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Showing content with the highest reputation on 03/28/2020 in Posts

  1. 4 points
    veeshan

    Frostweaver disappointing

    I was hoping to see an ice wall with HP bar to environmentally change battle fields but sadly did not
  2. 3 points
    Dev team is putting up a fight but I'll do what I can to keep this down as long as possible!
  3. 3 points
    Heartsteel

    Frostweaver disappointing

    I think this game suffers from the idea that all classes need 3 subclasses. Some I think could do with just two specs. But that's my two cents.
  4. 2 points
    mdonley

    TEST is down until 11am CST Saturday.

    The EKs are up, no campaign or God's Reach is available. See you tomorrow morning!
  5. 2 points
    veeshan

    Frostweaver disappointing

    https://imgur.com/a/WKjpp7R I would wanna do something more like this when it comes to class talent tree, Shift the class split much closer and add more skill behind each one so there more specilised. Benefit it allows for more skills to be place in specialise class area front of class split weill be general skills and after the split it be more focused on what there suppose to be focused around. Also dropping it down to 2 classes each atm and adding the 3rd one later down the road might be easier for the devs too.
  6. 2 points
    Tinnis

    Frostweaver powers & talents

    google drive folder of x4 pdfs of images (base and three promotions)
  7. 2 points
    Tinnis

    Frostweaver disappointing

    i miss when the base druid had branching/chaining combo powers that meaningfully interacted with both each other and a coherent resource mechanic, before the dilution event.
  8. 2 points
    Why did we give Crusader cleric plate? Seriously though they were already immensely tankie. Was it like some class identity type of thing? I honestly cant even begin to understand why anyone thought they needed more defense then they already had.
  9. 2 points
    The starter zones are too small, and too empty. Their whole point is to level us. So why are they empty wastelands? More camps. A starter zone supports maybe 40 people comfortably. You're capping them at 100, which is a)pathetic and b)still too many people for the mobs in there. The training speed is godawful. Newbies are going to start training, see that it's going to take them days to finish even the starting node, and be turned off. At the very least the first nodes in the basic trees should be fast to get. Combat feels a bit floaty. Mobs dance around and slide off players. Make collision a bit stickier. Also make combat feel more grounded please. The talent trees feel bad now. 5 points per major discipline doesn't mean that we have hard choices to make in the tree, it means we skip a huge swathe of the class talents to get to the promotion and discipline talents. The way you have 3 point minimums in the first talent beyond the 3-way split, and you put active powers behind each means that our choices are further restricted. There are too many "you must put points into this" places and not enough real choices.
  10. 1 point
    McTan

    The feel of combat

    remains super flighty and loose. Maybe it's just personal opinion, but there just has been something off about the weight of movements for so long. It feels identically as strange as it did five years ago. My champ is leaping around and smashing a hammer and elbow-dropping guineapigs to death, but it doesn't feel like my character actually interacts with anything. I elbow drop the ground and then the guineas just fall over. It's feels really bizarre to me, and I am posting to see what others think.
  11. 1 point
    Groovin

    Frostweaver disappointing

    For sure. Like, the options you have with Weaving can be broken up depending on your spec, which makes it a little simpler than it appears. But the fact that the options are there from the beginning is what interests me. It doesn't have to be that simple. Though I feel the comparisons to druid aren't entirely wrong, but it feels a little more like Druid before specs. Not on the same level or better, but leaning more into it. And I like it. I think we need those baseline options that make a class wholly viable, before you choose a spec.
  12. 1 point
    Andius

    Frostweaver disappointing

    Yeah, I'm far from sold on it being a class I would switch to, but I'm also certainly not ruling that out or disappointed yet either. It's interesting. Once I max it and play around with it a bit at max level I should have a much better idea of it's a class I'm interested in mastering or if it's not really my cup-of-tea.
  13. 1 point
    Groovin

    Frostweaver disappointing

    I find the whole ice blocks changing states depending on the power you use near them quite interesting, as it places more emphasis on knowing your class and powers, rather than just face rolling. So far, I'm a big fan of the class.
  14. 1 point
    Navystylz

