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ACE Development Partners
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Everything posted by wargasmo

  1. Xarr I saw you on the tests a few weeks ago lol come say HI
  2. Also we completely forgot about frostweavers promo classes before we even get into disciplines. Should be easy to implement the melee focus, magic focus, and hybrid promo classes.
  3. Oooo... If they made old school prelate or Sentinel one of the promotion classes and they used that style of self shielding/ally shielding adds "Valor" pips which effects your overall damage, that could be a very engaging fun play style and give the game a holy caster with support abilities.
  4. Promotion Classes: Paladin(Sword/board w/ some healing) - Priest(Maybe a chain healing focused healer to synergize w/ Friar since that disc doesnt seem to be getting used right now) - Prelate or Sentinel(Holy damage caster w/ some off healing?)
  5. This is also where alliances come into play, not only alliances with other guilds but alliances with merchant guilds who Im sure there will be a few.
  6. No worries mate but rest assured we will be here... Myself Chelvie, Prax and a couple others have been hitting the test servers occasionally on the weekends.
  7. LOL Oh no... The guilds interest is still very VERY focused on this game... Probably because we are like 5-10k invested in it financially lol.
  8. @Xarrayne I remember you, I saw your name on the forums and kept trying to place it lol.
  9. Also side note we are also extrapolating how much "elite" gear actually helps... In the testing so far I dont think Ive seen anything from like bottom to mid tier gear compared to the highest tier they have added that would be considered an insurmountable obstacle... Does it help? Of course? Does it help even more on veteran players? Absolutely... But we arent striving for gaming socialism here.
  10. Dae Im not sure how long youve been playing MMO's but as Crowfall has more and more Shadowbane elements added to it, and since that game was around so long ago Im not sure what many others backgrounds in gaming are but allow me to try and explain Shadowbane's... Shadowbane's politics outside and inside the game added layers onto the pvp game that took the entire thing much deeper... People's actions outside the game on the boards had ramifications in the game. Alliances between both big and small guilds shifted constantly. As the game progressed Shadowbane opened up new clean servers(Which I w
  11. As others have stated this will likely happen... Step 1: Find roving bands of farming bots. Step 2: Sit one of your stealthers or scouts on them as the rest of group goes to farm/xp grind/murder players etc. Step 3: come back in an hour and kill the bots to take said goods then wait for them to res and come back. Step 4: repeat. But seriously as others have said having no safe zones and a 50 dollar buy in should be enough in themselves, but we should have a better idea closer to beta. I would assume if people are going to try and bot they probably bought
  12. Also side note, check your wallet on your account. If you refunded anything from your KS package you should still be able to purchase any of the mount skins you want and add them into your total package.
  13. Kinda... Except it was such an odd build for Shadowbane because procs scaled off int and sword dmg scaled off str or dex based on which swords you were using... So you would literally run up and engage and be hitting ppl for like 5's and 10's and then all the sudden procs would start hitting for 1/4 to 1/2 their health. I would like a frostmage style to be an option maybe with major disciplines to give the frostweavers more ranged abilities but I don't think I would like to see a ice clone of confessor.
  14. Lol no it's literally just statistics... With so many options some will be better then others, some will be worse... Some won't seem to work unless worked into a specialized group designed for a certain circumstance... As stated in my other response yes some people min/max... Some people don't and like to try weird combinations... Just because YOU play a certain way don't project that to ALL players will do "X,Y, or Z"
  15. Also as things seem to becoming more Shadowbanish, think of it maybe as the old quad proc classes... Something like, frostweavers get self buffs to atk spd/atk dmg/durability/ etc. Weapons can be enchanted with a single "on hit proc effect" while frostweavers are one of the few if only class that can add a second proc effect... One of the most fun times I had in SB was running a class that didn't make a ton of sense and taking people completely by surprised with the high elf bladeweaver crusader who if lucky enough to quad proc would nuke people into the ground. Also let's not say the sky is f
  16. No... It's not a cop out... When you are theoretically talking about THOUSANDS of race/class/disc combinations some choices will be better than others, some will synergize better... That's the nature of having so many customization options.
  17. I completely disagree, human psychology and gaming in general has proved that yes there will always be min/maxers but there will also be outliers who specifically go against the grain, try things that aren't the norm, etc. Especially when we are talking about "digital losses" that can be recouped.
  18. Not necessarily, what if someone wanted to build an offensively oriented mace/board focus "paladiny" cleric build who just helped as an off healer but was more designed around helping absorb damage and deal more as well. Also I wouldn't worry too much yet as this is literally the first draft of disciplines we are seeing with no play testing analysis behind it yet. Disciplines will still get balanced and changed, and this was a constant cycle during Shadowbane... As different class/disc combinations were nerfed or buffed it led to not only the "flavor of the month" style players but it made spe
  19. I've stayed away from the forums for so long trying to keep my hype down, Vikingnail is still annoying I see... Whelp back to the books lol.
  20. Posted in other feedback thread as well but a couple more thoughts. Combat felt alot better but still feels like "stop animations" need shortened on certain abilities, fessor felt perfect with the speed they came out of being rooted after a cast or attack but the stop gap after the dash is a whole ordeal, it feels like it at least needs cut in half or possibly to a quarter, it's still reliant on stamina so abuse of it isn't really an issue but for a mobility ability used to get a squishy caster out of trouble, dashing away and then having to wait 1.5 seconds standing still to come out of t
  21. I agree on the Regen comment, I ended a fight with 700 HP one fight then harvested for the next 10-15 minutes only to still only have 4k HP the next time someone rolled up. Perhaps implement a sit/camp function like a camp fire but time consuming to go into and come out of.
  22. Good all around playtest, combat feels leaps and bounds more fluid then a few months ago. Primarily playing confessor, not sure if solely that class but powers after being used a couple times would become frozen on cooldown and unusable. After dashing once with the confessor an audio loop would continuously play with any other button press. Mobs would move constantly even while stunned, as soon as they would be engaged they would normally just moonwalk backwards regardless of CC on them. Harvesting nodes "drop" area feels like it should be a bit tighter not an explosion over th
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