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Degan

Testers
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  1. Like
    Degan got a reaction from Tinnis in [NEW] Fri, May 19th - Sun, May 21: Bugs, anomalies and tech issues feedback   
    I'm really excited for Crowfall and wouldn't put in this level of effort to test if I wasn't.  That said, WTF kind of design document is this FUBAR?
    I took the time to transcribe most of the major disciplines into this Google Sheet.
    Inconsistencies across skills start to appear:
    When describing the area of effect for a skill 9 different descriptions are used (Cone, Rectangle, Group, Area, Reticle, Self, Ray, Sphere, Point Blank Area) Group, Self, Sphere, and Point Blank Area seems to all be the same shape and only very based on distance and targets (both are unique identifies in other columns) Group abilities don't have a list range Self abilities might have a 5 meter range or it unlisted Sphere abilities appear to be 5 meters Point Blank Area seems to be 10 meters Cast times are typically instant (71 abilities), passive (11), 2 second cast (9), Charged (5), Channeled (2), and ground aimed (2) Plague Lord has 3 of the charged abilities but they appear to fire when the key is pressed Songs are the abilities that have 2 second cast times plus reveal shadows Shield Slam mechanic makes sense as a Charged Water Sprite doesn't seem to benefit from the Charged mechanic based on tool tip For cool downs 13 values across 88 entries for 122 listed skills Most of the difference between entries and listed is passives and abilities that are not yet implemented the 13 values are  0,1,5,6,9  ,15,20,23,24,25,30,45, and 68 They are used      1,7,2,1,15,  1,  2,15,  7,  1,  7,27, and 2 times respectively Banshee Haunt CD is actually 45 vs I think I saw it listed as something else in game The number of targets ranges from no entry to 5 Self almost never has a target until we get to Insanity which has 3 targets Most area effect skills are single target or 5 (group size) until Naiad who gets 4 or 3 on some weird spells to apply that limit Blade master feels like it bucks the trend of melee weapons allowing us to hit multiple people until it comes to reducing the chances of critical hits Ranges on abilities are missing quite often Group buffs rarely have a range listed does that mean its infinite Ghost Army has a range but non listed  12 unique values are represented for resource costs The only unique resource is health for one ability The top four resources costs are 36 - 41%, 14 - 16%, 11 - 13%, and 9 - 10% Feedback from the Myrm in the guild is that they resource screwed on abilities I need to figure out how this converts to pips still About damage values now Retribution Slash and Brutal Slam have the same dmg, CD, and cost; one hits 5 people the other gives 20% retribution against the target hit.  How is this even comparable? Most people don't run around trying to get hit so they can get value while hitting multiple people is always a benefit The most OP ability is this group is Poisoned Blade - Same damage, same cost on a 9 second CD plus a poison affect I have no idea how CD, Cost and Damage are being worked out via a formula around time, honestly the values selected are suspect because three is showing up 17% of the time out of the 300 digits used to designate damage values (1 took the top spot at 27%) General notes as I was transcribing Resolve is mentioned when talking about CC but I couldn't find a resolve stat only the offensive/deffence: CC stats Damage info is missing from speedy retaliate In my EK I was only able to get the speed buff from Noble Purpose on a confessor (I assumed spending mana would get me the resource buff) Glamour weapon tool tip says 180 duration, the buff last 2 minutes, the text says 30 Why have a 23 second cool down when the buff lasts longer? why not have a low CD with a long cast so you can't just apply this when ever the custard you feel like it Shadow sight doesn't seem to do anything in an EK, stats for perception didn't change on character sheet Toughness looks like a passive in art direction but is used as an ability Why does furious retaliation have a resource requirement listed in the tool tip Thematically warp metal should impact all metal weapons Fountain of life doesn't have any info on heal stats Water Sprite: based on the tool tip won't every heal 30 times it can only target 3 people for 5 heals each.  Even if it got the whole party that's only 25 heals Flare doesn't have any info on the burn damage (we see values for bleed and poison in other tool tips) Thematically shouldn't flare be an area with range 50 instead of cone with range 50 Wee One: how would that ability stack up to 3 times? it appears to be instant with a duration of 25 on a CD of 45 Alter reality tool tip doesn't give info on damage or barrier Sanctuary buff only last 3 seconds the area of effect lasts about 30 seconds but the animation only lasts about 10 Banner of storms: why have a resource cost with CD instead of a cast time for some diversity Troubadour songs don't require resource but list a cost of 32 Frighten doesn't list the % of damage reduction Grabthar's Hammer is missing the % symbol from weapon damage Battle Chant doesn't indicate how often the damage is done Poisoned blade II looks like it should be before Poisoned Blade Mithradustism tool tip says passive, it slots as an ability Runecarve Flesh says 6 seconds but lasts longer Shadow mantle did not show up as an available ability for the ranger in my EK Remold reads as if the heal happens regardless of damage type (sounded like any crushing damage is healed + the heal explained) Hope this helps
  2. Like
    Degan reacted to Durenthal in [NEW] Fri, May 19th - Sun, May 21: Bugs, anomalies and tech issues feedback   
