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Scorn

Testers
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Everything posted by Scorn

  1. Support Power Cap was Increased from 1000 to 2000 Devotion has a cap of 200 per Heal Tick (modified by Support Power for Paladin-hits cap at 1000) With the increase to SP is there a plan to increase the Cap to Devotion? Warcamp Bleeds and Poisons make Flytext go nuts with every tick multiplying the displayed Flytext till you see a wall of numbers that can impact performance (much like Assassin Poisons used to a few patches ago)
  2. You may want to look at those numbers and make sure the weight is as you would like. As a player I was not satisfied with the Treated Steel I have seen. I saw a 15% increase in cost for materials and yet only shifted the Baseline values of the Product by much smaller amount of about 2.5%.... I made a Green Plate Breastplate with and without Treated Steel. (Master Blacksmith-Full pips-no Jewels-Leadership) The Treated Steel started at 9 Armor added and Experimented to 15. The 15 Armor Treated Steel modified a Green Plate Breastplate from 690 to 707 Armor value. After experimentation the 690 Plate (no Treated Steel) came out to 1145 Armor Value (after Large Reroll) The 707 Treated Steel Plate went from 707 to 1102. (after Large Reroll) Personally, I don't think that Armor made with and without Treated Steel should be so close in Armor values. That the RNG crafting should be able to make a lesser set of materials create a superior product is just another regret. Treated Steel and Treated Leather have had their Crafting Costs increased fairly significantly (perhaps to factor in losing Armor layers?) I would think they should matter much more than they currently do. For a Plate Breastplate for example it is 90 Ore to make one without Treated Steel. With Treated Steel it is 106 Ore... I saw a 15% increase in cost for materials and yet only shifted the Baseline values of the Product by much smaller amount of about 2.5%.... Smaller pieces are even worse with 36 vs 52 ore required. The Treated Steel needs to matter when it costs that much and needs a special item equipped. IMO
  3. That could be interesting actually, having a more specialized training specific for those CWs.
  4. Here's my Pipe Dream. Personally, I would love to see Passive Training be FAST (old 10x or so) and Reset fairly frequently (perhaps not every CW but about every 3-4 months) This would allow Game Balance Shifts fairly often in the Passive Trees. This would enable Newer Players to never be THAT far behind established ones. However, I understand the desire for a long term investment with an account and how frequent wipes could turn some people away. With the Pacing being as slow as it is Crafting and Harvesting Burnout would be likely though. That's an issue any game will have to face, making sure that the Pacing feels right for the type of game it is while keeping the game engaging and fun. I don't necessarily get the concept of building connection to a character in Crowfall-Crows are glorified zombie pawns for the Gods.
  5. Sweet, thanks for the clarification and transparency! Sweet, thank you for the clarification and transparency! Hunger Shards no longer seem to be an Additive on Weapons. Is this something like Treated Steel in that you will need an Item to 'Unlock' the Hunger Shard? At first I hoped they had simply been shifted to Runic Recipes but even with those unlocked no Hunger Shard Additive slot showed up.
  6. It's more that ReRolls now only ReRoll Failures and Critical Failures. This can lead to a marked decrease in both frequency and effective power of the ReRoll. Danger rolling is probably as RNG if not more than before the ReRoll system was introduced (depending on Skill of course) I will likely go back to saferolling for more consistent results with lesser stats.
  7. Farmed Warcamps for awhile and saw no Disciplines. There are Vendors with the Disciplines available though. Have the Disciplines been added to Loot Tables yet? If not, are we still going to see Disciplines on Vendors for LIVE or will they be added to Loot Tables at that point? Made some Treated Steel and Armor on TEST. The ChestPlate without Treated Steel turned out better than the one with. With the Changes to the ReRoll system Crafting Consistency has gone down and Crafting is very RNG based again. Are there plans to change this? I really liked the consistency that the old ReRoll system added but understand how it could undermine Craft uniqueness. Possibly could increased Materials used increase the end Result cutting down on frustrating RNG?
  8. Is the piece of Armor a newly made on or a Legacy Item? It seemed to me that the Legacy Items were given the max Armor values and no longer displayed their old Protections... however they still seemed to exist as properties on that Item.
