moneda

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moneda last won the day on May 9 2017

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About moneda

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  1. TBH more "active progression" makes Crowfall seem like less of a game I'd like to play. Feels like an inevitable race to find the most efficient way to "level" and grind that until you don't have to anymore. 😴
  2. Look, I understand The Druid Contingent wants their special class to feel extra special but it's really not necessary. Your Retaliate breaks CC just like everyone else's, which is what it's supposed to do, and you get a bonus heal. Congratulations!
  3. Major disciplines will require you to kill specific NPCs (which may not even spawn in whatever campaign you're in) who will drop a crafting item you'll need just have it crafted by a rune crafter. Weapon disciplines will require advanced weapons as crafting components. Minor disciplines will drop randomly from NPCs, and will of course be subject to the "may not even appear in your campaign" caveat. I think it pretty safe to say these changes will impact everyone, from the "high end" to the opposite end. As far as the Druid Retaliate goes, I would've been fine with the heal just being changed to a HoT, but considering it's still the only Ret with a heal any amount is pretty dope IMO.
  4. Frostweaver design all done, eh? 🤞🏾 they got the kusarigama as their weapon.
  5. Forum: How to Post Screenshots

    My method is to upload to imgur and simply paste the direct URL for the pic into the reply box. For that I just pasted this and it appeared in the box: https://i.imgur.com/n4a3RUn.gif
  6. When 5.6 hits the Live servers it would be best that this note is updated to read "Make NPCs that aren't strongehold guards honor stealth for aggro," 'cause the ones that put arrows into my Assassin did not honor my stealth in the slightest.
  7. Feedback: - In the previous iteration of the skill training UI the nodes listed their rank (via Tiers) in the tooltips, letting people figure out a rough estimate of how long it would take to train however many pips of that node they wanted. At least some of the confusion around the cost of pips may stem from the fact the nodes no longer list this ranking, giving the illusion that every pip of every node should be the same value of points. Bugs: - The mastery nodes at the end of a tree require all 5 pips of all preceding nodes to have been trained before allowing a player to put points into it, but the UI is misleading players into believing only one preceding node trained at 5 pips allows them to train said mastery nodes: If a player attempts to put points into a seemingly unlocked mastery node (as seen in the shot above) the points aren't allocated but the player receives no error message as to why that is. If the player repeatedly clicks the node to allocate points, they're given a Connection Lost error and booted to the client log in screen; from which they can log in but when they open the skill training UI again it appears as though no training has occurred. One must close the client completely and relaunch it in order to see their actual skill training progression again.
  8. The addition of the "pathfinding" limitation for passive racial powers that sped up characters in the survival tray was completely unnecessary and adding a similar limitation to entering stealth would be a severe, and unnecessary, detriment to the classes that use that mechanic.
  9. The number of dashes between each node now tells you how many pips are needed to move forward.
  10. You'll eventually be able to put that extra time into a tome you can trade to other people who don't have that specific tree complete, but I don't know of any other kind of plan.
  11. Okay, so the jewelry is what is breaking the toxin cooldowns. Today I hit Jackal with a Spirit Dart from stealth and instead of the normal 3 ticks it kept ticking until it killed him (sorry Jack ) and every time it refreshed it would knock me out of stealth. In order to stop the refresh I had to unequip Spirit Dart from my bar. I think this is also why the bug that poisons Assassins with their own toxin kept refreshing until it killed me. This started happening after I equipped this, I just didn't put it together: I don't know if @Zybak has any jewelry with this stat on it (or training from a skill) but it may explain why his Impale kept refreshing and knocking him out of stealth.
  12. Bug: - During the stream yesterday Mr. Halash said the bug that poisoned an Assassin with their own toxin after taking fall damage was fixed in 5.6, which is good, but that bug recently has had an extra component I managed to get on video today. After being poisoned by own toxin the Severe Corruption debuff continuously refreshed itself until I died, and then continued to refresh itself as I lay dead. I thought it was pretty funny TBH but would rather not have such happen in future, even when I poison my enemies.
  13. 1. The Fae look great. Small things like the way the wings bounce slightly as they run are very cool. Kudos to the animation and art teams! 2. Can't say I'm a fan of every non-basic resource in the world getting the sparkly treatment. 🙈 3. 👍🏾 on the accelerated harvesting of basic resources! 4. I dig the look of the new skill training UI, and I'm eager to get into the nitty gritty of how training itself has changed, particularly in regards to VIP.
  14. Soft Launch

    No amount of reasonable responses will allay unreasonable concerns.
  15. Soft Launch

    The only thing I feel like adding to this thread is to assure people that "I am speaking for more people than myself" is not only unconvincing but may ultimately be counterproductive. If your guildmates have opinions they think should be considered, they should come here and share them.