    Performance on the pvp servers hosted on Malekai (East) has become so bad we can't test.  multiple 10K MSG "spikes" (lasting up to a minute).  Servers could have used a reboot 24 hours ago.
    Destroy bodies and graves after 10 mins or something (or 2 mins if they're empty).  Dunno if that'll help performance but it'll stop the world looking like one big graveyard.
  3. Like
    Degan got a reaction from Avloren in [NEW] Fri, May 19th - Sun, May 21: Bugs, anomalies and tech issues feedback   
    I'm really excited for Crowfall and wouldn't put in this level of effort to test if I wasn't.  That said, WTF kind of design document is this FUBAR?
    I took the time to transcribe most of the major disciplines into this Google Sheet.
    Inconsistencies across skills start to appear:
    When describing the area of effect for a skill 9 different descriptions are used (Cone, Rectangle, Group, Area, Reticle, Self, Ray, Sphere, Point Blank Area) Group, Self, Sphere, and Point Blank Area seems to all be the same shape and only very based on distance and targets (both are unique identifies in other columns) Group abilities don't have a list range Self abilities might have a 5 meter range or it unlisted Sphere abilities appear to be 5 meters Point Blank Area seems to be 10 meters Cast times are typically instant (71 abilities), passive (11), 2 second cast (9), Charged (5), Channeled (2), and ground aimed (2) Plague Lord has 3 of the charged abilities but they appear to fire when the key is pressed Songs are the abilities that have 2 second cast times plus reveal shadows Shield Slam mechanic makes sense as a Charged Water Sprite doesn't seem to benefit from the Charged mechanic based on tool tip For cool downs 13 values across 88 entries for 122 listed skills Most of the difference between entries and listed is passives and abilities that are not yet implemented the 13 values are  0,1,5,6,9  ,15,20,23,24,25,30,45, and 68 They are used      1,7,2,1,15,  1,  2,15,  7,  1,  7,27, and 2 times respectively Banshee Haunt CD is actually 45 vs I think I saw it listed as something else in game The number of targets ranges from no entry to 5 Self almost never has a target until we get to Insanity which has 3 targets Most area effect skills are single target or 5 (group size) until Naiad who gets 4 or 3 on some weird spells to apply that limit Blade master feels like it bucks the trend of melee weapons allowing us to hit multiple people until it comes to reducing the chances of critical hits Ranges on abilities are missing quite often Group buffs rarely have a range listed does that mean its infinite Ghost Army has a range but non listed  12 unique values are represented for resource costs The only unique resource is health for one ability The top four resources costs are 36 - 41%, 14 - 16%, 11 - 13%, and 9 - 10% Feedback from the Myrm in the guild is that they resource screwed on abilities I need to figure out how this converts to pips still About damage values now Retribution Slash and Brutal Slam have the same dmg, CD, and cost; one hits 5 people the other gives 20% retribution against the target hit.  How is this even comparable? Most people don't run around trying to get hit so they can get value while hitting multiple people is always a benefit The most OP ability is this group is Poisoned Blade - Same damage, same cost on a 9 second CD plus a poison affect I have no idea how CD, Cost and Damage are being worked out via a formula around time, honestly the values selected are suspect because three is showing up 17% of the time out of the 300 digits used to designate damage values (1 took the top spot at 27%) General notes as I was transcribing Resolve is mentioned when talking about CC but I couldn't find a resolve stat only the offensive/deffence: CC stats Damage info is missing from speedy retaliate In my EK I was only able to get the speed buff from Noble Purpose on a confessor (I assumed spending mana would get me the resource buff) Glamour weapon tool tip says 180 duration, the buff last 2 minutes, the text says 30 Why have a 23 second cool down when the buff lasts longer? why not have a low CD with a long cast so you can't just apply this when ever the custard you feel like it Shadow sight doesn't seem to do anything in an EK, stats for perception didn't change on character sheet Toughness looks like a passive in art direction but is used as an ability Why does furious retaliation have a resource requirement listed in the tool tip Thematically warp metal should impact all metal weapons Fountain of life doesn't have any info on heal stats Water Sprite: based on the tool tip won't every heal 30 times it can only target 3 people for 5 heals each.  Even if it got the whole party that's only 25 heals Flare doesn't have any info on the burn damage (we see values for bleed and poison in other tool tips) Thematically shouldn't flare be an area with range 50 instead of cone with range 50 Wee One: how would that ability stack up to 3 times? it appears to be instant with a duration of 25 on a CD of 45 Alter reality tool tip doesn't give info on damage or barrier Sanctuary buff only last 3 seconds the area of effect lasts about 30 seconds but the animation only lasts about 10 Banner of storms: why have a resource cost with CD instead of a cast time for some diversity Troubadour songs don't require resource but list a cost of 32 Frighten doesn't list the % of damage reduction Grabthar's Hammer is missing the % symbol from weapon damage Battle Chant doesn't indicate how often the damage is done Poisoned blade II looks like it should be before Poisoned Blade Mithradustism tool tip says passive, it slots as an ability Runecarve Flesh says 6 seconds but lasts longer Shadow mantle did not show up as an available ability for the ranger in my EK Remold reads as if the heal happens regardless of damage type (sounded like any crushing damage is healed + the heal explained) Hope this helps
  4. Like
