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Belaz

Testers
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Everything posted by Belaz

  1. With all the options now for crafting since everyone can wear everything it's going to take a pretty organized effort to keep the flow of gear going as needs change. Defending or attack gear with improved protection from ranged damage depending on your siege job. Getting melee defenses for the enemys damage type right, if your scouts are any good, before an invasion or POI fight. Swapping out gear as the meta changes to embrace it or counter it. Making easy to replace gear for high risk raids or for other one way missions. The organization and utilization of materials is what will set crafters in good guilds apart from others.
  2. Hopefully it's more about unleashing them at the right time. Like a cave tr0ll or the big ugly giant thing from the 300. If they end up requiring more food to sustain come winter it could be a real drag those last few days/weeks of a campaign.
  3. Here is to hoping the ultimate warrior ability doesn't make you an irresistible target for both enemy and friendly ranged chars. Shoot the huge target that you can't miss!
  4. You don't want to look like a Minotaur at range and confuse your enemies? You are giving up tactical advantage! Seriously though just use a cloth piece enchanted for something like fire resist and eat confessors for lunch! No horns and more loot!
  5. Just wear cloth for your head armor piece and boom no horns ever.
  6. I would assume that with friendly fire being part of the game you can chain pull yourself to friendlies if you can hit them. Assuming you have enough stamina.
  7. Belaz

    Silencer for arrows?

    What does it matter that your arrows are silent? People can still see which way they came from if they see it in flight and can pretty easily figure out which general way it came from when it is sticking in something. They should be moving fast enough that the sound they make (if any in game) will not be enough warning for people to dodge out of the way. Silent seems pointless. Now arrows that magically melt after they hit or turn into snakes (Conan style) would make it harder to find the shooter.
  8. Could always come try world of warships. It is free and out now!
  9. Belaz

    The Rare Champion

    It would be pretty awesome if the Knight was trying to grapple someone to pull to him, but hooked on the Champion instead. Since the Champ should be bigger heavier and stronger the Knight ends up getting pulled to the Champion. That would be some pretty interesting game play for both sides with the player trying to pull targets to the slaughter and the ones trying to not get pulled or the heavier ones trying to catch it and pull the knight to them for the slaughter.
  10. Belaz

    Paladin Class

    I personally don't think they will cross classes like that. I think that if you want a sword and board tank you go knight, if you want a 2h tank you go Templar. I would be willing to bet that no matter which promotion choice you make for the knight you will still have the shield and his block ability. I just feel like they are making it so when you see that human sized archetype across the battlefield and it has a shield its a knight if it doesn't then its a Templar. It seems like they are going to stick with that easy to recognize your opponents base archetype thing, but the promotion path might be more subtle. I mean you can pick out a Legionnaire or a Stalker rather easily, so why not the same for the knight/templar and the rest of the archetypes?
  11. Belaz

    The Rare Champion

    The spear looks like it might be a Templar promoted to Fury thing, but who knows they may go cross classes with some weapons. Like you, I would like to see an axe/javelin/spear throwing specialization that can still use the big 2h in melee range. Finite ammo could suck though...
  12. Belaz

    The Rare Champion

    I am just hoping that one of the promotion classes has some sort of giant hammer or knockdown skill shot. Nothing says welcome to the battle like getting planted by a huge weapon wielding maniac.
  13. Belaz

    Paladin Class

    Good eye, that movie had some pretty accurate fighting styles with the great sword. Good movie indeed. The picture actually strikes me more as the Champion Archetype, but as you can probably guess I approve of 2h weapons. Paladin will only be a progression class for the Templar, most of us are guessing it will have part of the Templar skillset and will bring its own unique skills to the table.
  14. Belaz

