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Deioth

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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. I feel like the mini keeps are supposed to fulfill this role as intended to be claimed by guilds fielding <10-15 players at peak, the medium keeps 15-30 and the larger keeps more than that (or something to that effect, at least at current population numbers). If there were disincentives for larger guilds (some algorithm to base it off players in campaign weighted more than players in guild total) to go after smaller keeps (and maybe even we get small and large forts, too, for similar purposes) that could help. The ideal situation in Dregs would be only a handful of large keeps, a healthy
  2. Minotaur racial attack is wonk as hell again (and I imagine so is Elkin). Seems to only work in something like a 1M cone in front of you now. The patch prior to 5.125 felt like the damn thing hit from a mile away so whatever got "fixed" was too far in the opposite direction as it hardly hits at all now.
  3. 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 sak
  4. 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 10
  5. 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.
  6. 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
  7. 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
  8. 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.
  9. Is it somehow not coming through? I editted the OP, spoiler hid the first write up, and wrote out the better one.
  10. Went ahead and reorganized the OP and cleaned up the idea to make it more succinct and understandable.
  11. 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
  12. 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 manual
  13. Something tells me things may have been tweaked since then, a lot of versions have come and gone since that post.
  14. 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 tha
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