    Degan got a reaction from baraz in [NEW] Fri, May 19th - Sun, May 21: Bugs, anomalies and tech issues feedback   
    I'm really excited for Crowfall and wouldn't put in this level of effort to test if I wasn't.  That said, WTF kind of design document is this FUBAR?
    I took the time to transcribe most of the major disciplines into this Google Sheet.
    Inconsistencies across skills start to appear:
    When describing the area of effect for a skill 9 different descriptions are used (Cone, Rectangle, Group, Area, Reticle, Self, Ray, Sphere, Point Blank Area) Group, Self, Sphere, and Point Blank Area seems to all be the same shape and only very based on distance and targets (both are unique identifies in other columns) Group abilities don't have a list range Self abilities might have a 5 meter range or it unlisted Sphere abilities appear to be 5 meters Point Blank Area seems to be 10 meters Cast times are typically instant (71 abilities), passive (11), 2 second cast (9), Charged (5), Channeled (2), and ground aimed (2) Plague Lord has 3 of the charged abilities but they appear to fire when the key is pressed Songs are the abilities that have 2 second cast times plus reveal shadows Shield Slam mechanic makes sense as a Charged Water Sprite doesn't seem to benefit from the Charged mechanic based on tool tip For cool downs 13 values across 88 entries for 122 listed skills Most of the difference between entries and listed is passives and abilities that are not yet implemented the 13 values are  0,1,5,6,9  ,15,20,23,24,25,30,45, and 68 They are used      1,7,2,1,15,  1,  2,15,  7,  1,  7,27, and 2 times respectively Banshee Haunt CD is actually 45 vs I think I saw it listed as something else in game The number of targets ranges from no entry to 5 Self almost never has a target until we get to Insanity which has 3 targets Most area effect skills are single target or 5 (group size) until Naiad who gets 4 or 3 on some weird spells to apply that limit Blade master feels like it bucks the trend of melee weapons allowing us to hit multiple people until it comes to reducing the chances of critical hits Ranges on abilities are missing quite often Group buffs rarely have a range listed does that mean its infinite Ghost Army has a range but non listed  12 unique values are represented for resource costs The only unique resource is health for one ability The top four resources costs are 36 - 41%, 14 - 16%, 11 - 13%, and 9 - 10% Feedback from the Myrm in the guild is that they resource screwed on abilities I need to figure out how this converts to pips still About damage values now Retribution Slash and Brutal Slam have the same dmg, CD, and cost; one hits 5 people the other gives 20% retribution against the target hit.  How is this even comparable? Most people don't run around trying to get hit so they can get value while hitting multiple people is always a benefit The most OP ability is this group is Poisoned Blade - Same damage, same cost on a 9 second CD plus a poison affect I have no idea how CD, Cost and Damage are being worked out via a formula around time, honestly the values selected are suspect because three is showing up 17% of the time out of the 300 digits used to designate damage values (1 took the top spot at 27%) General notes as I was transcribing Resolve is mentioned when talking about CC but I couldn't find a resolve stat only the offensive/deffence: CC stats Damage info is missing from speedy retaliate In my EK I was only able to get the speed buff from Noble Purpose on a confessor (I assumed spending mana would get me the resource buff) Glamour weapon tool tip says 180 duration, the buff last 2 minutes, the text says 30 Why have a 23 second cool down when the buff lasts longer? why not have a low CD with a long cast so you can't just apply this when ever the custard you feel like it Shadow sight doesn't seem to do anything in an EK, stats for perception didn't change on character sheet Toughness looks like a passive in art direction but is used as an ability Why does furious retaliation have a resource requirement listed in the tool tip Thematically warp metal should impact all metal weapons Fountain of life doesn't have any info on heal stats Water Sprite: based on the tool tip won't every heal 30 times it can only target 3 people for 5 heals each.  Even if it got the whole party that's only 25 heals Flare doesn't have any info on the burn damage (we see values for bleed and poison in other tool tips) Thematically shouldn't flare be an area with range 50 instead of cone with range 50 Wee One: how would that ability stack up to 3 times? it appears to be instant with a duration of 25 on a CD of 45 Alter reality tool tip doesn't give info on damage or barrier Sanctuary buff only last 3 seconds the area of effect lasts about 30 seconds but the animation only lasts about 10 Banner of storms: why have a resource cost with CD instead of a cast time for some diversity Troubadour songs don't require resource but list a cost of 32 Frighten doesn't list the % of damage reduction Grabthar's Hammer is missing the % symbol from weapon damage Battle Chant doesn't indicate how often the damage is done Poisoned blade II looks like it should be before Poisoned Blade Mithradustism tool tip says passive, it slots as an ability Runecarve Flesh says 6 seconds but lasts longer Shadow mantle did not show up as an available ability for the ranger in my EK Remold reads as if the heal happens regardless of damage type (sounded like any crushing damage is healed + the heal explained) Hope this helps
  5. Like
    Degan got a reaction from Durenthal in [NEW] Fri, May 19th - Sun, May 21: Bugs, anomalies and tech issues feedback   
    I'm really excited for Crowfall and wouldn't put in this level of effort to test if I wasn't.  That said, WTF kind of design document is this FUBAR?
    I took the time to transcribe most of the major disciplines into this Google Sheet.