    Frostweaver disappointing

    I think there also might be more with the focus gems, ice build up and stuff that we're not really seeing much of yet. The tech that was build being having abilities that can change on the fly, and these other features. I dunno that it would take years either, but there's more depth to it than we think probably.
  15. 1 point
    APE

    Frostweaver disappointing

    What I find funny and sad is they've made a great stat system overall but limit our use of it. It's like if they gave us a bucket of 1000 lego pieces of all shapes and sizes but only let us grab a small handful. Sure we can build some basic little thing, but it's such a waste. There are several things they could do that wouldn't require starting from scratch, they just need to build on the already strong systems. Ex: Add more stat options to talent trees and increase how many points we can put in each node. If I want to spend 10 points in Poison Resist or Spring Speed or Perception, why not? This is where people could get creative and really tailor a character and build to their needs. Long as their is still more good options then points available, works the same.
  16. 1 point
    Navystylz

    Frostweaver disappointing

    1. Well only one of the templar lines can spec into spammable execute as well. So it's not saying much that only one of the FW lines can. 2. Some of the healing is bugged on FW and not working properly as well. 3. Lol rolling a new FW in prep to level tank tomorrow. Because I was kind of wondering the same thing. 4. It's fun. The more you play the more you learn to better weave. Doing things like permanet zoning by using wave to turn all ice into freezing, then chill out to turn it back into cool ice. Then just pulling things while being on the edge and using other ice freely while you resources stay up. Keep refreshing the timer by using those abilities on it and you won't actually have to create the zone again. If you finish with freezing or cool ice, use ice weave to convert the ice back into stable ice so you can pick them up to move on to new location. This lets lets you use the storage to reset your zone without the massive mana cost. Starting with cool ice to bring resources and some health up on targets, then drop refreshing breeze on it to turn them all into refreshing ice to explode heal and heal with refreshing breeze. Or set up the cool ice zone and just free weave refreshing ice and copy stable over and over while your cool ice zone keeps your resources up. Obvious gets better with better vessel and gear, and things not being bugged. Even as healer the dmg is pretty crazy. Will get to point where won't even feel like you can die because it's too easy to keep resources up and heal, and heals will only get stronger.
  17. 1 point
    APE

    Frostweaver disappointing

    I'm curious what builds ACE is cooking up where Major/Minor are less valued then basic stat Talent options. I haven't looked over many classes yet, but so far I don't see anything to make the previous build system any different. Disciplines have value one way or another that a few extra HP or Crit aren't going to replace. Even if I don't have space for a Discipline power, I likely can find one that has passives that will be more useful then basic stats. I understand them wanting us to make choices but it isn't a real choice. If most nodes weren't generic stats or things we couldn't get any other way, maybe, but just not how it is. Disciplines should be free and they should have their own slots on the power bar. 2 above or at the end of the main bar would be great. Beyond that then people could choose to replace their base kit on the main bar.
  18. 1 point
    in moon temple
  19. 1 point
    Tinnis

    campaign cards

  20. 1 point
    APE

    Frostweaver disappointing

    They don't need any if the base class had enough variety to allow for multiple builds to be created. As they are all rather generic and talents don't add much, promos are "needed" to at least give the illusion of variation.
  21. 1 point
    veeshan

    Frostweaver disappointing

    There no reason now to not have 9 slot baseline since they removed the passive that adds 1 slot and then human passive add the 10th slot so everyone can have 1 extra slot to work with would help.
  22. 1 point
    McTan

    The feel of combat

    Yeah, agreed. And I think that their historical response to this issue has been making things like hit-boxes and cones and rays be a lot wider, because the movement is imprecise, but that actually compounds the looseness of the combat. In other games, and other MMOs, I don't have nearly as much trouble getting my character to start moving in the direction I want and stop moving at the position I want. Been like that since Hunger Dome. In 2016, I thought "oh, this is because they are trying to do physics, that's kind of neat," but then they backed off that completely, yet the feeling persists in 2020, and it's troubling.
  23. 1 point
    Yoink

