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Scorn

Testers
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Everything posted by Scorn

  1. Sometimes when you log out in the area near a Fort/Keep/Outpost and it gets taken that area is no longer considered friendly so it teleports you to a gate in the area (nearest?) Sometimes that gate it teleports you to happens to be for an enemy faction's homezone...which debuffs you for being there as an enemy and can kill you. I don't even know if it's a bug that it teleports you there or an intentional attempt to punish logging out near enemy runegates.
  2. I do wish there was more incentive to fight over Forts during their active windows instead of only as it is about to 'lock down' The Forts are still garnering points during that time, but there's rarely any activity. I also think the final Fort should probably unlock a bit sooner than it does to cater a bit more to the players that play in the afternoon. The biggest issue though is that the population the game currently has is usually spread too thin across all of these different zones. I understand the desire to have multiple zones and maps but it becomes problematic when the game feels empty most of the time. IMO this is due to having very few reasons to centralize on a location besides Sieges. Zone and Parcel Ranks are higher than ever which allows people to farm pretty much anywhere as even the locations that aren't the best are pretty damn good. Earlier this week we saw what seemed to be a zone crash just after a siege as players began a fight and the zone wasn't even capped. This shouldn't be a thing, the zones need to be stable enough to handle the zone cap fighting inside them if possible. Stress testing that is more difficult with a spread population. Overall though I do believe there is less burnout due to 'circle standing' but I'd like to see even more fighting and reasons to fight.
  3. Oof, that's some scary bomberman Xarrayne. I don't generally worry about bombs as a Templar, the Parry and Heavy Armor go a long way towards preventing that Damage. Generally if I see or hear a Bomb near enough to even be perceived as a threat I will mitigate it through Parry. (50-75% further Damage reduction) However, I do recognize their effectiveness against softer targets or someone caught unprepared. It is fairly rare that I die to orb bombs (<5%) and my response is 1 of 2. Either I was unprepared and unable to react in time to seeing/hearing the Blight or Orbs and paid the price for my own ineptitude OR My opponents were able to prevent me from using my survival tools such as Parry or Brilliance (ult) in which case they played quite well and deserve the kill There is no reason to blame the ability, it is avoidable or at the very least able to be mitigated. If there is a friendly Arch Druid they should be able to communicate a bomb is theirs, hopefully before they decide to blow it. If you're not sure, assume it's not friendly and get out! The time needed to place and set up a bomb is fairly high in most cases, and all that time can either pay off in a big way, a small way or a complete waste of time and resources. Knowledge and understanding make up the foundation of Crowfall battles and recognizing the potential danger zones, and danger potential, an Arch Druid brings are important. Damage going through walls is problematic but all AoEs do that in Crowfall, not something I see changing all too soon but it would be nice. The lock on of certain abilities (Spark, Rapid Fire etc) is more worrisome to me compared to how AoEs ingame have been functioning for 3years or so.
  4. Templar Parry animation when struck/flinching creates a disconcerting floating sword effect with the hands being removed from the grip.
  5. The burst lighting effect for Execute Templar skill combo is quite noisy and could certainly get toned down IMO. While I suppose it's nice to have a visual indicator when you are actually striking a target below the Execute threshold of 35% this is too much.
  6. So I sincerely believe that Hax did a good job with rallying Chaos this CW. Hax and uXa really tried to bring things around. Applecross is a freaking beast at the circle standing game as are several others. Outposts are something I still detest, especially how you can manipulate the score with them. Every CW there has been 1 Faction that has completely captured the entire map. That is problematic. The maps are not built for the population of the game which is somewhat frustrating to me. I feel as if I can not get a proper read on some issues with the game due to this. The map is designed for multiple zones of 100-150 and we usually don't get to 100 total players. I missed out on the majority of this CW but did hear there were fights going down on the regular. It was not until one week past that I started to actually play this campaign and there were indeed regular fights to be had. Establishing my spot via fighting and standing, alone or with friends, I was back and involved. It was Fall and Chaos were using Order accounts to take back outposts to get rid of the capture bonus. This was smart though arguably dirty. That is why I came back And I was not alone. I didn't come back for the fights, I didn't come back for an active population, I didn't come back to test the bugs (old fixed* ones included) Everyone had some good fights, small and mid scale. Everyone won some and everyone lost some as it always is. It was good to see old names back in game, it was good to see fresh and newer players in game as well. I had fun, even with all the issues CF has I have fun. And I hope others did as well! Good fights, always. I look forward to more.