    Inconsistencies across skills start to appear:
    When describing the area of effect for a skill 9 different descriptions are used (Cone, Rectangle, Group, Area, Reticle, Self, Ray, Sphere, Point Blank Area) Group, Self, Sphere, and Point Blank Area seems to all be the same shape and only very based on distance and targets (both are unique identifies in other columns) Group abilities don't have a list range Self abilities might have a 5 meter range or it unlisted Sphere abilities appear to be 5 meters Point Blank Area seems to be 10 meters Cast times are typically instant (71 abilities), passive (11), 2 second cast (9), Charged (5), Channeled (2), and ground aimed (2) Plague Lord has 3 of the charged abilities but they appear to fire when the key is pressed Songs are the abilities that have 2 second cast times plus reveal shadows Shield Slam mechanic makes sense as a Charged Water Sprite doesn't seem to benefit from the Charged mechanic based on tool tip For cool downs 13 values across 88 entries for 122 listed skills Most of the difference between entries and listed is passives and abilities that are not yet implemented the 13 values are  0,1,5,6,9  ,15,20,23,24,25,30,45, and 68 They are used      1,7,2,1,15,  1,  2,15,  7,  1,  7,27, and 2 times respectively Banshee Haunt CD is actually 45 vs I think I saw it listed as something else in game The number of targets ranges from no entry to 5 Self almost never has a target until we get to Insanity which has 3 targets Most area effect skills are single target or 5 (group size) until Naiad who gets 4 or 3 on some weird spells to apply that limit Blade master feels like it bucks the trend of melee weapons allowing us to hit multiple people until it comes to reducing the chances of critical hits Ranges on abilities are missing quite often Group buffs rarely have a range listed does that mean its infinite Ghost Army has a range but non listed  12 unique values are represented for resource costs The only unique resource is health for one ability The top four resources costs are 36 - 41%, 14 - 16%, 11 - 13%, and 9 - 10% Feedback from the Myrm in the guild is that they resource screwed on abilities I need to figure out how this converts to pips still About damage values now Retribution Slash and Brutal Slam have the same dmg, CD, and cost; one hits 5 people the other gives 20% retribution against the target hit.  How is this even comparable? Most people don't run around trying to get hit so they can get value while hitting multiple people is always a benefit The most OP ability is this group is Poisoned Blade - Same damage, same cost on a 9 second CD plus a poison affect I have no idea how CD, Cost and Damage are being worked out via a formula around time, honestly the values selected are suspect because three is showing up 17% of the time out of the 300 digits used to designate damage values (1 took the top spot at 27%) General notes as I was transcribing Resolve is mentioned when talking about CC but I couldn't find a resolve stat only the offensive/deffence: CC stats Damage info is missing from speedy retaliate In my EK I was only able to get the speed buff from Noble Purpose on a confessor (I assumed spending mana would get me the resource buff) Glamour weapon tool tip says 180 duration, the buff last 2 minutes, the text says 30 Why have a 23 second cool down when the buff lasts longer? why not have a low CD with a long cast so you can't just apply this when ever the custard you feel like it Shadow sight doesn't seem to do anything in an EK, stats for perception didn't change on character sheet Toughness looks like a passive in art direction but is used as an ability Why does furious retaliation have a resource requirement listed in the tool tip Thematically warp metal should impact all metal weapons Fountain of life doesn't have any info on heal stats Water Sprite: based on the tool tip won't every heal 30 times it can only target 3 people for 5 heals each.  Even if it got the whole party that's only 25 heals Flare doesn't have any info on the burn damage (we see values for bleed and poison in other tool tips) Thematically shouldn't flare be an area with range 50 instead of cone with range 50 Wee One: how would that ability stack up to 3 times? it appears to be instant with a duration of 25 on a CD of 45 Alter reality tool tip doesn't give info on damage or barrier Sanctuary buff only last 3 seconds the area of effect lasts about 30 seconds but the animation only lasts about 10 Banner of storms: why have a resource cost with CD instead of a cast time for some diversity Troubadour songs don't require resource but list a cost of 32 Frighten doesn't list the % of damage reduction Grabthar's Hammer is missing the % symbol from weapon damage Battle Chant doesn't indicate how often the damage is done Poisoned blade II looks like it should be before Poisoned Blade Mithradustism tool tip says passive, it slots as an ability Runecarve Flesh says 6 seconds but lasts longer Shadow mantle did not show up as an available ability for the ranger in my EK Remold reads as if the heal happens regardless of damage type (sounded like any crushing damage is healed + the heal explained) Hope this helps
  6. Like
    Degan got a reaction from BarriaKarl in [NEW] Fri, May 19th - Sun, May 21: Bugs, anomalies and tech issues feedback   
    I'm really excited for Crowfall and wouldn't put in this level of effort to test if I wasn't.  That said, WTF kind of design document is this FUBAR?
    I took the time to transcribe most of the major disciplines into this Google Sheet.
    Inconsistencies across skills start to appear:
