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Everything posted by Scorn

  1. Yes the difference is drastic and has been that way in CF for some time. Recent changes to certain stats have made good advanced even more insane though. Basic weapons and armor are just that, basic tools that are just enough to get your feet on the ground but not to be taken into an actual fight. I like to think of them as being made of wood...as they usually are (at least partly for most) Once you understand how the game functions it is pretty quick to farm up the materials for an advanced weapon though, if not advanced armor (especially Leather UGH) A brand new character with no t
  2. I agree with this and originally thought that was how it worked, and in some ways that's because I want it to. Stack enough armor buffs and you could be seeing 140%...except it would still be capping at 75% max. That being said I think that if Armor did overcap it would not address the problems with new players. They'd be stuck barely scratching established targets for quite awhile during which time they would most likely get discouraged and quit. I don't want people to quit
  3. I don't mind the higher mitigation values but think you should need to build/buff to get up there. Wearing mediocre plate I'm capped for Physical resists on a Knight or Templar. At this point Runecaster or Overhwhelming Odds are useless to me , as are any specific Armor buffs. I would prefer to see lower armor values from armor and training and consciously decide to build or get buffed in order to get high mitigation values like that. Of course things would need to be rebalanced which would take some effort.
  4. Armor Pen does NOT cap at 40%, that might have just been wishful thinking. 30-40% would be a good number imo. With SAFE experimentation I can get 1% Penetration on a 1hander per 2pips. So we're talking 4-6% on a Blue easily. With a Bow that number only goes up. My worries about 60% Penetration Ranger still stands. Yup yup, stats on gear right now are all over the place. Better than training in almost all cases and way more than the x10 that I was hoping for. Comparing an old big world Iron Metal Bar with 0.4 Attack power base and Copper Bar with .04Crit chance to the current Co
  5. From what I can tell there's a tag involved. Banshee's Ghost Armor and FireWall are both considered 'Melee' for example
  6. I think that with the Discipline system CF really stepped into the realm of being able to customize what a character can do and why. A large part of this is not based so much on what a class can be, but what a class is I think.But are we looking at these classes with no thought or regard to disciplines? Base kit only?It's possible, but I think that's doing the wonderful customization options available through those disciplines a disservice. Is it the classes themselves to blame for being fairly similar and homogenous or us as players/powergamers for creating builds that use only effective abil
  7. If they made Templar Counter attack only happen every 5-7s it'd need some kind of additional nudge IMO. I can see 5s max though my worry is that you'd see less Parry holds and more Tap-Counter inserted as part of standard damage routines with a CD like that. It was developed and balanced around not having a cooldown of any kind, to avoid the damage avoid the Templar and/or do not trigger it. I've had fights where I have jumped in on a Templar, seen them get Righteous Parry and I've still been able to get out of Range before it connects. I've had enemies do the same to me when I am on a
  8. I completely agree, it's one of my additional concerns. This game is built around damage, the skill trees especially. Sure you can cancel out some of your opponent's mitigation (though not very much with the hard cap vs no cap apparently) Sure you can cancel out some of your opponent's (and friendlies because too because Crit defense messes with Healing Crits too HAHAHA) Critical Hits But if they crit, they will crit harder and harder due to AP and Crit Damage having no respective counter.
  9. Yeah, I'd love to see more done with that kind of variety. Have Scimitar have a semi-Knight block reflect that pulses damage around you when you get hit with physical say.
  10. Yeah, I'm thinking so. And it doesn't even need to be that fine to get a trained character to cap 8*{
  11. Oooh, a Righteous Parry that Heals! That could be neat for sure. Only way a Druid can get Block is Basic Block so it's effectively covered. Scimitar and Secutor do not give the ability to Block on their own. I only foresee making Block and Power usage use different Resources resulting in disaster. So...is Oath of Will going to still give Stamina or Energy now? Ugh haha
  12. I actually think there's no problems with that. It's a class defining feature, is limited to melee range and has a big visual indicator as well. Perhaps the downtime between uses could be adjusted. I have no concern over Holy damage bypassing all armor right now.
