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blazzen

ACE Development Partners
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  1. Like
    blazzen got a reaction from Glitchhiker in Brief Discussion on Mobbing   
    Or a druid bomb. Or a ballista. But that's about it. 
    Of those 3 I prefer the way ballista's work the best as it's not really 1 shot type damage. I'm really not a fan or syncing big AoE direct damage attacks to try to insta gib people. Prefer field type AoE's that pulse/tick but give you a chance to get out and continue fighting. 
    We could really use a couple more stack busters overall though and preferably from range. And I think the AoE cap should be 10 players instead of 5 on a lot of the big field type abilities. 
    Stormcaller lightning AoE could be improved Ranger barrage could be improved.  Templar Vindicator Blazing light could be improved (was over nerfed) I'd love to see Confessor meteor be a long range projectile with splash burning dmg upon impact Frostweaver needs to get some sort of AoE Radical Cleric symbol of fury could be better. I think the radical cleric AoE root should also do a pulsing damage field.  Need better ranged field type AoE overall and I think it needs to be able to hit 10 targets while healing can only hit 5. I think the lack of this causes a lot of the clumping in fights. The strong AoE healing means the only way to cut through it is with burst AoE damage like you said typically with neckbreaker. 
  2. Like
    blazzen got a reaction from Ble in Brief Discussion on Mobbing   
    Another thought would be to have a ground target AoE anti healing field. 
    All targets who stand in the field receive 25-50% less healing.
    That would be a cool power to give to some of the lesser played stealth promotions like the Duelist Vanguard Scout or that Assassin promotion I can't think of the name that nobody plays.  
    The tech should already exist for it. It would essentially be the opposite of Pixie Dust. 
  3. Like
    blazzen got a reaction from Ble in Brief Discussion on Mobbing   
    Or a druid bomb. Or a ballista. But that's about it. 
    Of those 3 I prefer the way ballista's work the best as it's not really 1 shot type damage. I'm really not a fan or syncing big AoE direct damage attacks to try to insta gib people. Prefer field type AoE's that pulse/tick but give you a chance to get out and continue fighting. 
    We could really use a couple more stack busters overall though and preferably from range. And I think the AoE cap should be 10 players instead of 5 on a lot of the big field type abilities. 
    Stormcaller lightning AoE could be improved Ranger barrage could be improved.  Templar Vindicator Blazing light could be improved (was over nerfed) I'd love to see Confessor meteor be a long range projectile with splash burning dmg upon impact Frostweaver needs to get some sort of AoE Radical Cleric symbol of fury could be better. I think the radical cleric AoE root should also do a pulsing damage field.  Need better ranged field type AoE overall and I think it needs to be able to hit 10 targets while healing can only hit 5. I think the lack of this causes a lot of the clumping in fights. The strong AoE healing means the only way to cut through it is with burst AoE damage like you said typically with neckbreaker. 
  4. Like
    blazzen got a reaction from Surelia in Brief Discussion on Mobbing   
    Another thought would be to have a ground target AoE anti healing field. 
    All targets who stand in the field receive 25-50% less healing.
    That would be a cool power to give to some of the lesser played stealth promotions like the Duelist Vanguard Scout or that Assassin promotion I can't think of the name that nobody plays.  
    The tech should already exist for it. It would essentially be the opposite of Pixie Dust. 
  5. Like
    blazzen got a reaction from Surelia in Brief Discussion on Mobbing   
    Or a druid bomb. Or a ballista. But that's about it. 
    Of those 3 I prefer the way ballista's work the best as it's not really 1 shot type damage. I'm really not a fan or syncing big AoE direct damage attacks to try to insta gib people. Prefer field type AoE's that pulse/tick but give you a chance to get out and continue fighting. 
    We could really use a couple more stack busters overall though and preferably from range. And I think the AoE cap should be 10 players instead of 5 on a lot of the big field type abilities. 
    Stormcaller lightning AoE could be improved Ranger barrage could be improved.  Templar Vindicator Blazing light could be improved (was over nerfed) I'd love to see Confessor meteor be a long range projectile with splash burning dmg upon impact Frostweaver needs to get some sort of AoE Radical Cleric symbol of fury could be better. I think the radical cleric AoE root should also do a pulsing damage field.  Need better ranged field type AoE overall and I think it needs to be able to hit 10 targets while healing can only hit 5. I think the lack of this causes a lot of the clumping in fights. The strong AoE healing means the only way to cut through it is with burst AoE damage like you said typically with neckbreaker. 
  6. Like
    blazzen got a reaction from JamesGoblin in What would it take to get you playing again?   
    I agree. 
