your good coefficient healing. Healing Bonus Healing bonus will improve your overall healing by a percentage which is extremely valuable on all healers. You can find healing bonus on Mail or Leather armor, and by pumping your intelligence - but otherwise there is very little available to Clerics outside of your raw intelligence stat. Try to find as much of this as you can. Crit Healing Chance (CHC) vs Crit Healing amount (CHA). These stats are a bit weird for Cleric. Once you get Support Power to a relatively high value (1700~/2000 roughly) these stats start ramping your healing output significantly. Basically their order is dependent on your gear, and you want to balance how much you weigh it around the buff you get from standing in your holy symbol, or your allied Crusader Cleric’s symbols. If you are an arbiter, you will want to find a Crusader friend or try to get this on crafted gear. For Crusaders, Holy Symbol grants you +20% crit healing chance and amount. Because of this, a general rule is that it is more valuable to crit heal more often than it is to crit heal for a little more, but when you are at roughly 45% crit healing chance and nearing cap, you will likely see more value come from pumping crit healing amount. Base Stats As a general rule with stat allocation, SPR comes first and INT second. Any points in INT double dip on CHA as well as Healing Bonus, so on our gear I typically value CHC most of the time. HP and Stamina HP and Stam help you live, get more of it but not at the cost of healing. On Arbiter, consider pumping CON with your spare points after you max SPR, but even Crusader benefits from the extra health. Tough choice, but if you are playing in a larger group you may be able to get away with having less overall health. ----------------------- 4. Gear Most of your gear choices are not interesting in Crowfall currently. Here's the TL;DR: Get healing stats on your chest piece. Get anti-meta resists on your secondary pieces (likely Slashing Res, Fire Res, or Lightning Res in this meta) Get healing stats on your rings and necklaces. SPR > INT at early - until you start to near the SP cap Mail vs Plate. What's the difference? This choice is all about playstyle, and partially about race selection. The difference is simply 5% healing bonus from mail, or more mits from plate. At wartribe gear levels, you should likely choose mail as the Armor difference as of 6.510 is not significant (only a few percentage points of mits), but as we transition into crafted gear plate will pull away in Armor value. You can still use plate to good effect if you plan on being up front in early gear levels as well, but it's not as good. To make the choice simple, if you are newer to Arbiter or like to play upfront pick plate - it will give you the most Armor. If you are more passive in your playstyle and don't soak much damage (a mistake, in my opinion) you should 100% choose mail. Ultimately this is a philosophy question and a group assignment question. If you are healing a frontline group of melee and are likely to get targeted you are going to want to be wearing plate, but if you are assigned to a ranged group and will not be taking the brunt of damage wearing mail is a good idea. Try both playstyles out and see what fits you best. ----------------------- 5. Races There are a lot of good race choices for crusader cleric right now. Here's the breakdown. Centaur Pros: Strength of the Legion Aura - passive 75 AP/SP for the group. - BUFFED in 6.200, as AP is harder to come by. Horseshoe slot. High racial CON - more HP. 20m Dodge. Bunny hopping. Cons: No healing base stat increases. Large body. This makes you more likely to be targeted. Really strong cleric race, brings a lot of team buffs and is tanky. Strong frontline cleric choice. Elken Pros: Racial 10% CHA passive. Elken Charge mobility. Gestalt for anti-stealth. Cons: Bad healing stat spread outside of +CHA. In previous patches, I hated Elken for Cleric. In 6.510 I actually put a lot of stock into the Elken Charge power - making this a strong choice in my eyes. Retaliates got nerfed in this patch, and so having access to mobility will increase your survivability by a lot if you use it effectively. Guinecean Pros: Excellent throughput base stats (+DEX and +INT) Burrow Bonus ring slot. Small body. 20m Dodge Paragon Disc - allowing you to run Vengeful Aura which was removed from the normal talent tree. Cons: Lower HP and Stam Is noisy as custard. Excellent cleric race. This is a good choice if you prefer to play less on the frontline or be more difficult to hit. Half Giant Pros: Makin' Me Mad passive - increased healing bonus when hit. Blood of the Giant power - on demand barriers, +5% Healing and Damage bonus per activation (2x max). High racial CON - more HP. Cons: Large body. No healing base stat increases. This is likely a good cleric race for a frontlining cleric, but it falls short in comparison to the Stoneborn. There is probably a place for this race in some playstyles, but sub-optimal for now. Human Pros: Pain Tolerance passive - increased mits. Extra minor disc slot. 11th Bar Slot Guardian Rhythms Minor Cons: Medium tier stat spread I guess? Humans are a great Cleric choice. They are super strong and well suited to the role, if a little boring. They gain an extra