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Deioth

Testers
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Deioth last won the day on December 19 2019

Deioth had the most liked content!

About Deioth

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  1. The bare minimum they need to implement for now is a bare bones system that declares guilds allied for that campaign without any scoring changes. How scoring gets handled and other related rules and mechanics can be tested and even have different rulesets for how alliances work over time, and the first thing they should probably have are guild victory conditions and alliance victory conditions, probably have an Alliance specific set of Glory Cards. Heck, with rulesets, have it so Shadow is for Alliance victories and Dregs is for Guild victories, but you can still have allies in Dregs for sake of friendly fire.
  2. Deioth

    FPS

    There is a crap ton of optimization they still need to figure out, sadly. Playing with culling settings and shadows as well as disabling motion blur seems to do the most for FPS boosts for me, and there are tons of instances in which higher than Medium will just be massive FPS drops in certain areas and camera angles. It's pretty annoying considering I am on a system that can handily max Witcher 3 or Mordhau at 2K and still clear 60FPS without even trying and yet I am consistently 25 FPS in temple. Hell, while I've not played it since getting my 2K monitor, I was pulling well above 60FPS 1080p in BDO at high settings even at the Heidel storage ffs. They have a long way to go. Still better than how bad TERA was last I played... Shouldn't be that hard to beat TERA's optimzation lmao.
  3. For classes with a Block RMB, holding shift and then tapping Block should trigger their dodge/move skill. For classes with only a dodge RMB, consider hold shift+hold RMB to trigger the lunge at the expense of a dodge pip.
  4. Personally, I'd have sooner preferred right click to be a real iFrame that costs stamina, put retaliate on a short cooldown and remove its link to stamina, make a pass on the Resolve system so CC immunity makes more sense, and make a pass on CC balance in general (roots in particular are way too low risk for way too much reward atm, they simply last too long). Make it so the length of time of each CC greatly diminishes by the 3rd time the same CC is used on you, let the resolve bar fill in a recognizable way, make it fill faster from knockdown and stun, a full resolve bar means full immunity (any CC only slows or staggers for a split second) and it lasts for a few seconds. Let the defensive disciplines that give special retaliates fill resolve faster, maybe even a slightly shorter retal cooldown depending. Retaliate in this way can have a 10 or 12 second cooldown. One hard CC, they retaliate out, they get hit by two more CC and their resolve bar is full, getting hit too much and too quickly with CC can then mean normal retaliate is available again within a second or so after the resolve bar empties completely and they're vulnerable again. There is plenty of tweaking that can be done to make it feel right in a system like this. A place to start could be knockdowns, stuns, and roots being ignored completely with a full resolve bar (at most causing a brief stagger that interrupts a combo and/or causing a quickly fading snare of 50-100% move speed ending in 1/2 or 2/3 of one second) while other forms of CC would either be reduced in effectiveness (a 40% slow might be reduced to say 15%) or in length of effect (a 5 second blind would become 1 second). Furthermore, CC classes could then have one skill in particular that breaks resolve bars, giving them real value in a fight. These abilities would themselves be CC, but if used against an opponent buffed by Resolve from a filled bar, they would cleanse the Resolve buff, allowing that target to be CC'd again as normal. Or, they could affect how quickly resolve builds, or how quickly it fades. The Templar CC tree, Divine Light could significantly reduce how quickly Resolve builds, as an example, making enemies prone to CC effects longer. Or, it could ignore certain soft CC resolve protections, such as applying a full length and full power slow regardless of resolve. There is a lot they can do to make all of this more interesting, more impactful, and more viable while also making CC feel fairer and its application (and that of Retaliate and Dodge moves) more rewarding at higher skill levels.
  5. Removing war tribe won't fix the problem and will only reintroduce another problem war tribe was fixing in the first place. The issues facing crafting and the ability to make good even great white and green gear has remained the issue from the start. While tweaks to the crafting disciplines will help to a point, time investment still needs to matter, but the crafting trees themselves coupled with basically everything surrounding how crafting and experimentation works atm is all contributing heavily to a system great on paper but failing in practice. There needs to be a multi system approach to this because wartribe must remain a viable option for new players but pushing the crafting tree should mean they can make better with white and green materials fairly quickly. The other issue affecting this is the fact that we have no real value to gold at this time. We need good gold sinks to also help promote crafting and economy in the first place or it is always just going to be staying within the guild.
  6. More input options are always welcome. I would personally prefer classes that have block simply hold shift then tap RMB in order to dodge move. I feel like that would be the cleanest implementation to start with. I still want to see what they come up with for these lunge moves but we'll definitely need mutliple ways to interact with it. I highly prefer hold down my LMB so I'd need something different to match how I interact with my M+K.
  7. Is it somehow not coming through? I editted the OP, spoiler hid the first write up, and wrote out the better one.
  8. Went ahead and reorganized the OP and cleaned up the idea to make it more succinct and understandable.