    I think once skill tomes come online there should be a way to earn skill tomes through active play within the game. 
    There would need to be a rolling cap on skill points equivalent to whatever a day 1 account could possibly have. People who started the game after the first day of launch could use active gameplay to earn skill tomes to catch up, however, no one could exceed the rolling max cap. 
  7. Like
    blazzen got a reaction from JamesGoblin in What would it take to get you playing again?   
    Agree. 
    It would make the landscape a lot more interesting. It's kind of bland right now IMO. Another biome would help too but water features are always interesting. 
    An idea for a relatively quick/easy implementation would be to make it so you have to stay within survival tray while crossing water and you just swim on the surface. Even that would require swimming animations for all the different races/genders which I imagine isn't cheap. That would however make players choose between risking crossing water vs. taking bridges or going around which could create some natural choke points and strategy in the open world. 
    It always comes down to priorities though and there's a lot of things I'd rather have. 
  8. Thanks
    blazzen got a reaction from JamesGoblin in What would it take to get you playing again?   
    After a full wipe you don't really have to do much farming because nobody has high enough passive skills for all of the gear to be of any consequence. White vessel, white gear, start PVPing! Couple hours at most. When items/vessels are wiped but passive skill training isn't that is when you see a much larger grind to get leveled/geared up since you'll need higher quality gear/vessels to compete. 
    New players joining the game right now are met with the fact that they're extremely far behind in passive training which makes it hard for them to compete. Until we get a catch up mechanic (skill tomes) I think it's a good idea to have a passive training wipe every so often. There are also some legacy items that are still hanging around with higher stats than what is currently possible due to stat nerfs (hunger shards on weapons, stats on jewelry, etc.).
    There will surely be more wipes between now and launch. I'd be very, very surprised if there wasn't a full wipe for 6.0 but I wouldn't be surprised if one came sooner than that. 
    Many of the people currently testing who have been testing for a multiple years now (including me) have gone through many wipes. If we were going to leave because of a wipe I think that would've already happened. 
    What typically happens is activity dies from the time the wipe is announced leading up to the wipe (which is why it's important for ACE to give us notice of a wipe but not TOO MUCH notice - a week or so is appropriate IMO). However, once the wipe happens you get a big influx of activity for the fresh start. After playing Crowfall for about 4 years now that is what I've seen leading up to and following a wipe. 
  9. Like
    blazzen reacted to Ble in Consolidated List of Non-Working Class Abilities   
    Might be nice to have a full list of everything thats broken with class abilities.  I see stuff flowing through the feedback/bugs forums alot, getting ignored mostly just to have it mentioned again days/weeks/months later as the threads close out quickly.  Please use the actual ability name and not its "popular" name.  If you add something, I'll update the OP.  If it's a ability tied to a specific advanced class, you may also want include that information.   Would like to keep it specific to nonworking abilities, not balance issues.
    Where any of these abilities to actually get fixed, I'll strike through and put the patch number.
     
    Assassin:
    Placeholder Champion:
    Placeholder Cleric:
    Placeholder Confessor:
    Placeholder Druid:
    Will-O-Wisps: Once released after charging, the projectile travels straight forward until it impacts an object or player, then explodes.  Coalesce Life: Orb drops on the ground in front of an enemy if the enemy is between you and your ability target location. Gaia's Wail: More often than not it misses, regardless of positioning or targeting procedure. Duelist:
    Impale: Ability is not activating periodically.  The global cooldown is consumed and GCD timer resets, but the ability does not occur or go on cooldown.  It could have to do with uneven terrain. Redirect Pain: Ability is not activating periodically.  The global cooldown is consumed and GCD timer resets, but the ability does not occur or go on cooldown. Rapid Fire: Stays on target with the initial target, regardless of where you aim, once its started (WAI?, Natures Avatar also works this way) Saltpeter Rounds: Sometimes overrides the stun from Pepper Box Knight:
    Shield Slam: Misses target if not directly in front of it. Myrmidon
    Colossus Smash: Goes through your target when you impact them instead of stopping at them to complete the ability.  In order to hit someone with this they'd have to be exactly at the end of the ability's range. (Similar to Censure) Ranger
    Rapid Fire: Stays on target with the initial target, regardless of where you aim, once its started (WAI?, Natures Avatar also works this way) Templar
    Censure:  Often passes right through target, missing them and not applying the stun.  (Similar to Colossus Smash) Miscellaneous
     Healing Spells: The combat fly text is not consistently white or green, even between ticks of healing of the same abilities. Minotaur Bullrush: Does not drag targets with it. Mino Bull Rush and Elken Charge ability stop when they hit the first target, as they should, but then they run in place, completing the full length of the run animation before doing the knock up.