bar slot and the Guardian Rhythms minor without needing the music domain which is really nice. 10% bonus Personal Damage Modifier for the whole group, a nice bonus bar slot to run it in, and a bonus minor slot to slot it in. Very strong race. Stoneborn Pros: Excellent healer base stats. Blood of the Mountain passive: +15% PHM I Get Knocked Down passive: +Healing Bonus after knockdown. Cons: No significant boosts to your team. Stoneborn is a great race for front line healing, and a slightly more selfish playstyle. They have a lot of buffs for themselves but not much for the team. Choose this race if you want to be up front and tanking damage. Strongly recommend this for Arbiter as it gets so much +PHM from it's healing, which combos well with their passive. Conclusion on Races Basically every cleric race is playable for crusader. I find it difficult to select a specific race to recommend, but if I had to I’d say go for Centaur or Human. Both are very valuable to their teams and play well, but the other races are all pretty strong too. Pick what you like! ----------------------- 6. Disciplines Crusader Cleric has a TON of options to consider now due to the Domains change in 6.200. This means that I won’t be able to outline every single disc available to you, and you’ll need to do a little digging. For now, I recommend using the Crowcaine Wiki or the Crowpedia in game (bottom right of the Talents Page) to look through all of the discs. In previous iterations of this guide I would recommend different majors or minors to pick from, but at this point the choices you make are less simple. Many of the discs have been improved, and there is an argument for most of them depending on your playstyle. In the Talents section above I selected minors and majors for the builds I suggested, you can base your choices off of them if you’d like specific recommendations. Experiment around with different build ideas on the TEST server to try out different disc combinations and playstyles. For Crusader, go Pixie, Sun Worshipper, God’s Reach and Toughness. For Arbiter, go Lord of the Forest, Bringer of Life, Gods Reach and Fortified Stakes. Healing Discs are all really well balanced and roughly equal to one another. Go experiement. ----------------------- 6. Playstyle Cleric is a class that is excellent for a beginner, but has a lot of opportunity for optimization in both straight healing and absorbing damage on the field. If you just spam all of your healing on cooldown you will keep your group alive fairly well (and it is optimal on Arbiter), but if you use your brain a little and execute some basic concepts you will be a top healer, and in later gear levels I don't think Cleric can be touched. Basically what people miss about Cleric is that it is actually a combo class, without the pips. The TL;DR of this entire section is: If you are a Crusader, cast holy symbol, step into it, spam your other spells, body block as much as you can, win. Prioritize your group first. If you are an Arbiter, cast Pixie Dust on as many people as possible, spam your spells, body block as much as you can and win. Spam your debuffs and knock downs on focused targets and groups of players. Alright now let’s nerd out. Cleric Spells Clerics only have a few simple spells, but they work really well together. Tend wounds: Spammable single target HoT with good throughput. Maintenance heal. (Note: Arbiter’s Tend Wounds lasts 2x as long, and provides a PHM buff for half of it’s duration. This is your best heal, spread it). Holy Symbol: Spammable AoE chain heal with good throughput. Maintenance heal, combo piece, group healing. (Note: Arbiter’s Holy Symbol knocks down enemies. Try to place this to heal your friends, but also knock down your enemies.) Illuminate: Large group heal + HoT + resource regen. Save and combo this heal with Holy Symbol on Crusader, and on Arbiter spam this thing off cooldown as it improves PHM and doesn’t heal as much for you. Blessed Protection: Group wide barrier for group members. Spam this. Crusader only. Spiritual Presence: Pulsing AOE heal, damnation DOT for enemies, and exhaustion debuff for enemies. Spam this. Arbiter only. Miracle (Ultimate): Massive group heal + PDM + resource regen. Your largest save and a combo heal. Your discs will also provide more healing. I’m not going to dig into all of the spells but they follow pretty similar principles. Let’s talk about the core spell that brings the clerics kit together. Holy Symbol Usage This spell is what separates the mortals from gods. With the Blessed Symbol talent when we step into our own Holy Symbol we receive the Blessed Symbol buff that increases our Critical Healing Chance and Critical Healing Amount. This not only increases throughput but makes it more predictable. You will always want to cast heals with this buff up, but unless someone is going to die you should never cast a larger heal without having Blessed Symbol on yourself. This spell creates a ton of combos that you need to be rotating through while healing and being mindful of. Comboing your spells At all times on a crusader you should be looking to chain your spells together as efficiently as possible. You should only be spamming Tend Wounds at all times, and otherwise looking to create combos. Here's a basic flow: Is someone in