  7. I think both Vampire and Werewolf were mentioned fairly early on as Discipline options. Both could be done fairly easily I believe with some pre-existing game mechanics and animations. An adapted Minotaur/Urgu model could easily serve as the Were form and the red beam from siege engineer for a lifedrain to give some examples.
  8. Blood stain effects just create a layer that applies to any texture/model in the area and looks like watered down paint on some models. Perhaps see about making bloodstains only apply to terrain? The Healing Flames from Burning Hatred now spawning as doober like objects can mean they can spawn extremely far from you, especially with hills or certain spawn momentums. Also, they are VERY big compared to what they were. I am not a fan of the new targeting, the constant reticle movement without correlating to my mouse movement irritates my eyes and head. It is also very deceptive and easy to lose targeting on certain harvest nodes. There's not really a reason for a player with no Healing or Abilities that Target Friendlies to have their target stick on a Friendly. There's no option to turn this new setting off. The change to the Harvest Powers doesn't quite make sense to me, I only ever used the 1 or 5 pip abilities before the change, now I am guessing it will only ever be 1 or 3. Stamina was never enough of an issue to warrant using the 3, nor do I think it will be now that you can only get the Stamina gain every 5 pips. Reduced the direct power of the skill by 25% from 40>30 but kept the Duration/Hits the same and reduced the Resource cost by 40% from 5>3? Pls The Skill page description for the baseline Energetic Harvest Ability was changed, however the Furious versions for Logger/Miner etc. were not. The powers were changed though so that at 3 Pips Furious Mining is applied and 5 Pips the extra Stamina. The visual effects for certain abilities such as the Ranger stake used by Satyr Rangers is a bit much. Crowfall already suffers from having too much going on in terms of ground based effects and circles, it doesn't need more noise and clutter. Could we get an option to turn the circles off? They aren't even part of the UI so when you turn off the HUD the circles still stay. 8*{
  9. The varied Fort and Keep textures should really allow for a varied world with different feeling areas. WTB Swamp/Volcanic parcels with the Darkened Stone Keeps.
  10. "D’Orion, then, was the greatest of sinners, for with each passing year he ranged further afield in search of more exotic and dangerous prey. One day he wandered too deep into Gaea’s wood, and Gaea cursed him for her displeasure, transforming him from a man into a beast – a beast that other men would find irresistible to kill. Yet D’Orion, the greatest hunter, proved to be elusive prey. For a hundred years, hunters came and hunters perished in that wood. No man proved to be his better. Eventually, Gaea’s heart softened and where once was there was anger, pride blossomed. D’Orion was not a rival; he was her great creation. She named him Son and gave him the gift of divinity. She offered him a seat at the table of the gods and had Kane fashion for him a winged chariot so that he could hunt the beasts of the sky. Thus are born the Elken. Gaea’s curse still hangs over the deepest of forest; any hunter who ranges too far deep risks losing himself – and is reborn, with hooves and horns." https://crowfall.com/en-US/races/elken
  11. Naw mang, that was straight up Gaia. But still...#cybelebebasic
  12. Approaching distant parcels is sometimes not rendering them at all till you get closer and actually load them in. Odd seeing floating outposts and rock doodads.
  13. "Recall now requires grounded state" This is a scary one for me, as I was under the impression that the Recall function was mainly there as a /stuck command more than anything. Not longer being able to actually get out places where you /can get stuck is going to cause problems. (And there are many such places, I would guess even more now with the new physics sliding) Is there going to be a replacement way to handle players being stuck? "Assassin, Ranger, Champion, Knight, Myrmidon, Ranger and Templar must now have a bow equipped to switch to their ranged tray." Ranger appears twice here, not sure how/if Templars equip a Bow if they can still not equip Sharpshooter or Arcane Archer. Flytext spam appears to have returned for a few abilities on Healing and Damage. It'd be good to QA these issues out quickly before any performance issues arise.
  14. So if you want to get noticed by Cybele you either offend her(Urgu) or ignore her completely and get wasted at the party she's hosting... good things to know about 'the virgin goddess.'
  15. 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.
  16. 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.
  17. " 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
  18. 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
  19. 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)
  20. We have incoming armor changes that may help address your concerns. Or not, but there are changes coming.
  21. 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.
  22. 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.
  23. 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.
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