  9. In light of Frostweaver being an everything class and retaining a lot of its range and its damage going Ranged Defense spec, it feels like Confessor Sanctifier needs a pass, especially in light of the improvements to melee range. I'd like to see their current class cap node expanded upon in some way to expand its build potential so that Mail and Plate have meaningful uses (even Leather, to an extent, for the weird people out there). Here is what I propose: - Adds a 20% damage bonus to targets within 10m of the Confessor. This bonus reduces by 2.5% per meter above 10m. - Each piece of mail armor equipped reduces range of all skills by 7.5% to a minimum of 10m, but also improves Power Efficiency and cooldowns on all skills by 2.5% - Each piece of plate armor equipped reduces range of all skills by 15% to a minimum of 10m, but also adds 50 Resist All and 50 Elemental Resist. The added resist effect is doubled while channeling any skill. I think this would make Sanctifier a much more interesting spec with a lot more wiggle room and a far more straight forward description on how range is affected compared to now. Leather has its use by pumping in tons of extra damage potential due to damage bonus from leather, Mail has value over Plate by retaining some range (with innate damage bonus helping compensate for loss from range) while increasing potential to cast more abilities more often, and Plate gains more survivability and rewards risking use of channeled skills while in punishable melee range. 10m minimum allows for some potential to kite melee, as well, which all ranged should have to some extent, since basically all melee is 5 or 6m now.
  10. Hence why a simple ruleset change that can lock out or dynamically cap stats or reduce chances of higher rarities would probably be the ideal choice. They could even reduce node armor with this sort of thing so for the first couple months after launch they can make it easier to harvest R8+ with novice passive trees. Since they are going to have rulesets anyways for each CW that can differ from the base operations of 3-faction and GvG (Shadow and Dregs) this could give them a lot of power to experiment and control variables from a simple bird's eye view rather than needing to go in and manually tweak things.
  11. Something tells me things may have been tweaked since then, a lot of versions have come and gone since that post.
  12. Assassin Q suddenly uses up your entire stamina bar (or, at least it does for Blackguard). This clearly must be a bug as I've not noticed that on other classes. Assassin Blackguard skill Spirit Dart (like similar abilities, such as Throw Hurlbat from Champions, and now many movement skills) doesn't aim at reticle but instead is character facing when used. This needs to be changed. The 2nd part of Disengage is similar, as are many other movement skills, whereas before they were camera based rather than character facing based (meaning to move in the character's faced direction rather than camera/reticle direction). For move skills, at least that could be a player option, but others like Spirit Dart it needs to be camera based. Escape Artist discipline's Free Action skill (and presumably other discipline skills like it) does not clear Retaliate from your screen on use. With Retaliate never removing itself from the screen even when there is no CC left to retaliate, and its current bug of superseding all other combos (can't even use your left click combo), this is growing rather frustrating. At least retaliate is always on screen when you need it now though? We're so close to fixing it! Enemies are not reliably knocked down by Expose exploiting skills. Expose also remains on the target for duration, allowing for multiple KDs from the same Expose status. To knockdown an exposed enemy with Diffusion, it appears to require you to be 1m away, otherwise Diffusion triggers but the KD doesn't. Blademaster discipline's Blood Strike costs one pip per use on an assassin, but the 3rd hit of the combo requires at least two pips remaining even though it only uses one. Toxin vials seem to be using a point of durability every single attack rather than degrading over time like other equipment. This appears to be a bug (though in 5.100 it felt like it never used durability at all). High health and low health combat bonuses trigger while harvesting. A neat idea, but surely a bug (but one that should absolutely be a feature for harvesters!). In fact, any talent given (possibly skill and stat given but can't be sure) perk related to combat appears to apply to harvesting. Even Blackguard's lifesteal with a toxin equipped seems to be causing it. Using the last of an item stack, or removing an item from inventory, that is on the ALT bar keeps it on the ALT bar but no longer is usable until replaced. The interface doesn't update to reflect that the slot is now empty, while the Skill Book accurately shows an empty ALT slot.
  13. Your proposal would require reworking a lot of math and passives. The higher your stats, such as from passives, the more you can get and the more likely you'll get higher rarity. Ideally, a ruleset check would be easy to implement by comparison where it simply restricts rarity based on what world you're logged into. This way, players know what to expect, and then they can more easily balance out how much of a difference lots of passive training and gear should make for each rank in campaign worlds. Such mechanics for the whole ruleset feature honestly needs to happen anyway since they could restrict rarity of not only what can be gathered but also imported, or cap out at certain nodes in your passive tree, so that veteran players can play on "new player" faction campaigns without an obnoxious advantage as a means to help introduce them to the game and recruit new players. Honestly, that idea is a whole other post lol.
  14. Something should be done (hopefully 5.115 if it can't be done sooner) to address the nagging concern that even though GR is restricted to the rare R4, Infected is at risk of becoming the new "safe" option for harvesting. Given how all the calculations and everything behind the scenes plays out, you can feasibly harvest epic and legendary at high enough training/stats/gear even from R6/7. Either the node ranking system needs a pass or there need to be ruleset restrictions on a world basis. That way Infected can hit R7 but you can only harvest up to green. While it is less of an issue now, it will become one, and it helped drive the low campaign population issues we faced in 5.100. Since harvesters could safely get rare mats on GR as well as on Infected, we didn't see as much emergent PvP on campaign because few people bothered harvesting there. This will absolutely need to be addressed for Beta. I think the best and perhaps most simple fix would simply be to apply rulesets to different bands and campaigns that restrict the highest rarity of materials you can find there to encourage harvesting on campaign. This would also make it easier for us with the 5.110 wipe, the upcoming beta wipe, and launch itself to have the same mid and mid-high rank nodes on the CWs that Infected has (because no one is going to want to harvest R8-10 on a white vessel with no harvest training) and still ensure we can get rarer mats.
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