YOUR GROUP in trouble? Cast holy symbol on you and your target. If you can’t do both, just you. Cast Illuminate now that you have the sick crit buff. Are they still in trouble? Use any single target save spells you may get from your discs. Cast Miracle if multiple players are in trouble, or you can't target the endangered player. The combos are basically the same when healing outside of your group. Just remember that Illuminate and Miracle only heal inside of your group. Group Coordination Try to coordinate miracle or other healing cooldowns with your partner healer in your group prior to combat. Who should ult first to save someone? Who is purging first? Who are you pocketing in your group, if at all? Working with your healing partner will make both of you more efficient and will keep your team alive a lot longer. Positioning This is where your combos and your personal skill can really shine. You can do a lot of really excellent things with your positioning to otherwise mitigate damage. If you are playing a mail wearing cleric you can still apply these principles, but you should be far more conservative with your positioning overall. Clerics benefit from the fact that almost all of their healing applies to them as effectively as it applies to their target. With that in mind, to be optimal in your cleric play you should be taking close to the same damage as you are dishing out in healing. This does not mean you should be making yourself an opportune focus target as you are very susceptible to sustained damage, but you should be trying to take a little heat off your friends. Some practical applications of this concept are doing things like body blocking for your team. The easiest way to do that is to literally stand on top of the focus target of the enemy, making them miss hits on the focus target and instead hit you. The other way to do this is to put yourself in front of the enemy main damage dealer and just be annoying and block them. Any damage you mitigate this way and ultimately heal on yourself is damage you are preventing, while also annoying the enemy and making their job harder. The combination of putting your body on the line while also healing your team is what the Cleric was built for, so go get it. Experiment with your positioning and try to fight as much as you can so you can learn your limits and how to best play around the guild. ----------------------- 7. Final Thoughts Cleric is sick.
    14 points
  26. I joined KDS as i wanted to be apart of a good guild for my time in crowfall, i was okay with the whole putting the guild first thing. What i wasnt okay with was after being asked to hand over five mining disc to an officer was that i was told i couldnt mine dregs because i have a green disc and the guild wasnt going to give me an upgrade, although i could have made my own upgrade if i had kept hold of my gathered items and not given them the the guild. My entire crowfall experience has been a poor one becuase its seems that if your not an established player within the guild you dont get anything , yet your asked to contribute. So to reward this selfish behaviour i emptyed every chest in there EK and i am waiting with my other account for there guard to be down to do the same. I had the option to sell the stuff i stole or give it away, so i gave it to a rival guild for free... thats right nothing at all. All i wanted to do was spend my time mining dregs and helping the guild but it seems im too english to be excepted into this guild
    14 points
  27. Yumx

    [-V-] Vanguard

    Guild website: https://vanguardcrowfall.com/ Guild discord: https://discord.gg/YT8fE64 Vanguard - "a group of people leading the way in new developments or ideas"Vanguard is a Crowfall-only PvP guild, created by veterans from other EU guilds. We have a very ambitious vision of establishing a smaller guild, with a hardcore mindset.We do not aim to be a large guild, we instead aim to have a strong core of PvPers, that can make a difference when involved in fights.We are already active everyday practicing, theorycrafting, min/maxing.We are the kind of people who wants to get stream sniped, because we love the action. Why join Vanguard? We can teach you any class/promotion/build at a high level. Give you an environment that promotes personal development. A professional approach to the game, while still having fun. You will play in a guild with very passionate and motivated people. You will be able to influence and help in the guides we will provide to the community. What we are looking for currently: Recruitment is CLOSED. If this sounds like something you can see yourself doing, then apply to our guild.APPLY HERE FAQ:"Will you accept crafters and harvesters?"- No, we are only looking for PvP players. But we expect our members to pitch in with gathering resources."How will you get gear?"- We have enough alt accounts to cover all professions, and there are plenty of options to outsource."What will your end goal be?"- We want to be a force to be reckoned with, but we do not aim to be a large guild. We want to be the turning factor of fights."Will you only accept experienced players?"- No, the most important factor, is that you have a will to learn and improve. If you have that mindset, then we can help you to become a great player.
