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Showing content with the highest reputation on 10/28/2020 in Posts

  1. I don't know what is going on here but it borked my brain.
    4 points
  2. EKs with PvP enabled still show guild members as "friendly". Tested on Srathor's Lawn.
    2 points
  3. Poison is currently doing 300% damage instead of 30% A vandal assassin with 1 swift cut will with poisoner will apply a dot that ticks for 9.5k and will 1 shot players...
    2 points
  4. spirit whip on ranged. NO.
    2 points
  5. IMO, we have way too many people saying that if you don't like the game as it is now, maybe you should move on. PLEASE don't do that! If you don't like the game as it is now, make a suggestion for improvement. ACE does listen to player feedback. WAY TOO MANY folks have already tried the game and decided to move on. This is NOT good for the game. This is a PvP focused game and for PvP to work we NEED a sizable population. So, please don't ask people to move on. and, please don't listen to the trolls who say this.
    1 point
  6. Hi Crowfall Testers and Developers, First of all, the game is looking more and more polished with a real game loop. Although we are still plagued with a few game breaking bugs (OP classes, teleporting walls, performance) I think these will be all hammered out in time. What I don't see a fix for is the possible burn out that this game will cause in it's current iteration. First of all, I use to play games competitively and did that few several years. I was in several top server guilds in EQ and WoW so we I know what it's like to sit there 2 hours as we drag our corpses to a safe
    1 point
  7. Night terror actually has an ability but may only show if an assassin. It has Call Darkness - pip ability that makes all your hits as if from behind
    1 point
  8. There is no value listed for the CD reduction. It gives 10%.
    1 point
  9. My brigand is running the same build as my vandal, brigand poison is hitting for 180ish per tick, so vandal should be hitting for around 210-220 per tick, its not the poison, its the buff that the vandal gets, someone has the decimal point in the wrong place on the figures.
    1 point
  10. Hello Crows, We’re looking for players that would like to contribute to our “Getting Started” series by providing us with a short (est. 5-minute read time) article (sorry, no videos) offering “getting started” tips. Exceptional writing skills not required, we’ll review and edit the submission, to keep it in line with our other articles. You can use this Getting Started article as a guide. Listed are some of the topics for which we are looking to cover and if you have a topic not listed below, don’t let that sway you, feel free to submit it and we’ll fit it into our posting sc
    1 point
  11. The Human Racial needs a lot more work than that to be worth a hotbar slot.
    1 point
  12. So the basic attack which does poison damage is hitting for a reasonable amount, but the actual poison proc is doing way more than it should. I think it should be doing like 120-150 or so. Instead, 568.
    1 point
  13. The Major Arcane Archer needs another pass. It hits for way less than a sharpshooter disc archer. The sharpshooter disc has 10 damage mod passive and an aoe root with 5 distance bonus and damage bonus to movement , While arcane archer does not get the 10% damage from capstone from archer and no 10 damage mod passive and it does not get distance or damage bonus except +2 lol. 2 . haha the barrier and elemental break are nice but it does not make it a hard choice to choose . I do way less damage with ice arrow with elemental break than sharpshooter disc on archer. Dead Eye major - Multi sh
    1 point
  14. Yeah.. this .. is wrong There should be some kind of cap on how hard DoTs can hit - like, 500 or something. 800 and 1460 are just insane.
    1 point
  15. SB also had socials. (I know, I know, post-release goals!)... also looking forward to the size of my character increasing when I put 200 STR into it!
    1 point
  16. Hey Crows, We'll be rolling out a new way to provide you with feedback on bugs that are reported on the forums. When you post a bug report to the forums, as our QA department reviews, they'll mark your post with one of the following icons: New bug reported Bug already reported Needs more information - or needs reproducible steps As designed: post your constructive feedback to our feedback forum Please note: If you're providing additional information on a bug post that already has an icon showing it was reviewed, please quote your old pos
    1 point
  17. This is how its worked for several days. It lost most of its umph when they adjusted it down to a fixed 750 rather than 10% heal.
    1 point
  18. You can't have both of these things simultaneously. Either gear and passives add enough impact that they constitute a meaningful advantage, or everyone is roughly equivalent and gear and passives are of such minimal impact that there is no compelling reason to work to acquire them. No situation in which a given template is "equivalent" results in meaningful build diversity. There is no such thing as perfect balance, and as such the best of these "equivalent" templates is overwhelmingly the superior option. There is no "average" build. There are objectively superior and inferior build
    1 point
  19. This would significantly take away from the stealth minigame. As it works now both stealth and antistealth have to work actively against each other. Stealthers have to use LOS to hide their purple ghost model and watch for the perception buff if they want to close on perception uses. Perception users have to press a button and have their entire group sweep around with their eyeballs. Stealthers can take advantage of the short periods of perception downtime to reposition or close on targets. Perception toons can choose to invest extra character building resources to lesser or completely remove
    1 point
  20. Bump subject. Some of Goblin-Gnom added. Troll Male added.
    1 point
  21. Brautigan