    When describing the area of effect for a skill 9 different descriptions are used (Cone, Rectangle, Group, Area, Reticle, Self, Ray, Sphere, Point Blank Area) Group, Self, Sphere, and Point Blank Area seems to all be the same shape and only very based on distance and targets (both are unique identifies in other columns) Group abilities don't have a list range Self abilities might have a 5 meter range or it unlisted Sphere abilities appear to be 5 meters Point Blank Area seems to be 10 meters Cast times are typically instant (71 abilities), passive (11), 2 second cast (9), Charged (5), Channeled (2), and ground aimed (2) Plague Lord has 3 of the charged abilities but they appear to fire when the key is pressed Songs are the abilities that have 2 second cast times plus reveal shadows Shield Slam mechanic makes sense as a Charged Water Sprite doesn't seem to benefit from the Charged mechanic based on tool tip For cool downs 13 values across 88 entries for 122 listed skills Most of the difference between entries and listed is passives and abilities that are not yet implemented the 13 values are  0,1,5,6,9  ,15,20,23,24,25,30,45, and 68 They are used      1,7,2,1,15,  1,  2,15,  7,  1,  7,27, and 2 times respectively Banshee Haunt CD is actually 45 vs I think I saw it listed as something else in game The number of targets ranges from no entry to 5 Self almost never has a target until we get to Insanity which has 3 targets Most area effect skills are single target or 5 (group size) until Naiad who gets 4 or 3 on some weird spells to apply that limit Blade master feels like it bucks the trend of melee weapons allowing us to hit multiple people until it comes to reducing the chances of critical hits Ranges on abilities are missing quite often Group buffs rarely have a range listed does that mean its infinite Ghost Army has a range but non listed  12 unique values are represented for resource costs The only unique resource is health for one ability The top four resources costs are 36 - 41%, 14 - 16%, 11 - 13%, and 9 - 10% Feedback from the Myrm in the guild is that they resource screwed on abilities I need to figure out how this converts to pips still About damage values now Retribution Slash and Brutal Slam have the same dmg, CD, and cost; one hits 5 people the other gives 20% retribution against the target hit.  How is this even comparable? Most people don't run around trying to get hit so they can get value while hitting multiple people is always a benefit The most OP ability is this group is Poisoned Blade - Same damage, same cost on a 9 second CD plus a poison affect I have no idea how CD, Cost and Damage are being worked out via a formula around time, honestly the values selected are suspect because three is showing up 17% of the time out of the 300 digits used to designate damage values (1 took the top spot at 27%) General notes as I was transcribing Resolve is mentioned when talking about CC but I couldn't find a resolve stat only the offensive/deffence: CC stats Damage info is missing from speedy retaliate In my EK I was only able to get the speed buff from Noble Purpose on a confessor (I assumed spending mana would get me the resource buff) Glamour weapon tool tip says 180 duration, the buff last 2 minutes, the text says 30 Why have a 23 second cool down when the buff lasts longer? why not have a low CD with a long cast so you can't just apply this when ever the custard you feel like it Shadow sight doesn't seem to do anything in an EK, stats for perception didn't change on character sheet Toughness looks like a passive in art direction but is used as an ability Why does furious retaliation have a resource requirement listed in the tool tip Thematically warp metal should impact all metal weapons Fountain of life doesn't have any info on heal stats Water Sprite: based on the tool tip won't every heal 30 times it can only target 3 people for 5 heals each.  Even if it got the whole party that's only 25 heals Flare doesn't have any info on the burn damage (we see values for bleed and poison in other tool tips) Thematically shouldn't flare be an area with range 50 instead of cone with range 50 Wee One: how would that ability stack up to 3 times? it appears to be instant with a duration of 25 on a CD of 45 Alter reality tool tip doesn't give info on damage or barrier Sanctuary buff only last 3 seconds the area of effect lasts about 30 seconds but the animation only lasts about 10 Banner of storms: why have a resource cost with CD instead of a cast time for some diversity Troubadour songs don't require resource but list a cost of 32 Frighten doesn't list the % of damage reduction Grabthar's Hammer is missing the % symbol from weapon damage Battle Chant doesn't indicate how often the damage is done Poisoned blade II looks like it should be before Poisoned Blade Mithradustism tool tip says passive, it slots as an ability Runecarve Flesh says 6 seconds but lasts longer Shadow mantle did not show up as an available ability for the ranger in my EK Remold reads as if the heal happens regardless of damage type (sounded like any crushing damage is healed + the heal explained) Hope this helps
  7. Like
    Degan reacted to Tinnis in Compilation of Archetype Skills?   
    do you mean "powers" (as in active and passive abilities) or "skills" - your passive time based progression account training
    either way i have relatively un-maintained examples of both. not keeping up to date.
    e.g. archetype "powers"
    https://sites.google.com/site/crowfallresource/old_info/combat/archetype-specific-pages
    e.g. account "skill" training trees
    Hyriol's example skill trees [dec 2016]
    or for powers watch the offical tutorial videos from ACE
    Official archetype tutorial videos: champion confessor druid duelist knight legionnaire myrmidon ranger templar assassin (article)
  8. Like
    Degan reacted to Tinnis in Compilation of Archetype Skills?   
    or if you mean a comparsion of the passive skill trees e.g. for archetype training then @Degan did a comparison of that in the past
    https://docs.google.com/spreadsheets/d/1xaLzTmUKiRNv4uPQxn4zcShQ0p18quA4cJiNQnTkEcs/edit#gid=0
     