    14 points
  28. Devs, I'm sorry, but if you continue this path of "dregs only" end-game, this game is awash. I'm now solo running around as nobody I play with is logging in. Its pretty simple as to what the issue(s) are and easily fixed so i'm not sure what your overall end-game goal is. 1. I stated before release tutorial was going to come off "forced" and 99% of all new players would just click the "?" and go along with it. Its a fetch-quest and really puts a bad taste in your mouth FROM THE START. 2. You still have this convoluted log-in screen where "new" players are beyond confused on where to go and what to do. 3. You released a GvG dregs campaign WITH NO END-GAME FOR NEWBIES WHO THE MAJORITY DO NOT OR ARE NOT READY FOR JOINING A GUILD. 4. You have encouraged guilds to "zerg" with these ridiculous allowance caps of players/size of guild. 5. There is ZERO realm pride and players are just going to 'flood' the overwhelming side to farm/harvest. 6. You have got this crafting/rune drop fiasco so painful that even crafters are drooling all over their keyboards. Want to get this population moving again? 1. When players log in-simply with red "!!!" that the tutorial is NOT required and can be done AT YOU LEASURE. It will not disappear and its at your own pace or just remove the majority of it. 2. Have the Gods reach as a NEWBIE starter island setup where once you cap out and leave, its over. You are FORCED to go to the Faction vs Faction vs Faction side. Player is then introduced/explained to the faction realm gods/war. Picks a side and THATS THE SERVER. (West coast/aus/east ect) also let them know THEY CAN JUMP SERVERS. 3. Do you honestly believe the majority of NEW players are going to just run up and want to be a "peon" in some player enforced guild? TONS of players enjoy just a solo experience after work for an hour or two. You have basically destroyed ANY chance of them having some fun and logging out. 4. 500 members in a guild, server caps in effect. Please, this is crazy. DROP The guild size limit down. FORCE alliances but they CAN take friendly fire. Sure guilds will still cup each other and try to work as a team...but this will STOP massive blobs of AOE, and friendly-fire/chaos will happen. Thus adding a bit more strategy to these "power" zergs. 5. Why are we not shown the gods list at character select screen and given a sense of realm pride? The player picks a faction, and at capped level in gods reach, has the choice to swap factions one last time before leaving to THE REAL WORLD. 6. Being forced to farm hours upon hours just to get a decent mat drop with green runes is insanity. There is NOT enough to do in this game to warrant this. If this is all people are allowed to do right now, AT LEAST LET THEM GET SOME REWARDS FOR THEIR TIME/EFFORT. This has created a monster of "elite or zerg" mentality and you will NOT sustain #'s like this. Especially with new players or anti-social players. DAOC/ESO/EQ pvp/Warhammer Online...you really gotta get some faction devotion/pride in this. Let the guilds have their lil "play farm" but this is NOT what the overwhelming majority of new players are going to want. #'s are now bleeding and if you read thru all the "refund" and complaints..its SINGLE and DUO players who have NOTHING to do except a fetch quest and then pure confusion. Wrain
    13 points
  29. Top 5 Crowfall likes (things you feel we're doing great on). The small unit PvP is great. Some general balancing issues needed with the 6v6 variable, but really fun. Keeping Test up for training, excellent. CSR for ACE are top notch, imo, including the Mods here and in Discord. Top 5 Crowfall dislikes (what you feel we could be doing better on or a pesky game mechanic that you don't enjoy) and how can we make it better? The GvG/FvF zerg battles are a slide show. Not a new issue. Some of the optimization posts help, but not enough. The Chat panels should be moveable, customizable, more than 1 viewable, and lack of UI customization in general, in work I hope. Dregs Bank... no filters/sorting? No tabs? It's basic in GR, so move the code to Dregs, at least we have 4 categories. Stealthed Raid Bosses in GR camps? Really? That's just cruel. If you could ask the Team member one question, what would you like to know? Be nice, seriously don't be a jerk. Do you believe that Crowfall was ready for release? With a launch that only garnered 2,000 players, do you regret not marketing more, or do you feel the niche market for PvP is what is limiting the activity? I'm just surprised CF didn't have at least 10,000 players at launch, or about 10-15% of the purchases.
    13 points
  30. Top 5 Crowfall dislikes (what you feel we could be doing better on or a pesky game mechanic that you don't enjoy) and how can we make it better? The inventory and vault system is absolutely horrible. Can't sort inventory. Can't sort vault in dregs. The inventory and vault system is absolutely horrible. Can't sort inventory. Can't sort vault in dregs. The inventory and vault system is absolutely horrible. Can't sort inventory. Can't sort vault in dregs. The inventory and vault system is absolutely horrible. Can't sort inventory. Can't sort vault in dregs. The inventory and vault system is absolutely horrible. Can't sort inventory. Can't sort vault in dregs.
