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Everything posted by Degan

  1. What abilities did Champion the race have vs. Champion the class?
  2. My guess: campaign markets will largely trade in political capital. This is negotiations around seige, campaign wins, PvP agreements. Player economies in PvP focused games tend to develop slowly because of risk around not getting paid. For this reason most peoples economic experience in campaigns will be guild dependent. The big unknown is import and export. I still suspect most small scale trade you are talking about will occur in EKs.
  3. I'd be good with the skill if it stopped working when you ran out of pips.
  4. I like critical chance because I'm looking for more blue/purple/orange. I don't need anymore white mats.
  5. "Combo" wasn't the best way to describe CF abilities. What we have (and GW2) is chained abilities. The GW2 combo system was cool interactions between abilities. CF also started with a goal of a 40 second time to kill. Which at the time was mostly due to the fact that we couldn't hit each other. As they improved the fluidity of combat TTK dropped. In addition to mobility I think they've had quicker TTKs because the game doesn't have the risk it will during go live. Once we get all our AT in the game we see a balance pass that brings TTK to around 30 seconds against a target dummy.
  6. Are you referring to his comments about a cool down? I got the feel that had more to do with moving things, not a build time.
  7. Thanks for the building stream during the 12 hours of Crowfall. What I loved: You can place structures where you please You can move structures at will (nice in EKs) They talked about giving structures a foundation so they don't look weird on slight hills Awesome that you remembered to get the grass out of the way Some concerns: The structures didn't have any build time, I know that would be tedious in a campaign but it might lead to some exploiting in CWs Why bother repairing a wall if you can just drop in a new one? Moving structures at will in CWs shouldn't be possible. EKs have zero risk but in a CW if you build a wall the cost (risk) should be sunk and allowing a guild to just pick it up and move it doesn't match with the higher risk of CWs. edit: It might be a nice QOL, for planning a CW city to be able to place construction sites for buildings and allow them to be moved but once built you are stuck with the decision. Have fun with permissions. In Dregs and Shadows hopefully its tied to the TOL in terms of who can build. Anyone have some good ideas for 12v12 or 3v3?
  8. Sorry Mythe, that group was staying out of the fight because poorly made socks gets to chaotic and teams end up doing more damage to each other so we gave them the job to prevent W from returning to the fight. No idea how graveyards will work in game, but it was nice tatical practice for the current conditions.
  9. I'll say it again "custard dodge roll on the champion" I want my right click to act like something similar to the duelists Redirect Pain ability.
  10. I agree that hes week against other AT and needs a rework in areas but I disagree on reasons. Resource: He generates to little rage on being hit or hitting. It feels like most of the rage just comes from being in combat. As soon as you make a weapon pull it out and you start getting rage (this might be due to skill training). I hate that you generate rage just by being in combat stance it doesn't feel like most raging barbarian mechanics where you need to be hitting someone or being hit. I hate front loaded resource costs so I want to keep the individual costs at each skill. I think it adds a level of skill to prevent skill spam. Ya I feel like an idiot when I use an ability to get to the combo and don't have enough rage to use the 2nd skill but that my point. I like that leap doesn't consume stamina so it doesn't make me hungry using it. But as our only mobility I wouldn't mind seeing it tied to hate so you could chose to use leap instead of 5. Survival: I think hateful is a pretty powerful survival mechanic because it can quickly get you a few thousand hit points. It does require avoiding being hit for 3 seconds which can be difficult when a confessor doesn't need line of sight for their knockdown. The light at the end of the tunnel for me is discipline runes I really want to try berserk on a champion and use 5 to mitigate it. I would rather see the champion get a cc immunity buff with 5 than have SoTM added back to the kit. Buff Requests: The combo to massive cleave is a silly skill. Let it be a mobility damage ability. shorter than leap with the whirlwind affect. Make it so other classes can use C abilities when suppressed Make it so suppress interrupts abilities Make the root motion on rend better (The slickness of pills might be the root cause of this)
  11. @uya are you hating on my excel skills?
