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Scorn

Testers
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Reputation Activity

  1. Like
    Scorn got a reaction from ArtCraftQA in HungerDome Tournament Server: April 23   
    The Castle door at the N side of the Castle seemed to be bugged and behaving as if the door was closed even after it opened. Confirmed with another group that was there also.
    After respawning at the N keep we attempted to enter the Castle but were unable to and due to the timing of the game were locked out to perish to the Hunger.
    Have video
     
  2. Like
    Scorn got a reaction from Mysticraven in Armor Mitigation/Penetration Breakdown Discussion   
    (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.

    Armor Breaks can take an Armor value to -%s but do not actually increase the damage taken. 0% effective Armor value seems to be the minimum.
    From what I can tell from testing Armor Penetration directly cancels out a proportional amount of Armor value from a target.
    Currently Armor Mitigation HARD caps at 75%. You can not Over Cap this value. If someone has 40% Penetration and you have 75% Armor you have 35% effective Armor value.
    If you buff your Armor (with Runecaster or Overwhelming Odds) you would still have 35% effective Armor. 
    If you were hit with a 20% Armor break you would then have 15% effective armor...except Armor breaks can be cancelled out with Armor buffs (such as Runecaster or Overwhelming Odds)

    So Armor Breaks and Armor buffs cancel each other out, that's fine and dandy. But Penetration is problematic.
    The only Penetration buffs in the game are Physical as far as I know. There are non-physical armor breaks.
    Because of this, Physical damage will outpace non-Physical damage when those buffs are used.
    There are no Penetration debuffs in the game as far as I know. Though there's plenty of Armor buffs, which don't matter for Penetration once Cap is reached.

    Here we can see that the cap for Penetration appears to be 100.
    There's something to be said for the odd mix of positive and negative numbers on display too but that's a display issue and of less concern.
    A fully trained Ranger can get 24% Penetration from Combat and Class training I believe.
    With Penetration weapons that number could climb another 15-20%
    With a Penetration buff that can climb another 15%
    We're talking about ~55-60% Penetration now
    Before possible Armor Breaks...
    With numbers like those there's not really a concept of 'heavily armored target' anymore as the most effective Armor value you're dealing with is 15-20% 
    Add in Personal Damage Modifier from Block/Buffs and a capped out 'Tank' Blocking would be mitigating 30-40% incoming damage.
    But wait, that could get debuffed too by 15-20% so...

    Basically Tanks get shredded and there's nothing they can do.
    Anyone less than that Tank will only get shredded more down to the effective 0% Armor value
    Now that same Tank against a character without the training/gear/buffs will be mitigating a full 75% from Armor and maybe more from Personal Damage Modifier/Blocking
    If Armor cap were adjusted to match up to the 95% Physical Armor value given by Druid Passive (which of course loses a lot of it's value with the non-overcap) that only makes things that much worse for players without Penetration...

    I think there's a serious problem here but am not quite sure of the solution.
    I would like to find one that does not penalize stacking armor or penetration too much on a trained character but does not leave a new player drowning in the dust.
    I don't think allowing Armor to overcap really does it, while it would address some of my concern with cancelling out higher penetration potential it would screw the new players that much longer.

    Possible fixes all rest on Penetration in my mind.
    Allow/add debuffs that reduce a character's penetration stat.
    Blinds/Dazes could have this implemented, Blurred vision/Shaking Hands etc.
    Lower the Penetration Cap. 30% would seem to have a fairly significant effect while still allowing for Defensive builds to feel fairly 'Tanky'
    Perhaps as high as 40% but that's almost too much IMO
    50% or more Penetration just seems obscene.
     
  3. Haha
    Scorn reacted to Staff in PvP Tip: Skipping Global Cooldown aka Animation Canceling   
    animation cancelling is a thing in a lot of mmos, it seems strange ACE would be the only company to take a stance against it which is what you want them to do apparently 

    Edit: just watched it and if you wanted to show the speed difference why didnt you use execute on the left as well
  4. Like
    Scorn reacted to Bzra in 5.125 LIVE Bug Reports for 8/11/20   
    If you're a half elf and have 4 minors on, you can't view another minor, the game cuts it off.