    13 points
  31. Wrain

    Your game died

    He's not entirely wrong. The FIRST impression is always the most important/remembered. The overwhelming MAJORITY of players were thrown into one of the worst concocted tutorials I have EVER seen in an MMO. Then absolutely ZERO realm attachment, no mention of the gods to choose from, the ability to just "bounce" between factions on a whim, and then some insane "world" select screen that is more confusing to a new player than the rest of it. You have NO bio's, NO realm pride, NO 24/7 keeps to attack, a map that has keeps littered all over the place with no rhyme or reason, no choke points, no dungeons, insane discipline rune/construction, insane harvesting, that is all blanketed around a "pvp niche" product. This is NOT setup for pvp. Its a farming/crafting simulator right now that encourages ZERG mentality, ZERO pride to your realm, and locked timers with the most confusing map iv'e ever seen in an MMO to date. Fixes? 1. Make 3 maps /bios with 24/7 attackable keeps/forts. Each fort holds a Gods statue, by holding the keep(s) the REALM gets the bonuses/extra gold drops/items increase/harvesting etc. 2. Remove the world select screen, and make it ONE big open world after you leave (noob island gods reach). (dregs the exception) 3. Get rid of the 3d map, (its janky, slow, confusing, and just poor looking), make a basic 2d map for quick access and make it paint-brush art style like the rest of the art. 4. CAP guilds to 50 max, no matter WHAT server whether dregs or shadow(faction vs faction) Alliances TAKE FRIENDLY FIRE (AOE ect) 5. Stop making us remove/add disciplines for crafting/slotting, its annoying and its almost as bad as the banking features. Do ANY of this and you WILL get players back. I love the art, I love the combat, love the classes and ideas..but this guys not wrong, its confusing beyond anything and this is why the "new" players left. I cant blame them. Wrain
    12 points
  32. the tutorial is boring map is terrible UI is one of the worst he's ever seen death crow is tedious no explanation at all about what the different server worlds are couldn't find anyone to pvp with, or any other player at all all chats are completely empty "You essentially took six years to make a worse version of GW2's WvW mode" And he's not wrong. This game is incomplete garbage and should have never left beta in its current state.
    12 points
  33. Since the 6 man group change happened, I don't think a single complaint was made regarding the new group size. In fact the group size was so popular that people wanted it to extend to the other sections of the game. Changing it back to 5 man groups is perhaps the worst decision made within the last 2 years. 6 man groups opened up group diversity that had not been seen in the entirety of the games existence. I strongly recommend you reconsider this change.
    12 points
  34. basically his biggest issue: having to fly as a crow after pvp death is a deal breaker (he only wants to pvp) while the big button with the msg "hold to return to statue" is in the middle of the screen is at least what i took from it ^^
    11 points
  35. I am sure some of these points have already been said. This is just my observation of the release. 1. Group of 5 is way too small. I think we had either 8 or 10 people in a group in Shadowbane. Since you have raid bosses (and sieges) there should be a raid mode where multiple groups can be grouped together. Make only the party leader of the other groups show up on the compass to prevent icon overload. 2. We need a mini map and a better main map (showing where party members are). The main map feels like a computer resource hog too. Maybe that is why party stuff was left off? 3. Load lag when players are in the area needs to be addressed. Is this Darkfall all over again??? 4. Not enough NPC's in camps and their AI is weird. This feels intended to make the game future proof (for low population). The AI part is where they just stand there for seconds before attacking and sometimes attack you from a mile away. Not consistent and feels jittery. 5. Is the developer strategy of the game built around a lower population in the future? The feel of almost everything yells "we are ready to have Darkfall levels of population". This could be a double edged sword for the game as a whole. 6. Crafting feels a little overboard with the base resource cost. I will say this is from a newer player perspective. I know getting better gathering disc's gets you more materials faster. It just feels like climbing a mountain in a game where everything breaks fast (drops and vendor items break fast to a new player eyes). My suggestion is to tone it down a bit. Less ore needed for bars, etc. 7. No guild member list in-game? It would be nice to see where guild members are and have the ability to group with them within the in-game interface if you are on the same server. Same with friends list. See where they are (unless they toggle location off) and group up (not just a Murder). 8. The game engine still needs a lot of optimization. I have been saying this for years in both beta and alpha. Several other games that looks like this game run smooth on my computer and do not run my graphics card fan. They are just as complex as Crowfall. Crowfall turns my computer into a jet engine even in my own eternal kingdom. Overall I am enjoying myself. It has that Albion Online meets Shadowbane feel to it. It's a lot different than most run of the mill MMOs out there. I also get to play with some people I have not played with in years. Now if the sheep would only stay around longer on this one instead of running away to other games.