  12. This feedback is based on the 20161218 Big World TLDR – I’d like to see item color and experimentation be based on the stats of components not the color of components. I’m not much of a crafter but I had some extra time on my hands today and felt like crafting some weapons in order to get a better feel for the process. First step gathering – Using 7 each of the four primary harvesting potions I completely harvested 24 copper mine areas and 6 oak trees. This was done in three complete circuits of 7 copper areas and two oak trees. (Approximately 1 hour of gathering) Second step crafting – In between each circuit I would use the 3 crafting pots to make rapier and pistol components. After the first circuit I stopped using the pots to make grey and white bars because it was eating up all the pot time. After circuit one I had a grey rapier and pistol. Circuit two got me a white rapier and pistol. Circuit three should have given me a green rapier (This is where the salt gets added to the recipe). (Approximately 1.5 hours of crafting) What I liked about the process: Recipes are the same only the materials change At this point I think I can quote the recipes without looking them up ​Rapier – thin blade + hilt or 4 metal bars + 1 wood plank or 36 ore + 3 wood Pistol – Pistol barrel + Pistol stock or 4 metal bars + 1 wood plank or 36 ore + 3 wood ​Experimentation is the primary method in which items improve Each component appears to add its stat for the final product (little bit of trouble with the math during experimentation) Why I wrote this post: The color of a product appears to be based on the components ​1 white 2 grey components = 33% change of a white item 1 green and 1 grey component = 50% change of a grey item ​The rest of these are sub grips ​Ratio of green to white or grey was too low. I’ve ended up with more than enough mats to make 4 grey/white rapiers and 4 grey/white pistols but could only make 1 green rapier Friends are confused about how resource and parcel tier tie togetherBefore experimentation all copper ore started with .04 critical hit chance the color only impacted the amount you could experiment Some friends argued that parcel quality would change that .04 number (i.e. Parcel level 1 = .04 while parcel level 10 might = .4 CHC) Other friends said the parcel quality only impacted what color/quantity of ore would drop (i.e. parcel level 1 = 50% grey, 40% white, and 10% green while parcel level 10 might = 10% blue, 10% purple and 80% orange) ​That regardless of ore quality all copper metal bars started at .04 CHC What mathematically should have only been 2.5 hours of work felt a hell of a lot longer Quick recap of the process. Some of this may be inaccurate because it’s my perception and memory. Making a rapier (I used copper and oak) ​Craft 4 metal bars by combining 3 stacks of 3 ore ​9 green ore equals .04 CHC + 8 total experimentation 9 white ore equals .04 CHC + 6 total experimentation 9 grey ore equals .04 CHC + 4 total experimentation Experimentation points are split evenly between sheen (which increase the stat on the ore) and durability (for copper the base was 50 so you might see copper with a durability of 55/50 after experimentation) ​Craft 1 plank from 3 lumber 3 grey lumber equals ? + 4 total experimentation (The plank doesn’t display a stat) 3 white lumber equals ? + 6 total experimentation Again points are split between sheen and durability (in previous patches I though Oak gave CHC this time I think it was giving attack power) ​Use one metal for crossguard and one for a pommel ​Grey ore equals + 6 total experimentation White ore equals + 9 total experimentation (first time that you won’t have enough points for all the available slots Green ore equals + 12 total experimentation Experimentation points are split evenly between sheen, durability, and efficiency (I guess efficiency makes using the weapon easier but not sure how) ​Use one plank to craft a weapon grip which follows the same info from item c but replaces efficiency with grade (I’ll re watch the crafting video to see if grade is talked about there) Combine the crossguard, pommel and weapon grip into a weapon hilt ​The hilt only has sheen and durability so grey is 4, white 6, green 8 experimentation points Combine two metal bars into a blade ​The blade has sheen min damage and max damage ​Combine the blade and hilt to make the sword which gets experimentation for sheen, min/max damage, and durability ​The process for a pistol is similar but replace the worlds that have to do with swords with words about guns. Tigger = crossguard Barrel = blade Flint lock = pommel Stock = hilt ​I wish someone would film the process because documenting it with spreadsheets was a pain due to the potion timers so I didn’t do much other than capture a few data points that didn’t need potions The white/grey rate when combing 3 white ore and 6 grey ore for the 17 bars my inventory caught was 10 grey and 7 white (I’m guessing it gets close to 1/3 white with enough data) I made three weapon blades by using one white copper bar and one grey .043 white bar + .043 grey bar ​.086 grey blade 10.1% sheen gave .093 while my math says it should be .094686 ​.042 white bar + .043 grey bar ​.085 grey blade 16.1% sheen gave .096 while my math says it should be .098685 ​.042 white bar + .043 