  10. Like
    blazzen got a reaction from binny45 in Crafting - Flawed Assembly   
    Flawed assembly should just be a downgrade in quality 1 tier from what it would've been but still allow for experimentation. If someone doesn't have the skill to do the assembly they probably won't have the skill to get decent experimentation either so there's no risk in making this change. 
    Flawed assembly is not much different than the old failed assembly where you got nothing except with flawed you get a worthless memento of your failure. 
  11. Like
    blazzen got a reaction from Marth in Item Rewards - Official discussion thread   
    Agreed.
    Disc rune droppers should spawn in same spot, not roaming, as a random spawn doesn't induce as much conflict as a static one. Timers are fine, however I do like the idea of being able to kill X number of monsters to force a spawn. @KrakkenSmacken had an idea that if a monster was on a 60 minute cooldown you could reduce the spawn timer by 30-60 seconds per wartribe kill in the camp. This might require some tech though. 
    Completely agree about the 100% drop percentage also. There should be a Juggernaut mob/thrall that always drops the Juggernaut rune. 
    With discipline quality being a thing I suggest the following:
    R5 and below disc droppers = white quality. These would be found in God's Reach. You could kill the disc rune dropper or just buy it off a vendor instead. 
    R6 = 75% green quality, 25% blue quality. R6 and up would not appear in God's reach. You'd have to go to a campaign world. 
    R7 = 50% green quality, 50% blue quality
    R8 = 25% green quality, 50% blue quality, 25% purple quality
    R9 = 25% blue quality, 50% purple quality, 25% legendary quality
    R10 = 50% purple quality, 50% legendary quality
    Or something along these lines to where the higher the rank the better chance you have at a higher quality discipline. Similar to how the loot tables work for harvesting nodes. 
  12. Like
    blazzen got a reaction from oneply in Item Rewards - Official discussion thread   
    This is what I hope happens.
    If I kill an Aracoix assassin I expect to get leather armor and daggers. If I kill a Satyr Templar I should get plate armor and greatsword. Etc. etc. 
    The main gap in that plan is Duelists atm. Need a wartribe with duelists monsters  
  13. Like
    blazzen got a reaction from APE in Item Rewards - Official discussion thread   
    Agreed.
    Disc rune droppers should spawn in same spot, not roaming, as a random spawn doesn't induce as much conflict as a static one. Timers are fine, however I do like the idea of being able to kill X number of monsters to force a spawn. @KrakkenSmacken had an idea that if a monster was on a 60 minute cooldown you could reduce the spawn timer by 30-60 seconds per wartribe kill in the camp. This might require some tech though. 
    Completely agree about the 100% drop percentage also. There should be a Juggernaut mob/thrall that always drops the Juggernaut rune. 
    With discipline quality being a thing I suggest the following:
    R5 and below disc droppers = white quality. These would be found in God's Reach. You could kill the disc rune dropper or just buy it off a vendor instead. 
    R6 = 75% green quality, 25% blue quality. R6 and up would not appear in God's reach. You'd have to go to a campaign world. 
    R7 = 50% green quality, 50% blue quality
    R8 = 25% green quality, 50% blue quality, 25% purple quality
    R9 = 25% blue quality, 50% purple quality, 25% legendary quality
    R10 = 50% purple quality, 50% legendary quality
    Or something along these lines to where the higher the rank the better chance you have at a higher quality discipline. Similar to how the loot tables work for harvesting nodes. 
  14. Like
    blazzen got a reaction from JamesGoblin in Item Rewards - Official discussion thread   
    By my napkin math I think crafted white and dropped blue gear would be roughly equivalent. 
     
  15. Like
    blazzen got a reaction from JamesGoblin in Item Rewards - Official discussion thread   
    Blackguard might want to kill a Myrmidon type monster to get mail and 1H axes. 
  16. Like
    blazzen got a reaction from JamesGoblin in Item Rewards - Official discussion thread   
    This is what I hope happens.
    If I kill an Aracoix assassin I expect to get leather armor and daggers. If I kill a Satyr Templar I should get plate armor and greatsword. Etc. etc. 
    The main gap in that plan is Duelists atm. Need a wartribe with duelists monsters  
  17. Like
    blazzen got a reaction from JamesGoblin in Item Rewards - Official discussion thread   
    Think of it this way.
    Crafted green axe might be 100ish damage right now. 
    If dropped gear of the same quality is 20% worse than crafted wouldn't that make a green dropped axe 80 damage?
    Pretty sure a flawed assembly is higher than 80 damage on a 1H axe. 