  13. (Feel free to tag anyone you think may have some good thoughts or ideas on this) I'd like to talk about Armor Mitigation and Armor Penetration and my worries with the currently implemented system. I'll try to keep it somewhat short. This is especially relevant to my worries about new players vs established players with training/gear. This is also ANOTHER way in which Crowfall is built in such a way that characters built for damage WILL outpace and outmatch characters built for Healing or Survival. Which is understandable, Death comes for us all but the current values are too extreme.
  14. @blazzen @soulein (If there's other voices that would be good to weigh in on this please tag. I'd like to get some minds together) I would like to eventually move this to a Suggestion post but would like some extra thoughts and feedback Block: (and Parry) Here I want to address the weirdness with Basic Block, how weak Cleric Block is, Knight Block's Damage Bonus and Templar Parry being strong, weak, bugged. Except I'm going to do so in the opposite order apparently. There's also the issue of Shield Passives being part of the graveyard of unused and discarded passives/disciplin
  15. Myrmidon charge was removed and given to Minotaur... Because Bullrush is obviously a Minotaur ability while Raging Bull and Gore are still straight up Myrmidon...
  16. A good point made. Personally the reason I love Crowfall and look forward to it furthering development is that it feels like an RTS...just super zoomed in and slowed down. Each player is a unit contributing to their 'team' winning the overall battle. Whatever a player does has an impact, be it harvesting resources, crafting upgrades or combat. That being said it makes the 'team' aspect of Crowfall that much more important, it is not very friendly to fresh players or solo players. Hopefully ACE can make it more so with variant rulesets and clean tutorial structure/game primer. I actua
  17. I asked and was basically told "Oh, no, that shouldn't even be an option so we're taking it away." The explanation being Animations which is viable, but I hope that they get implemented in time and then Templars can really Crush... I'd also love to see Spears and 2H Sword/Axe/Mace on a Knight. Templar leaping in with a Spear would be neat and they could easily implement a "Basic Parry" along the same lines of "Basic Block" Also, looking forward to Tower Shields but now I'm getting off topic. Having played heavy Templar since it was released I think a great deal of these suggestio
  18. I would say this is fairly accurate. I too was not much of a crafter until this latest skill wipe and I've been going pretty hard. Here's some of my additional thoughts. Gambling: The current experimentation system punishes highly trained workers using lower quality materials. They have less chance to go for the 50% risk gamble (which I'm not a fan of) It seems pretty silly to seek out a lesser crafter to better craft the lower end materials. A method I've heard discussed regarding this is a scaling risk/reward system where the reward is directly based off the risk involved, up to
  19. That's not a bad book. And I HATE the gambling. It feels like such a WASTE of materials to me. I plan to be typing up a wall for my 5.3-5.4 feedbacks soon.*
  20. Such as having 7-8 passives with 3-4 major discipline passives.
  21. 1. I didn't do this as explained in a video. I have 2 passives that differ from Survival/Melee Trays which all come from my EQUIPPED Disciplines. I personally have a very strong opinion regarding exploiting bugs I know of so I take these kind of accusations quite seriously. IF someone wanted to ABUSE the issue you would be seeing 7-8 combat passives fairly often on them. 2. I've never seen a ridiculous Bleed from a Ranger, but I also have not tested if that issue is actually working on Ranger. In all my tests it only changed Base Class abilities and not power provided by Discipl
  22. So Retribution loses power the higher your resists actually are. It is not a direct Reflect but one that takes a percentage of the damage you take and puts it on the enemy. At low Armor values Retribution is quite powerful but at super high values it's weak. I actually see Thorns becoming useful at high armor values!
  23. Yup yup, one ignorant or innocent person's use is not damning in group fights though it's still messed up and quickly fixed. It's like people are sitting on potential nukes and nobody wants to actually utilize them. I know what I COULD be doing and I want to try my UTMOST to NOT.
  24. Yeah, after today I'm all paranoid but checked other videos and it seems they're dealing with the same issue which is a relief. Seeing plenty of 5-6 passives @Tinnis It's actually been uplifting for me to see that the various groups have essentially agreed that use of it is unacceptable as they got knowledge of it.
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