  9. Like
    Degan got a reaction from soulein in Pricing, Arbitrage, and all that Rot   
    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.
  10. Like
    Degan got a reaction from IHeartFargo in Pricing, Arbitrage, and all that Rot   
    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.
  11. Like
    Degan got a reaction from Tofyzer in Tremendous nerf to Champions?   
    It never made sense to me that they just generated rage while in combat.  I vote they keep it this way and give us more rage on a LMB hit.
  12. Like
    Degan got a reaction from Destrin in Tremendous nerf to Champions?   
    It never made sense to me that they just generated rage while in combat.  I vote they keep it this way and give us more rage on a LMB hit.
  13. Like
    Degan got a reaction from JamesGoblin in Feedback for Friday, Feb 24 - Sunday, Feb 26   
    I agree with the call to nerf the Templar 4. I think it needs to be done based on the amount of sin on the target. First tick, check sin, sin = 0, damage = 0, add one sin, give one pip.
     
    1 sin = 1/5 damage
    2 sin = 2/5 damage
     
    It improves the fessor and temp dynamic. The mechanic punishes people who don't move out of the area.
  14. Like
    Degan got a reaction from blazzen in Feedback for Friday, Feb 24 - Sunday, Feb 26   
    I agree with the call to nerf the Templar 4. I think it needs to be done based on the amount of sin on the target. First tick, check sin, sin = 0, damage = 0, add one sin, give one pip.
     