    Blue is what 110-115 right now? 
    That would be 92 damage on a blue dropped axe. That's roughly equivalent to advanced white axe. 
    Seems like 20% difference would roughly be the difference in 2 quality tiers and so far they haven't teased anything beyond blue quality dropped which means it'll top out at around advanced white crafted armor/weapons.
    That just doesn't seem like a big deal to me. 
  18. Like
    blazzen got a reaction from JamesGoblin in Item Rewards - Official discussion thread   
    Agreed.
    Disc rune droppers should spawn in same spot, not roaming, as a random spawn doesn't induce as much conflict as a static one. Timers are fine, however I do like the idea of being able to kill X number of monsters to force a spawn. @KrakkenSmacken had an idea that if a monster was on a 60 minute cooldown you could reduce the spawn timer by 30-60 seconds per wartribe kill in the camp. This might require some tech though. 
    Completely agree about the 100% drop percentage also. There should be a Juggernaut mob/thrall that always drops the Juggernaut rune. 
    With discipline quality being a thing I suggest the following:
    R5 and below disc droppers = white quality. These would be found in God's Reach. You could kill the disc rune dropper or just buy it off a vendor instead. 
    R6 = 75% green quality, 25% blue quality. R6 and up would not appear in God's reach. You'd have to go to a campaign world. 
    R7 = 50% green quality, 50% blue quality
    R8 = 25% green quality, 50% blue quality, 25% purple quality
    R9 = 25% blue quality, 50% purple quality, 25% legendary quality
    R10 = 50% purple quality, 50% legendary quality
    Or something along these lines to where the higher the rank the better chance you have at a higher quality discipline. Similar to how the loot tables work for harvesting nodes. 
  19. Like
    blazzen reacted to jtoddcoleman in Item Rewards - Official discussion thread   
    You'll be able to craft better gear across the entire progression of the game and, on top of that, still have exclusivity over the best gear in the game.  Your gear will be far more durable, have better stats, and the item effects will be bespoke. 
    Todd
     
  20. Like
    blazzen got a reaction from Jah in Item Rewards - Official discussion thread   
    Agreed.
    Disc rune droppers should spawn in same spot, not roaming, as a random spawn doesn't induce as much conflict as a static one. Timers are fine, however I do like the idea of being able to kill X number of monsters to force a spawn. @KrakkenSmacken had an idea that if a monster was on a 60 minute cooldown you could reduce the spawn timer by 30-60 seconds per wartribe kill in the camp. This might require some tech though. 
    Completely agree about the 100% drop percentage also. There should be a Juggernaut mob/thrall that always drops the Juggernaut rune. 
    With discipline quality being a thing I suggest the following:
    R5 and below disc droppers = white quality. These would be found in God's Reach. You could kill the disc rune dropper or just buy it off a vendor instead. 
    R6 = 75% green quality, 25% blue quality. R6 and up would not appear in God's reach. You'd have to go to a campaign world. 
    R7 = 50% green quality, 50% blue quality
    R8 = 25% green quality, 50% blue quality, 25% purple quality
    R9 = 25% blue quality, 50% purple quality, 25% legendary quality
    R10 = 50% purple quality, 50% legendary quality
    Or something along these lines to where the higher the rank the better chance you have at a higher quality discipline. Similar to how the loot tables work for harvesting nodes. 
  21. Like
    blazzen reacted to Jah in Item Rewards - Official discussion thread   
    The Shadowbane discipline rune hunting system worked. The discipline droppers spawned in predictable places, and always dropped one specific rune, so it wasn't RNG. Other people knew where the mob would drop as well, so it led to small scale PvP. You might not always get the rune, but someone did. It was great!
  22. Like
    blazzen reacted to jtoddcoleman in Item Rewards - Official discussion thread   
    I actually don't like disciplines being gated behind random drops, either.   I feel like they are too critical to creating builds.  I'll talk to the design team about this one.
    Todd
     
  23. Like
    blazzen reacted to jtoddcoleman in Item Rewards - Official discussion thread   
    A few points, since there seems to be a lot of confusion and trepidation about this system.
    Part of our game vision has always been -- and remains -- fostering interconnection between players of different types.  That hasn't changed.  However, we can't pursue that goal to the exclusion of everything else.  In our current design, we haven't just encouraged interconnectivity, we have enforced it in dozens of ways.  Players aren't just more efficient or effective when working with others, they are completely dependent on others.  And by "completely dependent", I mean that.  If a player doesn't have access to a variety of crafters with a spread of disciplines, they can find themselves in a position where they simply cannot participate in the game.  And this happens early; you hit your first gate within a few hours of gameplay. If a player cannot find equipment of the appropriate type, their game play loop is broken.  This is not theoretical, or conjecture, we can see it happening now.  We can debate the reasons WHY it they might not be able to find that equipment -- I can name a dozen reasons, and I'm sure you can too -- but what cannot be debated is what happens, if a player finds themselves in this situation.
