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Posts posted by Groovin

  1. 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.

    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.

    Top 5 bugs on LIVE (that we may have missed and wish would be fixed). Please be specific and constructive.


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


    When was the last time you logged into Crowfall?


    Feedback for Tiggs on this weekly forum post if any. 

  2. 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
  3. 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)

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

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

  4. 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"

  5. 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).

  6. 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.

  7. 11 minutes ago, Elixor said:

    Bear in mind that, I'm quite new to the game (1st campaign).

    So far, I assumed Dregs was a GvG type of game where we all compete for forts and keeps. The reality of things is in it basically giga alliances, organising themselves to "game the system" and ensuring sub-guilds are given points to make it to the top but not to compete with the main guild. Which turns a GvG concept into basically a faction versus faction. (in the current campaign the 3 factions would king of be Earth, Winterblades&allies, and the rest a a disorganised faction) 

    Now, nothing from the game prevent that, and from what I've heard recently, a future patch is actually meant to bring Guild Alliances.

    I understand about the campaign cards too, and this is great, but in this case we shouldn't have the scoring at the top of the screen based on the conquests points (as many, (most?) would see this as the ranking).

    As a solution, I don't know to be fair, what I know is GvG is so much fun, and yet the snowball effect of alliances on Dregs ruined the fun completely.

    Let's break down the top 5
    You've got Winterblades, who are large and organised, with an insane amount of game knowledge.
    Next up is Earth, catapulted to the top thanks to organised effort of KGV. If it wasn't Earth, you might have seen their guild in that slot.
    Then there's LOD, who are large and organised vets.
    Corvus Citadel, also large and organised vets.

    FOEX, small, but organised and committed. In business terms, you could call us agile, and I cringe somewhat at the thought of using that unironically.

    Below that is Nordic Marauders and Meta Cartel. They're as committed and dangerous as anyone in the top 3, and Meta Cartel even took 4th in a previous campaign.

    I think you're discounting the effort of other guilds, and ignoring what is putting them on top.
    I can assure you it's not gaming the system, it's sleepless nights and a will to win or die trying.

  8. 19 minutes ago, APE said:

    Isn't having different rulesets kind of a major aspect of campaigns and Crowall?

    Yes, but I'm talking super hard entrance restrictions, as in, I have only 10 days training, therefore I can't join this campaign with my guild who have months.
    Or, as I've seen suggested before, a token barrier to entry, as in, your guild can't join a dregs campaign since you don't have the requisite currency, and need to farm say a factions campaign in order to join the next dregs.
    Those are the kinds of restrictions I do not ever want to see.
    A cap on what can be farmed, brought in, and brought out, is fine, and was to be expected.
    Point is, I forgot to add, is there should be at least some smaller option for new players in a guild to have something to do, and have the floor raised to the roof isn't really helping. The higher you go in the world bands, the better the resources you can get, but the low end shouldn't just vanish, I think. Maybe be less abundant.

  9. 19 minutes ago, Jah said:

    People of different levels of training are going to want to play together in the same Dregs. You don't want to have to tell people in your own guild to go play in a different Dregs campaign. There needs to be a spectrum of resource rode ranks from low to high in the same campaign.

    For sure. This is the same thing I've seen pop up a few times and it never sits right with me.
    If people want to play a certain ruleset together, then let them. Artificially segmenting players through resource availability or access restrictions (level is ok, I think though, since you should be 30 at all times in campaign) isn't acceptable.

  10. 15 minutes ago, Wayoun said:


    I was told that current training is x10 speed from what release will be.  Is that incorrect?




    Current training is exactly how it will be at release.

    It used to be 10x (3x actually i think, and 10x on test) faster for testing purposes.

    It will take you less than 2 weeks to use an advanced tool that lines up with your main gathering

  11. 3 hours ago, Wayoun said:

    To be able to use ONE type of advanced tool you have to do 21 pips of training.  So at regular speed will that be around 6 months?  So you can craft the tool in one month but have to wait for 5 more months before anyone can use it?  Please tell me where I'm mistaken or how they think this is sensible?

    I think your math is way off.

  12. 2 hours ago, makkon said:

    no. leather mean you are mostly get bonuses from other things. eg glass cannon

    would be good to see not a survivability but utility:

    - stamina regen

    - movement speed bonus

    - dodge tick rate


    53 minutes ago, Makuza said:

    Leather can receive stuff like faster dodgepipregeneration or staminausage on top of their dmg and healingbonus, but thats about it. Another could be to split the armormitigation like done dozens of time before... leather has best mitigation against elemental etc but is weak against physical, plate is strong against physical but weak to elemental and mail is a mix.

    Had to dig into my video archives for this, but they once had it like this. I think the armour mitigations thing was changed only relatively recently, while I think the regen and move speed thing didn't even make it to Big World, if i remember correctly.




    Just added in the leather bonuses to an album, if anyone was interested for historical purposes.

  13. Interesting take, however, I think that point 3, while sounding good on paper, would end up encourage having multiple accounts and such, more so than already.
    While ACE might enjoy it, and it may not be a huge issue for everyone playing, I think it's a bit of prickly situation for people coming in.
    I guess it's a balance thing. I'm all for having your first harvest/craft train max out quickly.

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