    11 points
  36. Naani

    EK Highlight issue

    Morning, So when placing items etc in the EK everything works splendid it's the aftermath that really only the EK Owner has to deal with. The issue is interactive items being interactive all the time If you could make a toggle switch that can activate and deactivate "editing mode" it would be nice. So the owner of the EK can admire the content's of the EK and possibly not pick up buildings etc say during a duel or scrims or just walking around crafting or what ever they may be doing. I think getting this implemented before release will help with a greater positive response to EK's on Release DAY(: Thanks ^.^ P.S trying to upload a picture to explain it better but I can't figure out how to convert it into a url
    11 points
  37. While the Live Service is in Maintenance we'll be performing an additional backend update that will extend the Maintenance by approximately half an hour.
    11 points
  38. This sounds like poaching on a new level, rather than sharing your knowledge base... just saying.
    11 points
  39. How about they make a larger map with more camps that isn't so easy to dominate?
    11 points
  40. I am going to start by saying that I have been through several mmorpgs launches in my, long, history of being a mmorpg fan. I know that every single time something or someone is going to "f**k it up" during launch day. And since many of the founding developers are in the mmorpg business way longer than myself, they knew it also. Yet, someone or something "shat the bed" and no safety net was in place. Either the netcode, some ddos kiddo - imagine being ddosed in 2021 and not having a solid protection- the servers, the junior developer that was left to guard "the wall at the Northern Border" during the night did it, and there seems that there is no one to "change the sheets"..... I think is safe to assume that you guys rushed the launch due to lack of funds to go on further otherwise you would not have launched during this absolute crazy period in the mmorpg history where many, already established, game developers are launching new IPs ( Lost Ark, New World, Sword of Legends, to name a few), or a sequel to an already successful mmorpg (WoW Burning Crusade, FFXIV Expansion, GW2 expansion or Black Desert Online's new class). You took the risk, you launched, and now the servers are down. Not only that this is a PR suicide as it is, but, furthermore, you decide to be silent with the current events and not post anything on social media besides the, few, discord messages. You have what ? 1-2000 people on Discord. Not everyone uses Discord. Twitter is the go to. This is not how you run a global release in 2021. You use Twitter, you communicate. people need to know that you are trying. But the way you do things now I bet many would see it like " they got the money, they ain't giving a f**k anymore", they let a junior developer to monitor the server overnight and he is overwhelmed. And I know this is not the case, I know you poured your soul into this game. But act like it. Take responsibilities, communicate, reassure your player base that you are working on fixing the problems. You advice people to play on the Test Server, while launch day happened already ? "LIVE is going to remain maintenance until Wednesday AM CDT", I am too European to understand this message. You launched globally, you MUST communicate in CEST also. And "Wednesday AM CDT" is what, 7 in the morning, 9 or maybe 11 ? The format is plain bad. Sorry to tell you but that person who posted that Discord message needs to stop posting. There are already memes regarding that post.....It only damages your image. I come from Black Desert Online, I follow Crowfall for a LONG while, I knew today was launch day and decided to try it. Not because I don't like Black Desert Online anymore, but because I always was intrigued by the unique features you were working on in Crowfall. And while the graphics are dated, skill animations are dated, lack of standard indie game features like the ability to hide your helmet, inventory sort, inventory search are missing, the map looks like is stolen from a game made in 2001, while these are a turnoff, the unique features of the game entertained me. I play an assasin, I play solo, and I have not had so much fun, like I had in the few hours I have been able to play, since back when Lineage2 launched in Europe. I don't feel like going back to Black Desert Online just yet, I wanna stay a month or two or seven, hell I even canceled my SOLO preorder because I wanna focus on Crowfall undisturbed for a while, but in order to do that, I need to have servers to play on. Can you provide that ? Can you start with just that ? I apologize if I was too much of a negative Andy, is how I see the situation you are in right now. And I do not want you to lose your player base just because you rushed launch and you were unprepared. Please rethink the whole "talking with the player base" plan that you have going and start healing. Best of luck !
