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Deioth last won the day on December 19 2019

Deioth had the most liked content!

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  1. "Loading Character State" seems to be related to an enter campaign attempt that fails (or, at least it was for previous failures). I'm able to enter any God's Reach server so far with my 2nd character and a re-roll of the first (which never loaded in properly ever) but I get stuck on that screen every single time otherwise with my first character. A definitely game breaking bug that will need fixing ASAP because the next time this happens will be with crafted vessels wearing crafted gear.
  2. Completely black loading screen now ever since a disconnection around 8:40 EST other than the perpetually spinning loading icon.
  3. I'll eventually get through queue but get stuck on Loading Character State.
  4. 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 amount of medium, and numerous small so that more guilds can get their "base of operations" without feeling like they are forced to compete against zergs. Might be more of a growing pains thing and just figuring out what needs tweaking. Dabbling ourselves we only ever encountered walls of players with a barely full group of 5 other than the random loner lmao.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. Is it somehow not coming through? I editted the OP, spoiler hid the first write up, and wrote out the better one.
  11. Went ahead and reorganized the OP and cleaned up the idea to make it more succinct and understandable.
  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 manually tweak things.
  13. Something tells me things may have been tweaked since then, a lot of versions have come and gone since that post.
  14. 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.
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