    Frostweaver disappointing

    You are not remembering wrong You are not going to find an all defense, 0 attack rating, + power damage, duel wielding, quad proc Cleric or ambidex, dagger chucking, forgemaster stoneborn in Crowfall currently. We got a race / class split and that was an awesome step in the right direction. But then we get 33 'specs' that are basically just 1. a dps spec 2. a tanky dps spec. 3. a bad dps CC sepc (and the CC doesn't matter with how DR, immunity and retaliate work atm) 4. a healer spec. There are a few outliers. Paladin, arch-druid, and sanctifier all do something different and are really cool in how they play. But mostly the 3 promotion classes per class just do not do enough different from each other. They don't change how the class plays.
  24. 1 point
    We thought we'd get an updated version up tonight but it had a new exciting issue that stopped us from pushing this to TEST. So it's likely we won't have testing this weekend but will be back on Monday with a new version. Sorry folks, not the outcome we wanted the development Gods didn't favor us today. Thanks! UPDATE: we're up for a few more hours tonight, not a new version though.
  25. 1 point
    Navystylz

    Frostweaver disappointing

    Really hoping the game would evolve past that, or at the very least discplines allow for more meaningful changes. Idk, maybe I'm remembering shadowbane wrong, or the ability to change your playstyle a lot with actual weapon runes, choosing abilities by training a number of points into them, and having disciplines like the weres, sundancer for unarmed, and few others really made it feel like you were building something more unique than the next guy. Right now Crowfall classes feel anemic after the split into 3 specs. And 90% of the discs are just extensions of a class or just feel very underwhelming. Doesn't help the limited bars make it so that even with disciplines you don't feel like your extending your capability without giving up other class powers.
  26. 1 point
    Yoink

    Frostweaver disappointing

    Can't comment on the Frostweaver stuff but this a thousand times. Our 'choices' are not choices because they don't really matter. There are not enough ways to build characters. Disciplines mostly so underwhelming that combined with the new limited talent trees, limited bar space and disciplines needing 5 points each to unlock some builds will absolutely forgo them.
  27. 1 point
    Durenthal

    The feel of combat

    I posted in the feedback thread about how combat still feels too floaty. I have a hard time explaining what I mean, but it doesn't feel grounded at all. Characters and mobs slide off each other, and it feels like we're skating. Attacks have no real impact compared to other games in the genre.
  28. 1 point
    Navystylz

    Frostweaver disappointing

    Ya. Look at how good it looks (whether you like how they play or not) when the class is designed from the start with 3 specs in mind. Prior to promotion they have a full kit that is pretty good, then promote into specs that have distinct identities from each other. Not only were the other classes diluted, but FW straight ripes a lot of what other classes did and do it better, with at most limitation in distance. Executes better, and from range Zones better while having healing, resource restoration, control and massive dmg in those zones Drops heals that don't require stepping on them Drop area heals that last for a long time As far as feeling like a full mage class. Druid pre-promotion is a joke in comparison, with LMB clicking til right before promoting and getting Gaia's Wail (if it's truly fixed now). Post promotion, Stormcaller might still hit hard buffed up, but a lot of draw there was the endless channel of lightning that required no skill to aim so allowed cheesing of damage, is removed with the 3 part combo change to lightning. Arch-Druid is fun once they get the rest of their skills, and with Force-mage and proper use of blight can do some scary damage. But every time you make a new vessel if you don't have artifacts built up, you die a little inside. And would love to see a full kit shatter onto ice combo, with Archmage passive in comparison to the orb/blight combo, which thank god still has much better range. Wasn't much of a confessor players, though strikes me as off that to be tanky confessors range had to be nerfed hard and now FW tanks are range? Even with that said, I'm not sure FW is for me. Going to test healing more and how intrusive this set up time for storing ice, recovering resources and the penultimate passive is for generating ice and how smooth it feels. Seems like could get a much better with better gear, full tree done, better vessel though. This is all impressions, and have to see hard data.
  29. 1 point
    KDSProm