  9. So...Divine Light is capped at 5 targets, same as anything else. Unless you meant something else by 'uncapped AoE healing and damage' Devotion got capped awhile ago to be a 200Heal tick max(before Healing modifications) No more 2-3k Devotion Heals. Templar Censure is problematic for sure, there was a time period shortly after they introduced Colossus Smash (the Myrmidon charge) and Templar Censure used the same mechanics...this was wonderful! Please bring that back. Censure Talents could be useful as well in the talent trees. Would be nice to see an Armor Break or something else useful associated with it. Why not swap the completely useless Vindicator Slash Damage on Holy Warrior? (it does nothing as it does not change caps and Holy Warrior negates your Slash damage bonus anyways) Paladin is not that bad in open field, they have much less Pip issues than other Templar kits mainly due to the Divine Light not draining them every tick. Paladin also has exclusive access to the strongest single(double?) burst Heal in the game with Holy Warrior as well. It does require communication and some awareness but can be quite useful as a Tank/Healer. I still don't consider Paladin a Full Healer, as I believe the Earthkeeper and Crusader(why is the Heal line the Crusader though?) do it better. Neither would I consider Paladin a Full Tank as I believe that Pit Fighter and Secutor Knight do this better. Battle Rager is tough to say due to the liability of Berserk in a Physics world. Paladin is a strong hybrid between the two though.
  10. Reproach is the only portion of the combo that takes a Pip. So it's 1 pip to potentially generate 5. With low PCM Discipline powers I don't have issues with Pips as a Paladin, though I have been playing Templar more than any other class since their inclusion into the game. The concept of having Righteous Smash apply a Heal sounds pretty awesome, can we make that happen? I don't count Paladin as a Healer, not a Full Healer anyways. Divine Light can apply to players outside of group, Devotion Heals do not.
  11. " Players will not be able to whisper each other across ecosystems. They can whisper to each other if they're both in the lobby, or both in-game and on the same faction. " 8*{ Getting harder to communicate
  12. Not just friends and enemies but new players asking question as well. IMO that was the most valuable part of General Chat-the ability to reach a wide audience of everyone online
  13. DoT effects are affected by Crit Chance and Crit Damage stats. The Damage roll is done as the attack is applied and then spread out over the various ticks as far as I know. The Bleed DoT damage is an attempt at making DoTs more worthwhile...but falls short (likely because of the nerf sledgehammer applied on the bugged Bleed Armor) This Bonus should likely be stronger, and apply to all types of DoT effects, not just Bleeds. (I'm looking at you Badge of Zaleena)
  14. We have incoming armor changes that may help address your concerns. Or not, but there are changes coming.
  15. Templar Parry Buff is lost when doing the Righteous Parry attack, this is a recent undisclosed change. It makes you vulnerable during the Righteous Parry Attack, to CC and Damage, which may or may not be intended.
  16. An issue is that Barrage is on a very short Cooldown and in the Archer line decreases the Damage of Enemies Hit. It's more of a Suppressing Fire ability than a Stack Buster IMO. Druid Aurora Emitter could certainly use some love. I enjoyed Blazing Light when it was first introduced and got excited at finally having a "GET OUT OF THAT AOE" prompting Ability in the Field. Especially one that could be countered or played around. Similar to Whirlwind back when it was applying 8 ticks of Bleed damage in 3s instead of 24 and really made you want to avoid that spinning Myrm. A main issue with Blazing Light damage being tuned too high for it was that it had a bug doing an additional 25% damage. It was then nerfed on top of that bug being fixed. Also at the time it first was seen no players had Armor of any Strength to stand against it. srathor showed a single Paladin more than negated a single Vindicator with armor/heals. We could really do with more variance in terms of Damage types IMO, especially for AoEs. Some Classes are basically limited to only being able to apply a single type of Damage, which can be almost completely countered with a single Discipline. Almost all AoEs of note are Fire Damage type right now. Alpha Warrior provides a Neckbreaker which is Crushing but that's about it.
  17. In regards to the power curve it would help a great deal if White Gear started at 6 PIPS of Experimentation like it USED to. So gear would be 6/7/8/9/10 instead of 4/7/8/9/10 which is a HUGE jump from White to Green. This would also ensure that White Gear would not phase out into obsolete territory for crafters as quickly if it still had a use and more potential Experimentation Points. I like the Talent trees, that's where you can create differing Class builds. But forcing players to level to even be able to play their Class is atrocious and grindy (even if it is a fairly small grind) Perhaps new Vessels could start with a significant pool of Talent points to unlock their Class Basics as Talent trees expand and grow OR get rid of the Class Basic Talents that unlock Skills at least and allow new Vessels to have the Skills applicable to their Class from the start.
  18. Scorn

