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blazzen

ACE Development Partners
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blazzen last won the day on June 11

blazzen had the most liked content!

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About blazzen

  • Rank
    Crow

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  • Language
    English
  • Interests
    PVP
  • Guild
    Lords of Death
  • Gender
    Male
  • Location
    Lords of Death

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  1. That was actually part of the driver for the change to the respawn mechanic. Now that all respawn locations in a zone can be captured, you can effectively drive attackers out of an area by killing them IF you control the respawn locations. This is also why I prefer rulesets with equipped item loot. As you said, there's no reason for the attacker to stop because they stand to lose very little if they die. That changes with equipped item loot.
  2. Has to do with the animation rig/skeleton I believe. Certain races share certain animation rigs. Then they animated certain rigs for certain class abilities. So I'm guessing they never did druid animations for whichever rig the Elken has and it would be a lot of work to do so. This goes for the war tribes also. You'll notice the Embarri are obviously centaurs and get all the same classes that centaurs do. Satyrs are Elken. That's why you have knights, templars, clerics, confessors and rangers. Uguru are Minotaurs so there's myrm's, champions, and rangers. Arachoix are Fae which are assassins and druids. The Fae Knight was recently added so maybe we will see some Arachoix knights soon? Whenever the frostweaver comes out I imagine we will get an Arachoix frostweaver also.
  3. Building the health bar into the shield is a cool idea.
  4. I'd cut the name and hp bar and scale the crest down. Would require a better HUD though for what you are targeting.
  5. I've been complaining about this for a while. We really need options to toggle/scale all of the UI elements is what it comes down to. The UI is a FPS hog too if you ever try turning it off and then on you'll gain significant FPS with it off. We need a much better HUD for what you do have targeted that shows name, hitpoints, buff/debuffs, etc. That way we don't need all of the names/hitpoint bars everywhere which clutter the screen. In Darkfall there were no names or hitpoint bars above peoples heads, just different colored crests (blue = alliance, green = friendly, red = enemy, etc.). What many did in big fights was leave crests on for ally/friendly and off for enemy and then it became really easy to ID friend from foe even at long range. There's a lot of good examples of visual clutter in Glavia's War Story video around the 7:00 mark.
  6. Biggest thing Assassins lack right now is good anti healing, IMO. It was way overpowered in the 5.7 era of stackable 2,500 pt heal blockers but it got nerfed way too hard also. The disease toxin should do 50% more heal blocking than the poison toxin does direct damage and refresh instead of stack. So if poison toxin does 1,000 damage then disease toxin should be a 1,500 pt heal block. Would also be nice if toxin damage scaled either by weapon damage or by an experimental stat on the toxin itself. Having set, static damage levels causes balance issues also (strong early game, weak late game).
  7. Players will always take the path of least resistance to meet their goals. It is on the developers to make sure the risk/reward equation stays balanced. Right now it's out of whack.
  8. We need noises for both hitting attacks and swinging and hitting nothing but air. There are times where I think I hit a target, it sounds like I hit a target, but no damage appears or happens. I think audio queues for both swing hits and swing misses would help. It was difficult to find the mount vendor in the beach head. Consider giving it an icon that looks like the saddle instead of the standard bag of gold vendor icon.
  9. On the flip side, I had my 5 year old son playing a pistol duelist and not missing any shots cause the aiming is so easy
  10. Conqueror's Blade - a different MMO.
  11. Purely anecdotal but I feel like I always manage to hit target dummies much harder than other players, even leather wearers with much lower than 50% mitigations with slashing/crushing attacks. It really feels like target dummies do not have any mitigations at all.
  12. I don't think it is possible to go lower than 0 resists. For example, I've noticed on target dummies that adding armor penetration or using abilities like reveal weakness do not seem to increase damage because the target has no armor to penetrate.
  13. Harvesters bags, presumably hiding items from being able to be looted, isn't much better than spirit banking anywhere if they're of significant size at all. Between high level resources in safe zones, being able to farm gold in safe zone and combine your way to legendary disciplines, banking anywhere and/or these harvesters bags I feel that the risk/reward equation is out of whack to where there's not enough risk required to get higher quality things.
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