    1 sin = 1/5 damage
    2 sin = 2/5 damage
     
    It improves the fessor and temp dynamic. The mechanic punishes people who don't move out of the area.
  15. Like
    Degan got a reaction from coolwaters in Feedback for Friday, Feb 24 - Sunday, Feb 26   
    I agree with the call to nerf the Templar 4. I think it needs to be done based on the amount of sin on the target. First tick, check sin, sin = 0, damage = 0, add one sin, give one pip.
     
    1 sin = 1/5 damage
    2 sin = 2/5 damage
     
    It improves the fessor and temp dynamic. The mechanic punishes people who don't move out of the area.
  16. Like
    Degan got a reaction from JamesGoblin in Thu, February 16 - Sun, February 19 - Bugs, anomalies and tech issues feedback   
    While playing the champion my Cunning skill increased from 2 to 3 and gave me a full rage bar.  That seems weird.
    Dobbers have some strange under lighting.  The shadow appears purple but is a white mat
    Many resource nodes a depleted but are still in the final stage of farming.  Hitting the node depletes your stamina but the node does not bust.
    I had no issues farming the same locations multiple times
    The quantity of bugged nodes makes me think its being done on purpose and hopefully the person has informed you about the bug

  17. Like
    Degan reacted to makkon in Reworking the Champion   
    no, no and no. all kind of immunity in pvp games are garbage. we have FX powers already.... remember berserker whine?
    it can be good idea only if
    activating Rage skill will clear all CC from you 3-th stage of Rage can give immunity for, example, for 3 seconds anyway I think crit/defence/speed is enough
     
     
    and again, they should start from Rage. do not touch the rest of skill. else we can get new rambo and more negative.
  18. Like
    Degan got a reaction from sedside in High Level Templar Gameplay   
    I'd be good with the skill if it stopped working when you ran out of pips.
  19. Like
    Degan got a reaction from Lordemil in Feedback for Thu, February 16 - Sun, February 19   
    I think most people I heard talking about the maps enjoyed the new layout.  I think the game has a nice differentiation with the exploring at the start of a campaign.  That being said it feels like some interesting choices where made in terms of resource.
     
    Tin, Silver, and Gold are primary found at the starting area @ the T4 level We did find a few Tin nodes at the T5 level but they are way under represented compared to Copper and Iron Only Copper and Iron are represented at the T7 level The same could be said of travertien at T4 and marble/slat at t7 but ore was my primary focus The number of high level trees feels excessive What is the starting Axe made from?  compared to the picks and hammers its cuts down any tree like a hot knife though butter.
     
    Based on the patch notes I expected a higher concentration of chests in the center of the map.  It feels like it would have been good if chests had made it into the new house in the center of the map.  As it stands now we can only gather leather in quantity on sanctuary and we have no equivalent way of getting colored leather at the same rate as any other resource.
     
    Love the sound bite for picking up purple and orange mats.  Love that it comes from farming nodes and requires training in the skills (aka pots) and well crafted tools.  Tools only last about 10 minutes though which feels a bit fast.
  20. Like
    Degan got a reaction from Baldking in Anyone Make a Pick Sigil With Plentiful Harvest?   
    I like critical chance because I'm looking for more blue/purple/orange.  I don't need anymore white mats.
  21. Like
    Degan got a reaction from Tyrant in Thu, February 16 - Sun, February 19 - Bugs, anomalies and tech issues feedback   
    While playing the champion my Cunning skill increased from 2 to 3 and gave me a full rage bar.  That seems weird.
    Dobbers have some strange under lighting.  The shadow appears purple but is a white mat
    Many resource nodes a depleted but are still in the final stage of farming.  Hitting the node depletes your stamina but the node does not bust.
    I had no issues farming the same locations multiple times
    The quantity of bugged nodes makes me think its being done on purpose and hopefully the person has informed you about the bug

  22. Like
    Degan got a reaction from Anthrage in Feedback for Thu, February 16 - Sun, February 19   
    I think most people I heard talking about the maps enjoyed the new layout.  I think the game has a nice differentiation with the exploring at the start of a campaign.  That being said it feels like some interesting choices where made in terms of resource.
     
    Tin, Silver, and Gold are primary found at the starting area @ the T4 level We did find a few Tin nodes at the T5 level but they are way under represented compared to Copper and Iron Only Copper and Iron are represented at the T7 level The same could be said of travertien at T4 and marble/slat at t7 but ore was my primary focus The number of high level trees feels excessive What is the starting Axe made from?  compared to the picks and hammers its cuts down any tree like a hot knife though butter.
     
