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Communist_Puppy

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Posts posted by Communist_Puppy

  1.  

     

    3 hours ago, Bzra said:

    Frostweaver: Frostguard's Ice Block Ultimate still bugs out 6 out of 10 times for me. You will not go invulnerable. It is super frickin' random. Here's a video:

    This clip is from TEST on 6/24/21.

    Here's another clip from a few weeks ago:

    This clip is from LIVE a few weeks ago. Same Issue. Two Ice Blocks didn't make me invulnerable in this fight and I got MURDERED.

    I hope this helps! #SaveTheFrostguards!

    Can back this up. After 20 tests the ult did not invuln at all. 

  2. Class Name: Ranger

    Races Available: Wood-Elf, Minotaur, Half-Elf, Human, Elken

    What role on the battlefield does this class fill?: Between the 3 specs the Ranger provides a cookie cutter DPS option for all specs. A ranger or two will fit well into most comps due to its stealth detection abilities. The class as an innate perception skill built into its tree as well as access to the best anti-stealth ability in the game Hunter ( a minor discipline). Rangers should be looking to counter stealth, target low health members in a zerg, or control the enemy with overwhelming traps. 

    Is this class better for dueling, small skirmish, or large field battle?: Dueling and small skirmish brigand and warden are hands down some of the strongest brawlers in the game. Brigand which it he melee variant of the ranger gets access to stealth as well as anti-stealth while in stealth make brigands one of the best ganking classes in the game. Wardens excel at both small scale and large scale due to the strength of their traps which can be applied on hit from the trapmaster skill. Archer works decently well in small scale but shines in large scale where it can be used to contain flanks as well as delete low health targets on the edges of a big fight.

    Which stats should I be Investing in as I level?: Dex and Str are good options for all ranger classes but if you feel to squishy it fine to put points into Con instead of Str. An important note. Don't spilt the Str and Con. Commit to one or the other. 

    Are there any weapon stats that work really well with this class aside from attack/support power?: Archers get access to different quivers and bows. Spellbound bows apply on hit effects from ice or fire quivers. Fire is terrible but Ice quivers are great. Besides that there are slashing quivers which do bonus damage to targets below 35%, piecing quivers that apply a bleed, crushing quivers that stun. These affects are applied on the 3rd charged lmb. To quickly apply them you can tap tap and then charge your 3rd auto to 100% to apply the effects.
    What are the core abilities for this class (the essentials on the talent tree) before specialization?: Since they vary per spec I have broken them down:

    Archer - Barrage is an amazing AOE damage skill that is flash castable and has an insanely low cooldown. Ricochet shot. T Read and learn it. 65m flash cast root that gives you tons of buffs. Use it to start your burst windows. Rapid fire baby. One of the biggest mistakes I see archer do is use their charge shots too much. Beucase of the cast time its pretty poorly made dergs unless you are finishing someone but Rapid fire is one of your highest damage skills. Use it off cooldown. If rapid fire is up you are doing something wrong. 

    Brigand - Surprise strike is one of the most slept on abilities in the game. It can alpha strike upwards of 2.1k and applies a bleed which then synergizes into twin surge which does bonus damage vs bleed if you go down the warden path. 

    Warden - Trap master is one of the best damage abilities in the game. The damage potential and control from being able to spread AOE traps is almost a joke.

    Forest step is always the wrong choice. Never take it in any of the specs. 

    Is there any ability synergy that the game doesn't explain well?:  

    Archer - Barrage - > Ricochet - > Rapid fire - > Tap - > Tap - > Charged 3rd shot 

    This is you basic archer rotation. If done in this order you are buffing yourself while nuking your enemies. 

    Warden - Dots do not apply traps when trap master is up so make sure you use direct damage if you have trap master up. AOEs will proc trap master. 

    Which specializations work best with a group? Solo/dueling?

    ZvZ - Warden > Archer (Don't bring a brigand its not made for ZvZ)

    Small Group - Warden > Archer > Brigand

    Solo/Dueling - Warden > Brigand > Archer

    Ganking - Brigand > Warden > Archer 

    Are there any Domains you personally reccomend? Any you lean away from?: TBH Ranger can really get away with a lot of different builds due to its flexible nature. Dark ranger is where you traditionally have found stronger builds but Frost as well as Music and Shadow based builds can thrive in the current meta. 

    Are there any guides that are currently relevant to this class you can recommend? I don't believe so, no.

  3. Top 5 likes and why (be brief please ) about 6.500 on TEST (things you feel we're doing great on for TEST only). 

    • Move towards conquest feels good in dregs.
    • Happy that you guys at least acknowledge that the stealth meta/minigame is stale and boring.
    • Small QOL changes are nice
    • Effort is being put into balancing 
    • Actual road map with goals to track some semblance of progress.