    11 points
  41. As of the most recent TEST patch, group sizes have been reverted to 5 players from 6 without any patch notes - thanks @thomasblair who I assume made this sneaky change without telling anyone. From what I've seen, 6 player groups were universally loved by the community and touted as a huge improvement to the meta of the game at all scales. What did you think? Personally I really enjoyed needing fewer healers in large compositions and the extra utility you could justify bringing in with the 6th group slot. Vote up above and leave any feedback here - really curious to see what the community thinks. This feels a whole lot like a change that was made to simplify group size differences between rulesets. I say we should just have 6 player groups across the game period.
    11 points
  42. KillaVanilla

    Your game died

    If they advertise this hot mess on steam they will be slaughtered by bad reviews. From performance to class balance the game is a pile of garbage.
    10 points
  43. My advice is to stop playing and don't burn out. The game has a lot of improvements needed and onky time will tell if we actually get them. If the game doesn't improve in the next 3 weeks I wouldn't be surprised if they lose 60% of the current 2500 player base. As much as I enjoy this game I don't see the population increasing very much. I have been wrong before and i hope I am wrong here. There is so little to do in this game I'm confused on what they spent 6 years developing.
    10 points
  44. Top 5 Crowfall likes (things you feel we're doing great on). I like the depth of character builds and the different ways you can build a character to suit you. I like the mechanics of keep PvP, with siege engines and multiple objectives to balance at the same time for both sides. (Looking forward to handshake sieges though!) I like the feeling of both melee and ranged combat. There are some things I think aren't quite there yet (action buffering would be nice) but overall it feels quite good now. I like the variety in world maps when moving from region to region. I like the feeling of working together as a guild to build and upgrade a keep before the next fight. The backstory and lore/flavor of the world is just enough to give you a hook into the game, but not too much that's overbearing or eyeroll-inducing. I don't usually get into the lore of MMOs but I like this one. Top 5 Crowfall dislikes (what you feel we could be doing better on or a pesky game mechanic that you don't enjoy) and how can we make it better? I dislike the chat system. There are too many tabs and too little control over what goes in which. The amount of tabs feel cramped and I often miss messages in channels because I can only view one at a time. I also feel like I shouldn't even bother whispering people because of how unlikely they are to see it. I think this could be fixed with (a) the ability to customize how many tabs you have and what message types go in which (b) a sound that plays when you receive a whisper and possibly (c) optional chat bubbles over player heads (for settings to control what they display and whether they're disabled in combat). Also I believe the chat should be open with a well-configured tab (including whispers!) by default, especially for new players. I don't dislike the account vault system per se, but I would like more sorting and search options. Being able to distinguish crafting, cooking, and sacrifice items would be a good start, as well as advanced search options like "slot:head" to find all head equipment. I dislike that gathering/crafting discipline progression is (or feels) fully RNG with no mitigation or "stroke of bad luck" mechanics. Some days I can go for quite a long time with no progression in my discipline. I would prefer some sort of fallback for progression to ensure that even if I don't get especially lucky, I'm advancing it somehow in a guaranteed fashion, ever so slowly. I dislike that finding vendors in EKs is difficult and unreliable. There are many "trade" EKs on the list that are available and open, but have no vendors or much to sell, and I don't have much of a way to determine that from the (misleading) name and title card alone. I would like a recommendation/like system, and some indication of how many active and stocked public vendors are on an EK before I have to load into it. I dislike that respeccing is so incredibly expensive for non-VIP members. This doesn't affect me personally as a VIP, but it's something I feel I have to repeatedly warn my friends about when trying to get them interested and get them started in the game, and it makes the game look bad in my opinion. I think respeccing cost should be scaled to something like vessel quality and/or level, and brought way down for new players. It's easy to make a bad character in Crowfall. Top 5 bugs on LIVE (that we may have missed and wish would be fixed). Please be specific and constructive. For a short time after using a retaliate, any dash/dodge will always send me forward, irrespective of what direction key I'm pressing at the time. This has definitely gotten me killed once or twice dodging forward when I wanted to go backwards. Divine favor on God's Reach doesn't seem to work? I sacrificed the three items (crown, trophy, lyre) on the same character and don't believe I got anything for it, even after the season changed from spring to summer. There was no notification or anything that I did it and the divine favor page looks the same. I sometimes get a bug where some player nameplates/shields no longer show up for me (while others still do). I need to restart my client to get all player nameplates to show up. This isn't related to the setting to change between ally/enemy/all, it will show some friendlies but not others, for example. I'm not sure but it seems like when it happens, it stops showing nameplates for newly-arriving players while older ones that were already on my screen still work. Sometimes my guild chat tab will disappear, requiring me to restart my client. Seems to happen either when dying or changing zones. Might have been fixed since I haven't seen it for a few days now. Opening inventory breaks channels (like summoning a mount) but still completes the action. f you could ask the Team member one question, what would you like to know? Be nice, seriously don't be a jerk. Faction vs. Faction servers when?