    Racial Weapon Designs

    Since I couldn't find any kind of comprehensive list or table of each race's unique weapon looks, I figured I would just make one. Full scale image can be found here.
    1 point
  22. Was told this should be its own post, so cross posting here for discussion. Here is an idea of how I would change the current system by just shuffling around a few things. Should not need to create anything new. Here is the current Assassin Tree. ------------------------------------------------------ Here is how I would change it. 1. Currently everything in the red circles are mandatory. Combine all of these abilities and stats together and just grant it baseline to every Assassin at level 1. ALSO, grant the class base line domain here.
    1 point
  23. Something is wrong with the scaling on Archdruid bombs, this round of testing done by Oaths... Blight damage doesn't seem to match any of the tooltips we've had recently, and has only further plummeted from the 6.2 release patch: These stats with a 60 dmg weapon, 10% Nature Damage Bonus and 3% Nature Pen are getting max crits of about 350 on 50% Mitigation target dummies, which doesn't match any previous extended tooltips nor the pre-calculated tooltip that we have now. With current damage values on Test it would require maximum Legendary end-game gear and skills training with a
    1 point
  24. So, I know you have a better sense of what is reasonable for a crafter than I do, since you do much more of it, but I just wanted to consider these numbers from the frame of a released, live game that will never have resets and where players gradually progress over the course of years. 80 Vessels for 3 Necro knowledges doesn't actually sound that bad to me! That's a grind, for sure, but in the 'real game', that would probably feel like a rewarding (albeit heavily RNG-reliant) step in one's Necromancer progression. It's a material-sink if nothing else, which should be good for the game eco
    1 point
  25. The "Communauté de l'Arbre Clair" is proud to give you a new tool : A talent builder ! it's a first release, but already helpfull, so i give it to you : https://arbre-clair.fr/pages/talents.html you can also share your own build, for example https://arbre-clair.fr/pages/talents.html#1.0_druid_st-a2-b3-d3-e3-f2-md-g3-h5-h6-i3-j7-c3-b2-c2 or https://arbre-clair.fr/pages/talents.html#1.0_duelist_st-a1-b1-d1-e1-md-f1-g1-h2-a2-b2-c2-d2-b3-d3 Please make a good use of the system and report me all bugs Thanks! PS : @TiggsWe find the middle minor rune access ver
    1 point
  26. IMO we should do whatever we want unless ACE says otherwise. If I want to provide feedback of "nerf XYZ because I lost in a random 1v1," oh well. There is never going to be a magical moment where they catch up on bugs to do a full balance pass. They don't seem to have the team to tackle things fast and well enough. 6.2 introduced a whole slew of new bugs while there are still plenty persisting from 6.1 and earlier. As they continue to fix/tweak things, more bugs and problems will arise. Ideally they would fix bugs before making changes to mechanics/balance, but they don't seem t
    1 point
  27. I like the look of some of these races BUT, I don't want ANYONE at ACE to stop focusing on improving performance and preparing the game for launch. New races and or classes can be introduced in an after launch expansion.
    1 point
  28. @Tiggs here is my contribution to help the community : https://royogaming00.wixsite.com/lecrowmalin i work for french community first cause there is a big lack of informations in french and new players are often lost and doesnt find anything interesting in french in official website
    1 point
  29. Well handshake sieges plus some type of stakes for the attackers. Just showing up to punch your walls with their fists is dumb.
    1 point
  30. I never liked the idea of siege timers. It shouldn't be such a travesty when your fort gets capped at 4am. You should just be able to re-cap it when you're active. The rewards for ownership should be such that holding a fort while you're not even playing isn't really a big deal. (Yet another passive gameplay mechanic...) Once there is an active population, an appropriate number of objectives will still result in fights during prime time, but eliminating the siege window would also open up the other 23 hours of the day for gameplay.
    1 point
  31. Yes the community is all on board with content outside of siege time not being to great. There is nothing actually outside of siege time. Unless you gather/craft then its VERY lackluster to say the least
    1 point
  32. Something very strange happens from the Elementalist Discipline passive Sentinel. When I first apply it, and am standing still, it gives +10% crit strike, as it reads when mousing over the discipline and as it used to. But, when I move for the first time and regain the Sentinel buff, it gives +5 pdm, and that is how the passive reads.
    0 points
  33. 1. Reduce Forts from 60 minutes to 15 minutes. As it is now most of the 60 minutes is wasted. 2. If you allow sieging at "anytime" then you have a larger problem of the 3AM cap. No player wants to lose their Keep while they're asleep or during Thanksgiving dinner.
    0 points
  34. Well, it's always prime time somewhere in the world. If an EU based guild controls a fort / keep on the North American server they would very likely pick a siege time that works well for them, same for Asia / Pacific based guilds and NA based guilds. So in essence each server would have three 'prime' times and of course some would set their siege at non prime time too. Also, this should to International guilds with players who are active at different times, as the EU players are going to sleep, the NA West Coast players are waking up, etc. An International Alliance might include an E
    0 points
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