    Top 5 Dislikes and why (be brief please) about 6.500 on TEST (what you feel we could be doing better on or a pesky game mechanic that you don't enjoy) and how can we make it better? 

    •  There's still a high amount of what feels like knee jerk balancing going on that I feel like is going to hurt the game. Case in point moving wind of Warden but giving it nature which is actually a huge  buff and doesn't fix any problems with the class... (Warden player btw)
    •  Alpha damage is extremely overturned. The sheer dmg is can put out and the PDM make it a joke. It needs the dmg not the pdm on ult.
    •  Warden and archer need a pass. In ZvZ right now there is no a reason to pick archer. Warden is king. Remove trap master procs from traps pls and add 100ap back to archer only so it becomes a viable option. 
    •  Dirty fighter is insane. It needs a good hard look cause it is overpreforming.
    • Hunger dome will bring attention to the game but doesn't seem like it will be the small scale competitive game mode that I personally am looking for. Consider 2v2 or 5v5.

    What 3 features excite you about our last Live Stream?

    •  12th class
    •  Equipment only dregs
    •  Actual progress and insight into what is being done

    What are you not happy about with our last Live Stream?

    •  No arenas or Bgs
      (For the most part it was pretty good)

    Feedback for Tiggs on how I can help you or the community more, or things you'd like to see happening from me? 

    • Pick out class leads from the community. Let us give direct feedback on what feels good or bad about our class. 
  4. <Question> At the moment in small scale there is a stale meta game revolving around stealth. As a stealther it feels more like you are cheesing people than outplaying them with stealth and those playing against the stealther it feel like they are either helpless or being cheesed due to the lack of perception and anti-stealth abilities. What changes are you going to make to rectify this problem? 

  5. As someone that was pushing hard for a high dura hit system in place of loot drop I think at a point loot drop should and probably will exist in the game. The problem is even with a loot drop system the dura on items needed a hard pass. For better or worse the system that they want in the game leans heavily on crafting across the board. Crafting right now is just not where it needs to be really support a loot drops campaign. When you are crafting a weapon or doing a crafting push for 10 - 12 people its not nearly as bad as 20 - 30. And as you scale up it would continue to be bad. Albion has a good system anyone can sit down and craft their gear quickly and efficiently. Crowfall doesn't at the moment. I think until we get something like that that even crafters could do it would be great. Also the problem with WT is that it doesn't actually drop everything needed for easy come easy go. Quivers and spellbound bows don't drop. Many builds need these so if you die on an archer you are SOL. The rng drop was also another problem. I went around killing a couple people on the test dregs got nothing I needed for my classes then 5 dropped and got custard owned. It's not fun having RNG loss. Personally if theres gonna be drops again I hope its full loot as I would prefer to know what I am going to lose going into a fight. I do know that there are BAP members playing under DIS right now and we fully intended to go back to the hard econ style we previously had. From talking to EITC they also seem to be gear up to support Econ.  I think dura hit on death should honestly be something like 100 on death and that would solve some of the death pushes that you are mentioning. It would also help the economy. 

    TLDR: I think a lot of people want the same things as you. Right now with the state of crafting its not sustainable or easily able to do. Testing without crafting changes is not a great solutions. Higher dura hit to force churn as well as some tweaks to crafting down the line could 100% support the system. With the higher dura hits ECON guilds will have more of a place in the meta leading to more in game economy. 

     

  6. I want to start by saying that overall the direction of the game has been moving makes me think that a decent bit of progress has been made. That being said I think the loot drop system is a more complicated way of solving an issue that in someways will still persist following the release of 6.4.

    For context for a good bit during 6.2 - 6.3 I ran a pretty successful econ/merc guild. In an average week we good turn over about a million gold in profits. Not bad for about 15 dudes. I 100% agree with you that the current in-game systems make purchasing gear or crafting gear not worthwhile. Making a sale with a player in game was something that was not frequent. When I sold a weapon or a gear set it was not something that was going to be replaced in days or even weeks.

    I 100% agree that there needs to be a better system to promote gear churn. But on the flip side there also has to be an incentive to want to push, craft, and desire crafted weapons. With the system on test right now WT out preforms crafted weapons in pretty much ever facet. I understand how ACE feels about crafting where in that is something that a player signs up for. 100% understand there, but why do I want to craft a weapon that is across the board worse than a dropped item in game. WT tuning needs a pass something that I think easily can be looked at. Sliding WT down and pushing common weapons up as a means would mean that those that don't have time for farming WT but can make gold or have surplus gold can still contribute to the economy. Make crafting matter more and drive it to be something that I want. I also would love to see if there was a way to put quivers on WT's as drop (This is a personal sentiment that I think archer players everywhere would love you for.) An option to mass create a good portion of items would also take away a lot of the frustration of crafting. Also the initial creation system of blueprints to be a deep and time consuming process that requires crafters to really think through what a weapon should look like stats wise and can do but then allow the crafters the option to plug and chug resources. I think there can be a common ground between unfun and too shallow. 