  5. Like
    Scorn reacted to Bzra in 5.125 LIVE Feedback for 8/11/20   
    The NPE should have players craft a set of novice armor, that way dudes aren't running around naked and it gives that set a purpose.
  6. Like
    Scorn reacted to wolfye in Crowfall unveils 'The Infected' - Official discussion thread   
    Can we have a more hardcore version of this map? Without the siege maps? only the middle map, and with full looting? please.
  7. Like
    Scorn got a reaction from ACE_FancyHats in 5.100 LIVE Bug Reports for 8/16/2019   
    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.
  8. Like
    Scorn got a reaction from JamesGoblin in Title: Required   
    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.
  9. Like
    Scorn reacted to Silverback in Whats a point of winning?   
    What dark fall did right was have limited ‘keeps’ that served as bases and could be taken and owned. Then imagine having mother nodes only inside the walls.
    singles would jump the fences to mine, guilds would team up to help take forts.
    i loved the idea of the campaigns but raids seem superficial and I don’t see a future. Take a fort just because your looking for a fight.
  10. Like
    Scorn reacted to KatzeWeiss in The End of Nightcapping--Congrats ACE   
    To be fair we were in Marq defending the fort, but when we saw outposts flipping and no move being made to attack us we ventured out because wait for it... the only reason we care about forts is the potential for PVP. Your group vs our group in open world PVP in the middle of the night, brought about because this schedule is working to put people who want to PVP in the same proximity as eachother.
    So yes, the schedule is working. The imbalance of who leads which faction and how well they work together is the subject of an entirely different thread, but thank you for giving a good example of how the change is leading to PVP which is all any of us ever really wanted.
    As to your other concerns I don't appreciate the accusatory tone of their presentation, but I do agree with most of them. The points system is dumb and I can't wait until it's replaced with meaningful rewards to fight over. These three faction trial campaigns aren't driving any lasting sense of accomplishment for winners or losers and the badge colors are entirely meaningless.
    I choose to play this as the PVP game it was presented as, and have gravitated towards others that feel the same way as I do. That doesn't make me more right than someone that wants to be a master crafter and build a name for themselves by making the best items available in the free city. Or the person that just wants to spend their evenings after work casually busting rocks with a big hammer to give their guild raw materials. Or even the solo player that just wants to sneak around and gank the casual rock farmer. ACE has this forum for us all to give feedback from those differing perspectives so they can build the game with the knowledge we've gained as a reference. It would go a real long way towards getting something worth playing at the end of development if there was less finger pointing and half ass politicking like your or my guild means anything more than the group of friends we chose to play with and more constructive discourse about how to make things better.
  11. Like
    Scorn reacted to Audin in The End of Nightcapping--Congrats ACE   
    I would make it so that Forts no longer gave points every 10 minutes or whatever it is currently.  Instead, make it so that all the points are accrued during the Fort siege window.  Meaning if the faction wants to gain points from said fort they'll need to actively hold the fort to accrue maximum points during the siege window.  Basically a king of the hill scenario.
    Example: 2 hour siege window
    Faction A holds fort for 25 minutes        1,250 points
    Faction B holds fort for 70 minutes-       3,500 points
    Faction C holds for for 25 minutes         1,250 points
     
    I would develop the fort siege system even further by having small points of interest in the vicinity of the fort that could be captured at lower value to generate points as opposed to just one circle.
     