    Frostweaver disappointing

    yea - they are all the same 😛 Jokes aside: I can take it as your opinion and I can state that I strongly disagree with your generalizing statements!
  30. 1 point
    Let's take a look at the numbers just for the Exploration Tree – 23 Nodes, Assume 6840 Per PIP cost of all of them, 34200 points per node, to 100% the tree that is, 786,600 points at 1 Point per 10 seconds, 6 Points per Minute, 360 Points per hour, that comes to 2185 Hours or 91 Days to complete it. To Move to the next tier of Specialization, Excavation requires 5 PIPs in Gathering Proficiency, which is 9 nodes with at least 4 PIPs each, and the 5 PIP in the last node. That is 6840 + (6840 x 4 x 9) = 253080 Points. 42180 Minutes, 703 Hours, 29 Days to be able to even unlock Excavation. Then you have to proceed that that skill tree to unlock either Ore, Stone or Grave Specialization. I can’t say whether the Per Point cost is to low, it depends on the goal of the game with regard to having specialized harvesters, specialized crafters and specialized combat people. With the time it requires in Months to 100% your chosen specialty and the length of time campaigns will last, how many campaigns it will take to have truly qualified teams going head to head? If we can get some guidance on the goals with regard to time, we could provide better input as to whether it is to slow and by how much. With what is given thus far, it does seem to low. It assumes you that the game will hook people and keep them around for many months. However it more likely they will log in start training, get to level cap and then go play something else until the passive training has enough points to make them feel specialized enough to be productive. Unless there is something in place that stops the passive training if you haven't logged in and played x amount of time with x amount of time, this means you could have people missing for months, especially with the point investment cost for the Combat trees. Just food for thought. I like the idea of the active and passive training, but they need to be balanced with regard to feeling satisfying when you hit certain tiers. A potential solution would be to increase the amount of passives received while actively playing and keep the earn rate while offline the same. This runs into the issue of those that have more playtime can outdistance those that can't play as often, which is not a good solution either. Don't really know what a good solution would be, but that why we here, to discuss it in civil dialog.
  31. 1 point
    Let us sprint while out of combat. This is something that has bothered me since day one and now that survival tray is gone I really see no reason why we can't just sprint whenever we want. It feels weird to only be able to sprint while not in combat.
  32. 1 point
    Duelist: Duelist only stealth powers can utilize the Vanguard Scout passive lifesteal ability. Fixed an issue where the 'Dynamite' ultimate power of duelist could make multiple barrels per building near to the target. 'Impale' power of Duelist class will now trigger appropriately when used on an enemy. Snipe power now deals damage and registers in the combat log. Please, oh please be true.
  33. 1 point
    Tigerbalm

    trailblazer vs trailmaster

    so in test the centaur has a plus 15 percent out of combat movement speed bonus with trailblazer. but the elken has a 25 percent movement speed bonus out of combat with trailmaster. does this mean the elken is faster or is the base movement speed different. seems like an incorrect tooltip or typo
  34. 1 point
    Tinnis

    The War of the Gods (Updated 6 pm CDT)

    they edited in this post: yumx did a 2 hour stream - VOD here are screenshots - SLIDES 60 second image skim - IMGUR or galvia's ~1h40m steam - VOD
  35. 1 point
    We will. We just need some litmus tests done before we can start adding different campaigns and layers. Todd and Pann will let you know as soon as those things come on. Keep your eyes peeled for it. I also just really wanted to relay the info that the horses in the Sun temple had a name but I had to remove them to make them objects instead of NPCs. SOMEONE kept killing them during our testing cycles. They were really clever names, too. Artax Hunter Horse Helmsley Man O' War I spent like 5 minutes coming up with those names, too. RIP.
  36. 1 point
  37. 1 point
    ZYBAK

    Crowfall Memes + MS Paint Rage Thread

    Biblical and accurate:
  38. 1 point
    I'll be updating this list as testing continues but a few things: Ambient sound effects cut out randomly, this happens when moving. I noticed this in all locations, but especially in Petra. Sometimes when your cursor is over a resource (I've found this mostly with trees) it doesn't always register as a resource (the yellow border) and instead performs an attack. Performance is fairly bad, but I updated my Nvidia Drivers so perhaps that will help?
  39. 1 point
    Hello, Hey, i am Hak0. New player in EU, i had a good experience in games like that but, this game idea attracted me specially the " new worlds" i want to see how they do that and i am here
  40. 1 point
  41. 1 point
  42. 1 point
  43. 1 point
    Grubbysack

    Crow without a home!

    Currently in CST
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