    The Rare Champion

    I am not so sure people will like big hulking guys when they come with big hulking hit boxes. Most hardcore PvPers that I know tend to gravitate to the littlest guy they can find for the advantage of being harder to notice in big fights, being harder to click on by enemies, and being able to hide behind other characters. The hiding behind part won't work here with friendly fire, but being harder to hit may still draw them in. I just have this feeling that the two other "big" guys (Legionnaire and Minotaur) are going to steal the show. What does the Champion need to get him some appeal when we get to see his progression archetypes?
  15. Just so long as the game does not turn into who can CC first and the longest. Nothing sucks more than being in combat yet not being in the fight.
  16. I like the systems where skills have additional properties to them something like if your opponent is prone you do some bonus amount of damage or some extra effect upon hit. If they are snared your ability will apply a bleed and things of that nature. Basically hitting folks at the right time with the right skills under the right effect. The game would have more of a team fight dynamic if it took two or three different archetypes to execute combos. I like the idea of them feeding off of each other and the coordination of trying to set those up in group combat. The only problem will be balancing these combo starters and combo finishers among the archetypes so that we never free like we HAVE to have a certain archetype every time or we lose. These wouldn't have to be huge things just something to add a bit of flavor to fights, something to look for and react too when it presents itself for a bit of a bonus. Not sure if it could ever be balanced or if it should even be attempted.
  17. One of the reason that I want as little RNG as possible in Crowfall is that nothing annoys me more than when players today cry and make excuses that the RNG is the only reason they lost. They could have lost without ever receiving a critical hit and without ever having one of their attacks mitigated and still blame it on RNG. I want combat where I know that either I won because of how I played my character, how I used the terrain with positioning, how I took advantage of situations that presented themselves, and by how I chose to build and gear out my character. I am also fine knowing that I lost because someone did more of those things better than I did. The size of the fight determines how much weight each of those categories have. In 1v1 skill and gear will play a bigger part than positioning and situation awareness to find advantage will be in determining the victor. The larger the fight the more the importance those start to flip around to the opposite. This is the sort of combat I wan't personally and for me it will be a huge turn off if there are characters with 80% crit chance and 250% crit damage type of stats.
  18. So people posting seem to be leaning towards a smaller chance for crits with smaller bonus crit damage. I could live with that if we have to have crits. There are other ways to make some archetypes more bursty than others without using critical hits.
  19. I have never been a fan of the RNG determining who wins and who loses. I could see a system where small bonus things happen in place of more damage. Like frost spells can cause you to slow way down for a short period and fire can catch you on fire making you move so fast you are almost out of control which would be great fun around high cliffs, bridges with no rails, and lava pools. There are a lot of creative things that could be done to replace the extra damage model of critical hits. Nothing was quite as shocking as the first time you got blinded in Everquest. If you have to have critical hits then you could change certain campaign rule sets to ratchet up or down the crit rates.
  20. I could get behind a system like this. Really with no healers you won't need burst damage to have a chance of killing someone. This would also make crafting and the quality of your crafted good more significant. Don't get me wrong having burst options can be a ton of fun and I am hoping that every archetype built for damage has at least one skill shot that will allow them a chance at some big boom boom numbers. I just don't love the idea of the randomness of critical hits from a behind the scenes system.
  21. With the current focus on combat and the fact that I have been playing some old school Everquest on Project 1999 I came to realize how much I like the idea that critical hits are pretty rare things, so when they happen it feels like a pretty cool xmas present. It has more of a true DnD feel to it rather than some of the crap out there now that has you sporting a 50% or higher crit rate. In those games it feels like if I am not critting I am not doing anything, rather than the feeling of joy when I just dropped a crit bomb for a nice little bonus to my hit. What are your thoughts? Do you want to see a small crit chance so they are much rarer things or do you like high crit chances so it happens all the time? Do you want to even the field and take out the RNG and straight up remove crits from the game making it even more skill based? Personally I would like to see crits set at a very low chance with very few ways to improve it and those would be very small improvements. I wouldn't lose any sleep if ACE just decided to F crits and let the best man win!
  22. The less time it might spend eating your enemies too!
  23. Belaz

    The Rare Champion

    Yeah the skills that the Champion has access to will make or break it for the most part. People will choose it no matter what if they simply have to have a big Axe or whatever their promotion weapons are. It is behind the curve already, so it is going to take some super sweet sounding skills to get people to come join the big boy team.
  24. My guess is that most if not all melee will have some kind of gap closer abilities be it stealth, pulls, leaps, charges, or teleports. That means that groups or teams of ranged will have to worry about friendly fire just as much as melee. They are going to be trying to shoot enemies off friends quite often and they are going to have melee enemies on them while others try and shoot said melee off of them. Both ranged and melee will still have to make the right choice when it comes to single target vs aoe abilities. They will both have to worry about correct positioning. They will both have to worry about evading attacks and being aware of what is going on around them. They will both have to worry about turning the fight to their advantage, by either keeping the enemy close or far. The only time ranged would have a huge advantage is when they are protected by castle walls. If the attackers only brought melee fighters to beat down a wall then it was their fail that they gave a massive advantage to their ranged enemies not game mechanics. If friendly fire is a challenging thing to overcome then we will start to see smaller and smaller forces being utilized to meet objectives. If there is no friendly fire or its a pointless mechanic (like you only do 10% damage to friendlies) then all we will see are larger and larger forces being utilized to meet objectives with aoe spam. Sure big fights can be fun sometimes it just never seems to be quite as thrilling as those smaller quicker encounters that mean so much more if you win or lose.
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