    Based on the patch notes I expected a higher concentration of chests in the center of the map.  It feels like it would have been good if chests had made it into the new house in the center of the map.  As it stands now we can only gather leather in quantity on sanctuary and we have no equivalent way of getting colored leather at the same rate as any other resource.
     
    Love the sound bite for picking up purple and orange mats.  Love that it comes from farming nodes and requires training in the skills (aka pots) and well crafted tools.  Tools only last about 10 minutes though which feels a bit fast.
  23. Like
    Degan got a reaction from Tofyzer in Feedback for Thu, February 16 - Sun, February 19   
    I think most people I heard talking about the maps enjoyed the new layout.  I think the game has a nice differentiation with the exploring at the start of a campaign.  That being said it feels like some interesting choices where made in terms of resource.
     
    Tin, Silver, and Gold are primary found at the starting area @ the T4 level We did find a few Tin nodes at the T5 level but they are way under represented compared to Copper and Iron Only Copper and Iron are represented at the T7 level The same could be said of travertien at T4 and marble/slat at t7 but ore was my primary focus The number of high level trees feels excessive What is the starting Axe made from?  compared to the picks and hammers its cuts down any tree like a hot knife though butter.
     
    Based on the patch notes I expected a higher concentration of chests in the center of the map.  It feels like it would have been good if chests had made it into the new house in the center of the map.  As it stands now we can only gather leather in quantity on sanctuary and we have no equivalent way of getting colored leather at the same rate as any other resource.
     
    Love the sound bite for picking up purple and orange mats.  Love that it comes from farming nodes and requires training in the skills (aka pots) and well crafted tools.  Tools only last about 10 minutes though which feels a bit fast.
  24. Like
    Degan got a reaction from Tofyzer in Ablity Balance Model   
    There has been a lot of discussion around the balance of abilities and the method ACE is using to maintain balance around the sheer number of abilities they are planning for.  I thought it might be fun to come up with a way to balance all the factors that ACE currently has.   I don’t know how game programmers typically do it but Blair has talked several times about opportunity cost of abilities.  I thought I would apply that logic to some back of the napkin math.
     
    The concepts relies on a couple key assumptions.  First I assumed a baseline of 1000 damage per second based on a target of 30-40 second time to kill on current hit point values.  I equated this value to 1 point.  Essentially any time something is good for you and it can be equated to 1000 damage or 1 second the ability gets a point.  Anytime the ability causes you to lose a second I took a point of the ability.  Second is that different characters have different walk speeds that will need adjusted so it’s an input.   Third assumption is an average weapon damage value (again an input).   I debated pulling this value because I don’t have an armor mitigation value.  I decided to keep it because people are required to have a weapon to use an ability but not required to have armor.
     
    The rough draft of the concept can be found here
    https://docs.google.com/spreadsheets/d/1llW3UPEnM82UlNXMpa7hPRhSCsJ9Q0DI6vb1Ago7LFc/edit?usp=sharing
     
    I ended up grouping abilities a couple different ways for calculations:
     
    First Group: HP modifiers (Damage, Heal, Barrier, Heal Debuff, Bleed)
                    Calculation: Take the value of the HP modifier divide by the 1000 DPS to get a point value
     
    Second Group: Movement Benefit (Run speed bonuses, dashes, root motion)
    Calculation: Divide the distance by the cast time them subtract the standard move distance of the AT.  That’s the bonus distance per second.  Multiple by the animation time for the bonus meters and divide by the travel speed to get the seconds saved.
     
    Third Group: CC (Knock Down, Knock Up, Stun, Slow, Daze, Root)
    Calculation: Add a point for each second of a hard CC (Knock Down/UP, Stun, Root).  Calculate the new rate of travel times the number of seconds for the debuff and divide by the rate of travel for the number of seconds lost.
     
    Fourth Group: % Change (Armor Break, Weapon Break, CHC, CHD)
                    Calculation: % change times Damage assumption times duration divided by damage assumption
     
    Fifth Group: Combat resource pool
                    Calculation: Add a point based on the natural generation vs the per second of the ability
     
    I know I haven’t thought of everything so I would love to get some feedback to make this model better.  Or change it entirely to help ACE find better balance on the first pass of an ability.  Hopefully that leads to more abilities and less time spent on balance.
  25. Like
    Degan got a reaction from JamesGoblin in Ablity Balance Model   
    Thanks for the feed back Vectious.  Apologies for miss spelling in the title.  Its an interesting problem to try and solve.
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