    They quit.
    Of course, our team will attempt to identify and fix every root cause that leads to this situation.  But that's not enough.  We need to have a design in place to correct for that situation, if and when it arises.  In an open world, there will be scenarios (Durenthal noted one, above) where players may simply choose not to do something.  Whenever a system is 100% dependent on the actions of other players, which we of course can't control, we are in danger of that system failing.  and if that system is critical to the game, that's a problem.  
    Randomized, disposable items is a solution to a very real problem.  This system is almost identical to the system that we used on Shadowbane.  I know that it works.
    So why don't people like it?  Let's look at the main concerns, as voiced in this thread.  Some of them I agree with, some of them I don't.
    Concern #1: "it creates more grind"
    I don't agree.  Players can ignore this system completely and use the previous method to harvest and craft items.  Adding an optional way to get something in the game that can be ignored isn't forcing an additional "grind".  Further, since these items can be sacrificed for XP, this system shortcuts the PvE loop (less grind) and since they can be salvaged, it shortcuts the harvesting loop (less grind).  For the last year, we have heard complaints from our PvP-focused backers that the balance of time I get to spend in PvP was being far out-weighed by things I have to do, in order to PvP.  This should dramatically help to address that problem.
    Concern #2: "what happens right after a wipe?"
    I agree with this concern.  This is a valid issue.  That said, I believe this is an issue that we already had, resurfacing: all of the top-tier items in the game are gated behind months of passive training.  This is definitely a problem with the current design, and once that I've been thinking about for some time (long before loot).  I have ideas for how I think we should address it, and of course I'm open to other ideas.  I absolutely agree that it needs to be resolved before launch.
    Concern #3: "this will cause even more strain on the banking system"
    This is also valid, and unfortunately I don't have a great answer... yet.  This isn't a design issue; I want more storage.  The reason for the limited bank space / guild storage options is purely technical; the engineering team has been working on a solution for some time I'll be delighted to launch it the moment it is ready.  I get that there is a lot of frustration in this area, and I look forward to the day when this problem is behind us, more than you can imagine.  
    Concern #4 (which I imagine is the most critical): "this means that crafters won't be important"
    I absolutely understand that crafters are nervous that this will undercut their role in the game.  But there is a difference between being something being "important" to me, and forcing me to be 100% dependency on it.  Food is important.  Oxygen is critical.
    We recognize this concern, and we're taking great pains to underscore the importance of crafting.  We aren't going to drop any legendary quality items.  Every attribute that can be found on a loot item can be created via crafting, but not vice versa.  Loot items are disposable; they are made to be used (and used up) very quickly.  They can be salvaged for resources and components.
    We are putting these safeguards in place because our intention is still to keep dedicated crafters at the top of the economic food chain.  We want crafting to be a full game experience and parallel advancement path. 
    However, we cannot go so far in this pursuit that we risk making a game that is literally broken for everyone else.  
    Todd
     
  24. Like
    blazzen got a reaction from Durenthal in Retaliate, Crowd Control and PvP   
    My hope is that they move dodge back to having a stamina cost and do away with separate "dodge pips". 
    That would make managing stamina a much more crucial thing as you'd have to choose between dodge/block and retaliate. This should also help the CC builds some. 
    We could also look at having stamina draining attacks such as the knight's shield attack that currently drains dodge pips. 
    This also may result in new builds that favor stamina which would add another layer of character building. 
    We could then have armor that modifies stamina cost. Currently, heavier armor already drains stamina faster than lighter armor for sprinting. The same could potentially be applied to dodge/retaliate. 
    Lots of possibilities with a seemingly simple change. 
  25. Like
    blazzen got a reaction from B_bbyAintSad in Retaliate, Crowd Control and PvP   
    My hope is that they move dodge back to having a stamina cost and do away with separate "dodge pips". 
    That would make managing stamina a much more crucial thing as you'd have to choose between dodge/block and retaliate. This should also help the CC builds some. 
    We could also look at having stamina draining attacks such as the knight's shield attack that currently drains dodge pips. 
    This also may result in new builds that favor stamina which would add another layer of character building. 
    We could then have armor that modifies stamina cost. Currently, heavier armor already drains stamina faster than lighter armor for sprinting. The same could potentially be applied to dodge/retaliate. 
    Lots of possibilities with a seemingly simple change. 
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