    10 points
  45. +1 Bump for the need of FvF campaigns. It's hard for me to believe that the actual reason the devs are not creating FvF campaigns are because the beta testers all rolled a single faction. Have they looked at how hard balance is on other games? You just have to consider it a community issue and not an issue with the game. If anything, just put a lock on how many of a single faction can be in the campaign at once. The flip side (our reality), is that because GvG is so hardcore and Sky Point is so pointless, most players are just wondering what the hype for this game actually was? Is this a PvP game or a crafting game? Trying to join a GvG immediately showed me that my characters are not ready for this, but I also worry that if my characters were ready I actually wouldn't enjoy it at all, because it amounts to being told what to do by a random person I've never met. I'm sure that's great for the guild leaders, but as a new player who was super excited to try out some large scale combat I feel like sitting in a single spot doing nothing while waiting for my commander to tell me when and where to fight for less than 5 minutes at a time is really really boring (it makes me miss Alterac Valley, to be honest). What I really hoped to do was create a very small guild of my own with my real friends and people we meet while playing. We could then join both FvF and GvG to move as a smaller group to tactically take objectives on the map. I currently see no option for that gameplay here. Sky Point is about as close to that as I can get, but the objectives literally mean nothing, so I'm essentially just fighting for farm spots (still fun, but not enough to justify the entire game). I get my plan wasn't meta and may not have won campaigns, but that's not the point. Currently my friend group, who were all very hyped about this game since its inception on Kickstarter, are pretty much non-existent in the game. The only of my friends this game has managed to capture are the tourist who play anything new, so I can't imagine them sticking around as soon as New World launches or a new WoW expansion. The actual PvPers, who I believed this game was trying to capture, don't see a future in this game because it doesn't feel finished. In order for me to convince them to give this game another shot, they need something like FvF. A campaign that isn't controlled by the giant 200+ guilds. This game needs to learn to cater to players who enjoy more than just 1 style of gameplay.
    10 points
  46. To give an idea of what being in a "medium" sized guild is with a single group of about 20-30 members on at the same time is like going through dregs zones, I will provide a scenario. We go into Vallha and immediately proceed to the outskirts of the map to avoid detection, attempt to take a respawn point so we dont have to suffer a que to come back in if we die. We either take it, and leave to go do our thing, or get wiped because bored mega guild members are looking for any action they can find. If we are lucky enough to take it before anyone gets to us, it will immediately be retaken. Going back to retake it will mean detection, which will mean we will be jumped by 1 to 2 groups of 20+. We can likely handle one group, but since they have respawns there and we don't, losing any members that are executed means they are out of the fight, whereas our opponents have respawns everywhere and will be able to reenter the fight quickly if it is still going. If we go to farm mobs for gold or mine resources, we will likely come across one or two members of the mega guilds. We can kill those members, but they will let their buddies know. Soon enough we are getting zerged back to the temple. I know I know, "LOL joins pvp game and complains about having to pvp." No...this isn't pvp, this is being a roaming group of npcs that mega's hunt because now they have nothing to do as no one wants to bother fighting them. The other mega's sure don't fight each other much, but I can't actually verify that as we spend all our time flying back to the temple dead. ArtCraft, if you don't do something soon, you will lose most/all of the smaller groups playing this game very very quickly. When that happens you will start to lose members of the Mega's as they are bored and go on to more active games. You are running out of time to act.
    10 points
  47. Reward redemption is now active again and you’ll be able to retrieve your items from the inbox.
    10 points
  48. UI Change !! Please give us the option to display our Health/Ressources/Stamina like in the "good'ol'days!
    10 points
  49. I just bought the basic pack to gift to you, but I cannot tell if it worked or not. I sent it to this Doomgarg user name you're using here. Let me know if it worked (check the Client download page) or if I need to contact customer support. Enjoy!
    10 points
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