  12. Like
    Scorn got a reaction from Angelmar in The End of Nightcapping--Congrats ACE   
    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.
  13. Like
    Scorn got a reaction from rutaq in The End of Nightcapping--Congrats ACE   
    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.
  14. Like
    Scorn got a reaction from oneply in The End of Nightcapping--Congrats ACE   
    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.
  15. Like
    Scorn got a reaction from Zatch in The End of Nightcapping--Congrats ACE   
    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.
  16. Like
    Scorn reacted to Dern in The End of Nightcapping--Congrats ACE   
    I applaud the positive changes to night capping and incentivizing localized violence.  However, it's appalling to see that ACE has done little too reduce plastic pollution in our oceans and waterways.  There's probably no turtle race is this game because ACE only believes in a world where there are no more oceans, only landfills and wartribes.
  17. Like
    Scorn reacted to dolmar in The End of Nightcapping--Congrats ACE   
    There is nothing to do during the night . So if you do not play at the active times then the game is dead and boring. The map and siege schedules were designed by Anglemar and Blazzen so of course they support it. IMO Ace caved to the -W- since balance streams and makes the most videos. It saves them on advertisement. Just my two cents.. uXa will be back. 
  18. Sad
    Scorn reacted to Soulreaver in Best Assassin build?   
    Melee is struggeling in 5.100, mostly because of the changed melee range.  Effectively the 3 m range in combination with desync of the server makes it near impossible to actually hit your opponent.  At the very least makes it extremely easy for the target to kite.
    In comparisen ranged will be able to hit you from a mile away (over exaggeration) with a huge hitbox.  You literally dont even need to have the reticule lit up, you will still hit.
     
    In addition one of the big reasons to take an assassin would be the anti-heal.  Unfortunately this has been nerfed to being useless, instead everyone takes PlagueLord for the 30m 1hit 1application ability.  Something the assassin needs 6 attacks to match... just from melee.
     
    So ATM there is really no “best” assassin build, cause the class is broken.  You can make it work, but its not effective compared to other classes ...
     
    Best of luck
     
  19. Like
    Scorn reacted to oneply in 5.100 LIVE Feedback for 8/16/19   
    Please fix retaliate bug. Getting really annoying. And idk how confessors do it but seems to happen a lot against them.
    thanks. 
  20. Like
    Scorn reacted to ZYBAK in 5.100 LIVE Feedback for 8/16/19   
    Archer Rangers are absurd and absolutely need to get nerfed ASAP. Their damage, range, and slipperiness is unmatched. 
    And on top of that they're braindead easy to play.
    Incredibly unfun to play against. 
  21. Like
    Scorn reacted to Teufel in 5.100 LIVE Feedback for 8/16/19   
    Just hit some of the new addditions after taking a few months break.  Here are a couple things I noticed.
    First, not letting players into the campaign until level 20 means players can't join their friends; don't like this move.
    Updated graphics are nice and character controller feels a lot smoother.
    Not able to name your character felt hollow after being able to name them in previous versions.
    Not sure I like the removal of the altar/XP trade in at the Pre-Earth starter area.  New players should get a chance to level up higher before even going to "Earth".
    Changing the "F" to interact with the gate to a hold and press didn't feel right.  I liked the simple press "F" from before.
    Love the "Throwing Hammer of the Irekei" great to see more nods to SB.
    Pulling items out of the Account Vault should be a right click anywhere on the bar, not just the little 1/2" x 1/2" icon.  I was trying to take items out and it wouldn't work until I accidentally hovered over the image icon and it worked.  The Account vault is one of the biggest negatives currently in my opinion.
    I'm not sure if I missed it, but when entering into God's Reach I didn't get the option to choose which faction I wanted to belong to.  Previously you could be seperate of your guild.  I'm not sure if I'm part of one big faction in this round of testing, or it was auto selected for me.
  22. Like
    Scorn reacted to mandalore in So why the hell can Elken not be Druids?   
    Druids use earth magic from the gods, Elken are men cursed to be deer for violating nature’s sacred groves.  Makes sense to me. 
  23. Like
    Scorn reacted to Phr00t in 5.100 LIVE Bug Reports for 8/16/2019   
    Fire tornados are indeed appearing now, but are reacting strangely when encountering vertical surfaces

    https://gfycat.com/energeticanimatedhoki
  24. Like
    Scorn got a reaction from Angelmar in Title: Required   
    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.
  25. Like
    Scorn got a reaction from DravoiX in Title: Required   
    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.
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