    On top of making changes to WT to balance out crafted and WT I think a loot needs to be taken at why a player wants to push for crafted. Even with sliding the numbers up running crafted in a 6.4 for world becomes less of a fun experience and more of a liability. Even on test where gear is 100% free and I can easily replace my losses there were times where I found my self in the test dregs not wanting to take fights. This was a similar feeling shared by a large part of my guild as well. For a large part of the community the system and loops in the game have lead to pushing for crafted gear because it made you feel strong. It was fun to see your work pay off. Now it feels like a liability losing crafted makes you feel as if you screwed over the work of many systems in the guild. Simply said it's no longer fun to run crafted. It's a liability. It feels awful killing 5 - 6 people and getting nothing that I can actually use for my class and then dying and losing half my kit. I really want to make this clear. I 100% agree that crafted especially late game crafted needs a pass. As it stands now on live you get a end game crafted set of weapons and armor then sit on them for a good portion. To tie this back into my earlier statements on crafting and creating an economy in the game I think a happy medium can be struck. Ditch item drop on death but also drastically raise the durability hit on death. When I say this I mean for context a piece of WT gear would last ~10 deaths. Vendor would last around ~5. Weapons along similar lines. This would lead to many different meta shifts. For one crafting could still feel like a essential part of the game. If a crafted gear set lasts for 20 deaths with higher stats than WT or vendor gear then players would still be able to live the crafted power fantasy while still churning through gear. Econ focused guilds could actually curate a healthy player base and maybe even look to make deals with dregs focused guilds looking to take strain off their internal crafters. Smaller and non-aligned guild could have a direct line to items as well through a more robust econ or by fielding WT only. I feel this would also lead to more world interactions as those looking to curate their gear through gold, WT, or harvesting would be more hard pressed into the world. A core problem I see with the 20% drop system is when you win you will snowball very hard. A dominant guild would get to silly heights of snowball something that I personally think would push me away from the game. 

    A very big problem that I see in all of these systems no matter if you swap to a durability system or keep a drop system is that fundamentally there is no good way to find gear. With the amount of items dropping from dregs even if an econ guild wanted to run a successful business model it would be near impossible to have the sheer selling space to even list and sell items. Another thing that I have always found odd is that the free city does not allow for easy trading between members. It would be nice if you were able to freely trade in the free city as this could lead to more interesting in game interactions. A real game example I can share is that during one of my contracts a GM wanted to pay me in gold. We both had to spend 30 - 40 minutes finding a random spot in the middle of dregs where we could go with 2 of our members to kill on another and exchange the gold. It was clunky and something that I feel could be easily rectified. We need to also address the elephant in the room which is that EKs are not succifecent trading spaces. A comment made in the last Q&A that really worried me was the thought that players would look to eks for goods and weapons. The current search options for the EKs are...inadequate to say the least. It's very frustrating as a system because you end up playing roulette to find an ek selling anything worth a damn. It feels very clunky and honestly without a trade channel in game where people could even attempt to direct people to an EK, I think pushing EKs as a trading hub is a little unrealistic. The parcel system is also one of the most frustrating and purely time consuming things that even a guild working together can do. Some of the numbers to create parcels are outrageous. I highly recommend you take a Saturday afternoon and make a shire parcel as a single player in test where you can grab all objects. You will want to have a move on your other monitor.

    A love the game. I really want it to be great. And for a lot of the problem I think you are dead on. Most of these changes are thing I would have suggested even before 20% drop rate was an option. At this point I am almost certain that is a slider that you will turn down but I really feel that a lot of the changes suggested hear would still apply and make the game overall as a whole feel better.  

  7. I want to start by saying that overall the direction of the game has been moving makes me think that a decent bit of progress has been made. That being said I think the loot drop system is a more complicated way of solving an issue that in someways will still persist following the release of 6.4.

    For context for a good bit during 6.2 - 6.3 I ran a pretty successful econ/merc guild. In an average week we good turn over about a million gold in profits. Not bad for about 15 dudes. I 100% agree with you that the current in-game systems make purchasing gear or crafting gear not worthwhile. Making a sale with a player in game was something that was not frequent. When I sold a weapon or a gear set it was not something that was going to be replaced in days or even weeks.

