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Groovin

Testers
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Posts posted by Groovin

  1. I think encouraging fights is what needs to happen, so this was a good change.
    I would be more worried if it was along the lines of the old bolster buff where you just did a ton more damage and had more health. The fact that it just affects your resistance to the environment means a skilled group still wins vs an unskilled group. Just now both groups have more reason to fight, so they have a better chance once the hunger has closed right in.

  2. 2 minutes ago, mystafyi said:

    I remember spirit banking timeframe, my only question is did removing spirit banking actually help spur pvp? I cant remember if there was a period with no spirit/mobile banking without having safe farming areas like gods reach and such.

    the closest we could have had was when the spirit bank was directly tied to import/export. so banking all the time in field would chew up your exports. it was more beneficial to haul everything back to the nearest fort, dump everything in the local bank, and sort it out later when you had a stack.
    Of course, i think just unlocking from campaign would reset the import/export counter, so it didn't matter. But it is kind of close to that.

  3. Hi,

    I would like to again voice my concern regarding Faerie Fire and how it interacts with vanish ults.
    I have outlined my concerns in the below post. What's unfortunate is the doubling down since the first change, and the nerfs to anti-stealth in general (which to be fair, the uptime on certain perception abilities was long), make it seem like you don't want this to be a way of playing at all.
     



    Thanks,
     

  4. I don't quite understand the change to ults to ignore Faerie Fire.
    Ults should be powerful, ok. I get that.
    But so powerful they render completely useless:

    • A racial
    • A talent
    • and few discs at least

    What was the reasoning? You've taken a 2/3 classes with the ability to stealth, and given them a way to purge stealth blockers. A get out of jail free, on a classes that have the ability to pick battles. In doing so, you've relegated anti-stealth to detection only, and taken away prevention. Because no one simply walks away from a fight just to restealth. You hit that Ult and disappear if you can. Large fights, sure, I could see it happening. Small groups? Nah. If you've got Faerie Fire on you, someone is watching your ass, and making sure you don't pull any stealth shenanigans.

    Please, give me the reason that you decided to nullify entirely a whole ass power. A power with one job: stop stealthers from stealthing.
    One job, and it can't even do it anymore, just so classes who can pick battles, can escape when they've made a poor choice.

    If you really wanted to balance this, you could change the uptime of the power/debuff. At least then, there's a window of opportunity to escape if you're paying attention.

  5. I mean, there's definitely disparity between ultimates in general, and the usefulness of invuln on each of them.
    The invuln on my Champion is a lot more useful than that on Confessor or Assassin. Or rather, it's more immediately useful, since I'd be in melee still fighting, and not invis and blinking away.
    I think it has its place in certain situations, but not all, and there would need to be more careful balance between how quickly you gain something with invuln vs without, and obviously which powers get it. Not just a sweeping, everything has it or none do.

  6. Runemaking feels fine, if a little fast.
    The high churn on tools makes it feel pretty good, since I'm making bulk amounts in one sitting for our gathering runs.
    It's not like other crafts where the proc chance compared to the effort required to make an item that procs it is skewed in a pretty bad way.
    Runemaking is the last one you need to be looking at, tbh.
    Tools are insanely cheap, you need and make a lot of them, and you burn through a lot. You're going to proc quite a few in one sitting, easily.

  7. Top 5 Crowfall likes (things you feel we're doing great on). 

    1. I like making builds. There's a lot to think about.
    2. Gathering feels pretty good, maybe needs some tweaking on drops compared to say caravans. But otherwise good.
    3. As a runemaker, I like crafting. It's simple, straight to the point. Not a lot of extraneous bits and pieces. Low cost, fairly low durability makes for great churn that's not a pain to replace.
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    Top 5 Crowfall dislikes (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? 

    1.  I dislike caravans. The sheer amount of materials gained almost invalidates my role as a gatherer outside of motherlode harvesting. There's no real challenge or risk unless you are landless. I don't know if it should be any easier or harder either way, but for reference, last time we had a keep, we were able to clear 2-3 camps of 10+ odd pigs EACH during a siege window in under an hour.
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    Top 5 bugs on LIVE (that we may have missed and wish would be fixed). Please be specific and constructive.

