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Unnamed

Testers
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About Unnamed

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    Piapiac

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  1. I think having the faction campaign band, with the less risky loot rules involved, will be healthy for the people new to pvp-centric mmos. If we can get it to a point where it is successful it may create a constant flow of new blood into the big boy campaigns, almost like training wheels for the uninitiated.
  2. Yeah, they seem pretty sold on the idea of being able to mix in glides between dashes and jumps. I don't think they want the glider to be limited to just merely sprinting off a cliff. Edit: That would fix the problem though, although I don't like it (not nearly as fun).
  3. While not "mandatory" Fae mobility is too good to pass up on if it is an option for your class and you are a competitive player. It is so good that I won't even bother looking into duelist as a stealth class and am hyped as custard about a frost mage with fae mobility. -Stealth movement speed is a massive quality of life feature for any stealth player for both running away and chasing or scouting. It is good enough to enable certain plays that other stealth classes could never do. To increase stealth diversity the same passive should be found on guinies and somewhere within the stealth ranger specc talent tree. (If not the full 70% value then at least give them something. Stealthing on a ranger feels horribly slow. Guinies should probably not get the full 70% because they have the burrow teleport. ) -Glide is good on its own and is gameplay enabling. What makes glide OP is that when you dodge roll off a cliff you will maintain velocity until you hit the ground. This allows fae to move across the landscape with unequaled speed and the more creative the devs get with terrain features the stronger this becomes. The one game feature putting this into check is fall damage. Luckily you can just glide when you are 5 feet off the ground and avoid that damage all together. I'm not sure if this is intended. If it should be nerfed or other classes should have their mobility brought up is up for debate and I could be persuaded either way. With all that being said, Fae is really fun to play. How good their baked in mobility is is a good thing, it makes the game more fun. I don't think nerfing them into the ground would be good for the overall health of the game but would rather see other stealth archetypes gain some flavor of these quality of life benefits of the Fae.
  4. Not really. Templar still has garbage tier mobility so most people won't have issues kiting the templar out. Atleast now those people are having to outplay a player instead of just walking out of a stationary red circle on the ground, far more interesting gameplay imo. The templar has almost no place in open world pvp due the stationary aoe nature of divine light and complete lack of mobility. This change would solve both while maintaining their position as a strong point defense character. Damage and healing values can always be adjusted for balance but at least the class will be fun to play and templar players wont feel like their class is only good for 10% of the situations you will find yourself in in-game.
  5. They should really just make divine light a player based aoe that moves around with the templar and grants some movement speed while its active.
  6. In general I am a fan of the design decision that some classes should be better at some things than others. However, I feel like the degree at which they pidgeon-holed the Templar into being a fixed point dominator (The lack of reliable pip generation is compounded by the lack of mobility required to chase down and hit things to build pips) has diminished their viability of fighting in any other situation. The solutions provided by Vesperre in the mobility and dps category would be steps in the right direction to bring this class up into being viable in more diverse situations. Taking inspiration from other suggestions in the thread, here is my proposed solution: Make divine light a player-based aoe ability that attaches to and follows the Templar (or another ally?) where ever they go. Along with this, attach a movement speed bonus buff (25%-ish) to the duration that divine light persists. Each subclass of the templar has a unique morph to the divine light ability and all of them look good on paper but fall short in practicality with the fixed nature of the ability. This change kills two birds with one stone (mobility and gets them out of the fixed point pidgeon-hole dilemna) and covers each subclass equally well. With this change the new way to counter a templar is to kite the templar instead of simply stepping out of an aoe. Outplaying a person is far more interesting than outplaying a stationary red circle on the floor.
  7. There should absolutely be a full wipe. This is the first sanctioned test run to really mimic the beginning of the game at launch. So lets mimic it and get good testing data with everyone beginning on an equal playing field.
  8. I hope some of the training tomes are incredibly rare, and difficult to obtain, even if the skill it grants is only slightly better than some other skill. Something like a tome that only spawns once per campaign and requires completion of a complex scavenger hunt or a tome that has to stay in the inventory to train it's skill and that tome can be looted on death.
  9. Slightly unrelated but I remember a while back talk about being able to actively train skills up to a certain point. I asked about this in the skills discussion thread because I'm not sure if its actually going to be in game still. I'm curious how it would work considering there are so many different skills that technically could be raised by just hitting something with a melee weapon i.e. crit chance, crit dmg, atk dmg etc. Would they all train at the same time or just the next closest skill to what you already have trained or are currently training.
  10. I remember there being a thing about active training skills up to a certain point. Can't remember if it was like 15 or 20 percent of max. Is this still a thing?
  11. I'm really happy that you decided to be transparent about how the skills math is done and how it is calculated onto the character. However, please don't make it so players have to rummage around on the forums to discover this information. Given that you are giving players the opportunity to invest their time into skills that are "wrong" for their character we need to be able to make informed decisions. Please put that math in the skill tool tips.
  12. An argument that i'd put forward toward having more in depth and clear tool tips is that sometimes players need some actual tangible feedback from their time spent in order to stay engaged with the game. Waiting for 12 days to train a tier 4 skill to 100% and not being able to clearly see the effects may cause people to begin to detach from the character/vessel building system. It could be a system that a lot of time and thought could be put toward that will be bypassed due to lack of information conveyed to the player. In response to those that don't want this in depth number crunchiness, that can all be solved by simply having a setting to toggle on or off the in depth numbers. Give the option to see this skill "increased critical strike chance" or "increases critical strike chance by 3%".
  13. Thanks for linking that, glad i'm not the only one noticing the issue.
  14. I realize that the skills will undergo massive changes and reworks before launch. This is a general suggestion towards how tool tips are written and the information that is conveyed. The skills currently are very vague on the actual effects they will have on your character. Considering it will take multiple days of time investment (possibly months) to train these skills I'd like to see exact numbers and more clarity in the skill descriptions in order to give players a more informed decision on their skill tree choices. For example the very first skill in Combat principles states "Increases attack power and armor class". Ideally, i'd like to see a specific number, whether flat or percentage based, that attack power and armor class will be increased by per point into the skill and if those numbers are factored before or after modifiers. Using the same example of Combat principles, it would look something like (LVL 1 increases attack power by 3 and armor class by 10, at LVL 2 gain +1 attack power +2 armor class. Additionally, the next skill in the line should state it's exact requirement for it to be unlocked. As for how the numbers are calculated i'd refer to Path of Exile. They use specific and congruent terminology to inform players how things are calculated like saying increased/decrease damage or more/less damage. The differences in how the math is done can be referenced on the poe wiki. My apologies if this kind of tool tip clarity is already in the works and i'm just jumping the gun because of how early in development the skill trees are.
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