    I 100% agree that there needs to be a better system to promote gear churn. But on the flip side there also has to be an incentive to want to push, craft, and desire crafted weapons. With the system on test right now WT out preforms crafted weapons in pretty much ever facet. I understand how ACE feels about crafting where in that is something that a player signs up for. 100% understand there, but why do I want to craft a weapon that is across the board worse than a dropped item in game. WT tuning needs a pass something that I think easily can be looked at. Sliding WT down and pushing common weapons up as a means would mean that those that don't have time for farming WT but can make gold or have surplus gold can still contribute to the economy. Make crafting matter more and drive it to be something that I want. I also would love to see if there was a way to put quivers on WT's as drop (This is a personal sentiment that I think archer players everywhere would love you for.) An option to mass create a good portion of items would also take away a lot of the frustration of crafting. Also the initial creation system of blueprints to be a deep and time consuming process that requires crafters to really think through what a weapon should look like stats wise and can do but then allow the crafters the option to plug and chug resources. I think there can be a common ground between unfun and too shallow. 

    On top of making changes to WT to balance out crafted and WT I think a loot needs to be taken at why a player wants to push for crafted. Even with sliding the numbers up running crafted in a 6.4 for world becomes less of a fun experience and more of a liability. Even on test where gear is 100% free and I can easily replace my losses there were times where I found my self in the test dregs not wanting to take fights. This was a similar feeling shared by a large part of my guild as well. For a large part of the community the system and loops in the game have lead to pushing for crafted gear because it made you feel strong. It was fun to see your work pay off. Now it feels like a liability losing crafted makes you feel as if you screwed over the work of many systems in the guild. Simply said it's no longer fun to run crafted. It's a liability. It feels awful killing 5 - 6 people and getting nothing that I can actually use for my class and then dying and losing half my kit. I really want to make this clear. I 100% agree that crafted especially late game crafted needs a pass. As it stands now on live you get a end game crafted set of weapons and armor then sit on them for a good portion. To tie this back into my earlier statements on crafting and creating an economy in the game I think a happy medium can be struck. Ditch item drop on death but also drastically raise the durability hit on death. When I say this I mean for context a piece of WT gear would last ~10 deaths. Vendor would last around ~5. Weapons along similar lines. This would lead to many different meta shifts. For one crafting could still feel like a essential part of the game. If a crafted gear set lasts for 20 deaths with higher stats than WT or vendor gear then players would still be able to live the crafted power fantasy while still churning through gear. Econ focused guilds could actually curate a healthy player base and maybe even look to make deals with dregs focused guilds looking to take strain off their internal crafters. Smaller and non-aligned guild could have a direct line to items as well through a more robust econ or by fielding WT only. I feel this would also lead to more world interactions as those looking to curate their gear through gold, WT, or harvesting would be more hard pressed into the world. A core problem I see with the 20% drop system is when you win you will snowball very hard. A dominant guild would get to silly heights of snowball something that I personally think would push me away from the game. 

    A very big problem that I see in all of these systems no matter if you swap to a durability system or keep a drop system is that fundamentally there is no good way to find gear. With the amount of items dropping from dregs even if an econ guild wanted to run a successful business model it would be near impossible to have the sheer selling space to even list and sell items. Another thing that I have always found odd is that the free city does not allow for easy trading between members. It would be nice if you were able to freely trade in the free city as this could lead to more interesting in game interactions. A real game example I can share is that during one of my contracts a GM wanted to pay me in gold. We both had to spend 30 - 40 minutes finding a random spot in the middle of dregs where we could go with 2 of our members to kill on another and exchange the gold. It was clunky and something that I feel could be easily rectified. We need to also address the elephant in the room which is that EKs are not succifecent trading spaces. A comment made in the last Q&A that really worried me was the thought that players would look to eks for goods and weapons. The current search options for the EKs are...inadequate to say the least. It's very frustrating as a system because you end up playing roulette to find an ek selling anything worth a damn. It feels very clunky and honestly without a trade channel in game where people could even attempt to direct people to an EK, I think pushing EKs as a trading hub is a little unrealistic. The parcel system is also one of the most frustrating and purely time consuming things that even a guild working together can do. Some of the numbers to create parcels are outrageous. I highly recommend you take a Saturday afternoon and make a shire parcel as a single player in test where you can grab all objects. You will want to have a move on your other monitor.

    A love the game. I really want it to be great. And for a lot of the problem I think you are dead on. Most of these changes are thing I would have suggested even before 20% drop rate was an option. At this point I am almost certain that is a slider that you will turn down but I really feel that a lot of the changes suggested hear would still apply and make the game overall as a whole feel better.  

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