    Item Wipe

    I call that 'The Purple Fever' 8 } It manifests in an extra heightened strength when harvesting a consistent and regular rotation of nodes where one is being extra productive and not much time is wasted.
  19. I've really been impressed a the introduction of the Paladin skill tree making a focus on Templar Healing and even keeping them different and unique enough to not feel like a watered down Cleric or Druid. That being said, I will probably never consider a Paladin as much of a Healer class as Crusader Cleric or Earthkeeper, perhaps on par with ArchDruid in some ways. As far as OP is concerned the description is an outdated one from when Crowfall's 'win conditions' were a tug of war style bar in which only the final moments of a campaign truly mattered. As problematic as the scoring system we currently have is, it is much better than what used to be. Hopefully this trend will continue and the game will grow in scope and player enjoyment/investment.
  20. Healers are people too! Also I am pretty disappointed that there is a Badge for Bleed Bonus. Just Bleed Bonus, which only affects a few skills of a few classes. That doesn't affect the other DoTs in game such as Burning, Poison, Disease, Corruption, Frostbite or Electrocution.
  21. Scorn

    Item Wipe

    Divine Light Heals aren't really changed by weapon damage. My 107 top end sword Heals just as much as a 112. Pretty sure they morphed it to full Support Power support with the Paladin changes. Devotion capping out bums me out, not so much for Paladin but for the other Templar variants, it was such an awesome tool that got kneecapped. Beneficial Harvest has always been problematic in my mind. Especially the short term duration of it. It takes away from the consistency that is desired for large amounts of harvesting shifting an even more luck based rng system on top of what harvesting already is. Personally I would love to see Beneficial eliminated and replaced with nodes that did some of what Beneficial does passively (Stamina on Node completion, increases to Crit %) There is already a system to get Stamina back from hitting Weak Spots. Due to me seeing Crowfall as a zoomed in strategy game I would much prefer a more consistent approach to Harvesting/Crafting and even Combat. Crafting has gotten this consistent approach due to the ReRoll system. This of course takes away some of the RPGesqe aspects of CF, but RNG in my mind is a way to simulate skill, a game of actual skill doesn't need RNG. I would prefer to see Crowfall lean more on the Strategy and Survival esque aspects for more consistency and evaluation of investment and competition. Much easier to balance this route as well due to establishing a baseline concept of what should do what. How laughable would it be if in any RTS game the Harvest units got a random amount of that resource when completing a node?
  22. So I have noticed that since the Hunger Shard changes Hunger Shards do not spawn in Keep zones or Fort zones anymore. Considering they already do not spawn in Adventure zone canyons this SEVERELY limits the ability to get higher end Hunger Shards. I would like to be able to see Hunger Shards in those zones again as it is almost the only place for High Ranking materials... Since the Hunger Shard changes the amount of Hunger Shards I've gotten decreased SIGNIFICANTLY, even with max training of 8% and 5 pips PH during all seasons. Those I have gotten have been 95% Green, I've managed to get 2 Blue, 2 Purple a 1 single Orange. I've gotten more Blue and Purple Sacrifice shards which are useless. White Hunger Shards seem to be a thing of the past, though it's tough to tell with the Rank 1s in the Beach Head being disabled to get Hunger Shards and the world having r3+ With the r1s being disabled for Hunger Shards I can't get a consistent baseline without a significant investment of time. I understand these are supposed to be rare drops, but they currently are too rare and random. Having a system where we could actually craft the shards into the specific Hunger Shards that we want would help. It would help with both consistency and frustration at Shard types that are almost completely unused being found and sitting around unused. -Tangent time- A similar issue crops up with Legendary materials and Embers...there's almost no consistency and High End farming becomes a matter of time and luck. There's no way to convert Dust into Embers or Materials into Dust/Ember/HigherRanks A player without the time to farm the gold, if anybody actually sells bulk Legendary/Embers for Gold, or Materials/Embers is likely never going to get to that point. Other games deal with this issue by having High End Gear take a large quantity of lesser materials and a small quantity of something particularly rare. But this rarity is not based on RNG, but actual scarcity such as a longer respawning monster in a few select locations. Because of this in seeking higher end gear players will flock to those locations to try and kill/harvest the materials, which more often than not leads to PvP. Crowfall doesn't have that. It doesn't have PvP incentives for Gear. Gear Competition is based upon time, luck, and dedication to farming nodes. It's more productive time wise to farm the materials yourself over seeking out an enemy and ganking them as most of those times the Spirit Bank will save them from losing much. There are also a great many sources of high end materials, so often even if a spawn is contested you can just go to another spot, or even another server 8*{
  23. Someone thought there was a similar issue with Duelist but had forgotten to factor in the changes to Basic Attack Bonus based on their Weapon Weight. If you are using 2 Weapon Weight 5 weapons it would give a total Weight of 10 for a -5% Basic Attack Bonus which might explain the issue
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