    1.   
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    If you could ask the Team member one question, what would you like to know? 

     

    When was the last time you logged into Crowfall?

    Yesterday

    Feedback for Tiggs on this weekly forum post if any. 

  8. Some powers don't seem to have tooltips update after taking the 30% cooldown reduction from the Knight talent, Into the Fray.
    While this isn't exactly a huge issue, it's just not 100% consistent with other powers. For a while, I thought the 30% cooldown just wasn't applying correctly, but I decided to double check against a knight that didn't take the talent and found this.

    • Aura of Terror from Abominable Snowman
    • Haunt from Banshee
    • The final Blood Strike power on the Blade Master disc. (ALSO as an added bug report, the tooltip says it should be bleeding for 1600% weapon damage, but i think it's actually doing 160%. Which is more reasonable, but I had to check and report it)
    • Benediction from the Cloisterer major
    • Free Action and Purify from the Freedom Fighter major
    • Shrivel from Grim Reaper
    • Muck Spatter and Jelly Skin from Mudman
    • Binding Arrows from Sharpshooter
    • Shrivel and Spiritual Decay from Reality Warper
    • Get Behind Me from Stalwart
    • Rallying Banner from Standard Bearer
    • Root Stake from Thorny Warrior
  9. Adding to the Poisoner pile with
    Frostguard can access Poisoner, however,

    • the passive doesn't change the damage type
    • can't use the poisoned blade power
    • and can't slot a poison toxin (even though they inherently get the slot to put in an ice focus (which I assumed may also be able to slot a toxin)

    I am outraged by this,

    Hell, just working my way through this list of dark discs on Frostweaver

    Dead Eye
    Can't slot or use the Multi-Shot power (I am greatly saddened by this)

    Lightfoot
    Can't slot or use Forest Step power on Frostweaver (assuming because of melee tray requirements)

    Windlord
    Can't slot or use Pursuit (again, assuming due to melee tray requirements)

  10. 5 hours ago, Arkade said:

    Stuff like high health damage, low health damage, melee and ranged bonus damage, weapon damage, power efficiency, barrier bonus, etc.

    When I first complained about wartribe gear stats, this is what I was expecting them to eventually add to crafting. There are a ton of combinations that now go unused.
    Instead we got, attribute coatings. Which is fine, but I think they may have misinterpreted what was asked when people said "wartribe stats"

  11. On 10/20/2020 at 9:07 PM, ilogos said:

    Oh OK, although I find that a little strange? It feels like instead of adding more customization it is limiting the choices we can make - i.e. limiting which disciplines we can choose? Unless their plan is to add more Disciplines? Unless the goal was to instead encourage specialization, then it does make a little sense.

    I've been thinking about it a bit more, and I was kind of apprehensive at first because it does seem like a great reduction in choice. And really it is, going from about 30 odd discs from the total original pool, to only whatever exists in each domain. Doing some quick maths, 15 domains with 110 discs total, leaves you with 7 discs per domain. So maybe 14 discs total to choose from, assuming 1 from race selection, 1 from class promo.

    That all said, I think it could lead to greater variety, with the potential for difficult choices if there are solid choices in each domain. Instead of around 30 discs, (minus a handful due to existing class restrictions) you may only have that 14 odd (maybe less) viable discs currently anyway. Sure, you might be able to slap Friar on Champion right now, but would you?
    The way I see it, now instead of the devs adding a new disc and saying either, only these classes can use it (in the case of something like Agent Provocateur), or this class can't use it (due to restrictions on weapon or whatever, like Adjudicator), ACE have set themselves up to add a variety of themed discs, with the only restriction being (as far as we know now) which domain you have access to.

    Planning becomes more important in figuring out which discs you want, if they overlap domains, sacrifices you might need to make if you take one domain over another, and what other choices might be available as a substitute if you take one domain over another. I'm hoping for more interesting options overall, instead of just taking discs that are a near must for the role (such as Field Surgeon) or taking discs simply because there aren't many better options (in the case of the old weapon discs).

  12. 1 minute ago, Darkstar412 said:

    Ah for some reason I thought they did . That leads me to my next question what’s the point in the cosmetic tankards now?

    Style for crafters. At least until they start putting crafting stats on them, like the Kane badge.

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