grey bar ​.085 grey blade 6.1% sheen gave .089 while my math says it should be .090185 ​​​​The results of all of this where the following: Upgrade from basic to grey rapier http://imgur.com/wzz8kUC White rapier http://imgur.com/FbTkrYh http://imgur.com/C1sDHu6 should have been a green rapier - it was made from 4 green copper metal bars and 3 grey oak lumber which created a grey hilt when added to a green pommel and crossguard. The grey hilt caused the weapon to be grey when combined with a green blade. Potential Solution: Have the combined stats of components determine the color of the result for experimentation. Look at copper ore for example the base stat is .04 CHC. (Assumption time) I’m going to say that on average 1 pip = .001 CHC with a max roll of .0025 per pip. This would mean that two perfect pips of grey ore could give you a CHC of .045 while legendry would reach .0575. The range of CHC would be .04 - .0575 so for each increment of .003 of CHC the bar should be upgraded in color .04 - .043 = grey .043-.046 = white .046-.049 = green .049-.052= blue .052-.055= purple .055-.058= orange This would also allow for bars to start with different base stats before experimentation from different ore tiers. All grey = .040 metal bar All white = .041 metal bar All green = .042 metal bar All blue = .043 metal bar All purple = .044 metal bar All orange =.045 metal bar With this process it would be possible for all grey ore to start at .04 CHC get an amazing success in experimentation and produce a white copper metal bar with .045 CHC. It gets much more complicated when bars combine into items and how to determine the collective level of the item but I'll need more time to illustrate that. Edit: Needed to add a summary. Experimentation RNG Good! Item color RNG BAD!
  13. I'm not familiar with SB's orb runs. Any resources that describe what was going on?
  14. The FAQ talks about victory points and how the blood-stone tree will drop them during vulnerable periods. That you then need to take them to a random location to sacrifice it for a point. I was wondering what kind of balance the community thinks we would need around this mechanic? Does holding the seed make you slower, lock your RMB ability? Should you drop the seed if you go stealth? With the current UI do you just get a mark on the compass indicating the destination? Should you be able to see who has a seed? How? Edit: replaced tree of life with blood-stone tree
  15. With this patch (.7?) Myrmidon took a major nerf/bug to survive-ability which put champion back into the mix for me. The fact that not near as many Myrmidons where on the field seemed to reduce the amount of time the champion was disabled in group fights making it easier to maneuver around team members and getting kills. It will be interesting to see how much we can reduce the cool down on the leap ability. With the way hunger is currently I'm glade leap doesn't take stamina anymore. 3-E really needs some help on hitting targets to much sliding past your target because of the root motion. In comparison to the confessors knockdown and the champions blind or suppress the confessor seem to have a much wider frontal cone.
  16. That's my guess at whats left and the order in which they will work on it. On a side note I really hope the news updates start talking about POIs and how they work. Some info on disciplines wouldn't be bad either.
  17. Isn't this exactly how it is. Spend years of passive training to craft gather or fight. Get good gear, disciplines, and vessels to compete.
  18. This impacts their philosophy that each point of passive training should improve you character and adds undue requirements on the new player to know where the training break occur; as you receive no value until you reach the break point or have wasted effort if you train past it.
  19. It kind of impacts the skill training. If you are only going to improve a characters health pool by 1% for fully training in a skill that increase health. Then a 50,000 unit health pool would improve by 5 per tick of a skill. A health pool of 5,000 units would only improve by 1 every other skill tick.
  20. I want the stalker so we can start testing stealth detection.
  21. I think that is the challenge they face now. Every class has some really good separation skills. The champion has the slowest move speed, but he also use to have the best "burst" move. I think the idea behind the champion was urban barbarian. They were attempting to balance out his dps with horrible marathon chase ability but great short. This might work in city landscapes were you can't run in straight lines but in the wilderness of HD and BW people can run in straight lines and get the most out of their RMB. I'd really like to see them tie move speed, and distance of abilities to the champion ultimate warrior ability. As he gets bigger let him move faster and further. You could add some kind of exhaustion debuff after Ultimate Warrior (like D&D after barbarian berserk). Instead of exhaustion you could make his stamina Regen insane during ultimate warrior but also add stamina cost to all his damage abilities that way he just consumes his chicken ticker at a crazy rate so he needs to be carrying around more food than typical characters for fighting.
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