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ACE Investor & Tester
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About Gorwald

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  1. You are all talking about vessels, farm, gear, it say a lot about how the game turned.
  2. Feedback : Logged in on the same faction as always in previous tests on EU (Balance), looked at the score, seen the enormous gap between Balance and Chaos/Order, opened the map, seen the Chaos holding everything, looked at scoreboard and seen everyone turned into Chaos. Logged off.
  3. Bugs : Black mask discipline : Call darkness prevent you from doing any damage to the target instead of counting each attack you deal as behind target for 15 sec (tested on half Elf ranger brigand)
  4. I think statement of leveling and vessels actually is pretty biased since it's kinda "easy" now to make another vessel with a better quality than the basic one with the crafting disciplines and with all the people who are advanced trained into Necromancy. So yeah to level your blue/epic vessel, that you can easily have now, it's pretty "long", but at start it won't be the first thing you will think about since nobody will have access to advanced necromancy and until it happen, you will have time to stockpile a lot of sacrificing stuff for this vessel of your dream.
  5. Feedback : Ranger brigand Half Elf So after nearly one week of playing uniquely my brigand, in solo leveling, roaming and keep defenses i think i have some insight to be able to post some feedback about this promotion class. From the 3 promotions classes of ranger, it's clearly the one i like the most but not for the stealth part. In fact i found the stealth part really "annoying and boring". Why? The traps remove you from stealth when they disappear even if they are not triggered by a player You are so slow it's useless in fight compared to a Fae assassin who have 50% speed buff in stealth (i don't ask for 50% speed buff) or a duelist with tunnel You only have one power from stealth, if you don't put stealthers disciplines the tray is poorly empty (4 powers with the traps) So for me the stealth is kinda useless unless some situations. If the Trailblazer (from half Elf) could be used in stealth, it would remove this sensation of snailing move (we have the buff icon but it doesn't affect the stealth speed) The ranged tray won't let you put the passive of the promotion class on it, so basically, if you play in this tray (siege defense for example) the traps are just basic one without the bonus of dots. For myself, i would like to find back the old system for the traps : being able to put them from distance like the first iteration of the ranger. Why? Example : i found myself some days ago in keep defense facing a group of ennemies, they are starting to move towards our group who's behind me when i'm on stealth, i decide to put my traps to get those coming towards us, but finally they move on another side and so my traps are just kinda useless. I forgot about them start to move to the ennemies and bam, being revealed by my own traps (60sec) in front of ennemies, i got killed. If i had the possibility to put my traps on distance, i could have got those who were near me (20m?) with it instead of "hoping" they will get on the route of where i put them in my snail speed. I like the traps mechanisms, the dots and the bonus (faerie shield, stun) but i found it's lacking something that the fact to be able to put them at distance would eventually remove. It's just a guess. With the final bonus you have bonus in piercing too, as a melee build, i found raging to not be able to put weapons like daggers/rapier and being so forced to play axes/swords, specially when the rapier passive slow could help remove the gap closer inability of the brigand.
  6. Bugs Ranger brigand: Traps disappear when near a corpse you're about to loot see video here to get the view Traps remove you from stealth when they disappear after 60 sec (in fact with the sound they don't really disappear they exploded and then consider you are in combat) Can't slot promotion class passive and traps into the ranged tray (seems useless to still have ranged then)
  7. Funny to read people crying about crafting/grinding and citing old games like DAOC, UO. DAOC (at launch) was a damn PVE grind fest before even thinking about going into pvp. UO was a training dummy grind before even thinking going out the city Even Shadowbane was a PVE afk grinding game before going into pvp. I don't know any MMO games focused on PvP were you wouldn't have a boring experience before enjoying the PVP. If you want pvp right away go into MOBA style or FPS like CS.
  8. You know that partners badge are just a top tier pledge who can ask questions being read on Ace Q/A right? There is nothing to do on how a partner badge can let you direct anything about ACE and engage on how the game will be. Even an investor badge can't do that so i really doubt any other pledge package can open you the secret door of telling Ace what to do (except being Tyrant or Todd ) And sponsor a youtuber just mean they like the game being showed, it has nothing to do with the fact ACE said "amen" to what this youtuber is doing, it's just promotion of the game. If there is anything to change about spying or action to take and they can take, they will. Making assumption they don't because this or that is just stupid. Spying in every MMO full pvp was always a thing, Shadowbane had it too. There it's just the tri-faction rules who add some kinda "meh" feeling about it, but as paleone noted, in the dregs there won't be any trouble of this kind.
  9. Bugs : no training in craft/assembling etc... passive skills Experiencing with the necromancy disciplines on me, large rerolling the experience points seems to produce nearly all time Success and over it even at "Are you insane???" level, not sure it's intended (i doubt so) at least with green "common" vessel. Seems to produce only on green common ones After used the crafted vessel for a new toon, i was locked out promotion classes, even with the prerequired skill trained (ranger "bring me everyone") and 34 points spend in the talents tree https://imgur.com/a/fbT0B8p (closing, relaunching the game seems to fix the problem) Master of rapier disciplines still indicate that Assasin and Ranger can equip them but when crafted can't be used
  10. After 15 grey/white items are not worth it so you can't be sacrifice them, but you can before level 15
  11. Bugs : Chat is messy like hell, one time it's working as intended, other times you log to only have zone chat and this zone chat tab duplicate when you enter a new zone, general chat disappearing flare from mole hunter don't fire on the target you point but at your feet mole hunter root sometimes don't "connect" Rangers : rangers can't equip master of rapier, even if it's saying so on the discipline before crafting, when crafted it's stated only usable by DUEL forest step (warden) is still messy, sometimes working, sometimes not, and i got teleported upside the throne room in a fort when targeting another player in a fight and then died from fall damage just after it flare arrow don't fire on the target you point but at your feet sustain (ultimate) is kinda missleading, you can fire it even if not fully charged and the regen seems quite odd between melee/range Feedback Rangers (Warden/Archer) : basic arrows you craft can stack to only 500 and do less damage than arrows you buy for 5 gold and can stack to 5k so it's more effective to buy those 5 gold ones instead Archer : quite good dps, only if you stand still, who's nearly impossible in each fight i've done, even in keep defense you are still on the move. So the passive you get from the promotion class is kinda pointless and the dps you do is mainly rapid fire. I would suggest make the passive stick even if you move. I found that the class lack powers/diversity in stuff, i've had to take master of bows to be able to use another bow than the basic one and have more bow powers who's kinda stupid, the promotion class should give you all those options by default. (you can see footage of the difficulty of being immobile as archer in this video of a siege keep) Warden : good survivability if you have a correct chain armor, but the promotion is too much reliant on the daggers spin, i found the suppress on the daggers spin great for survive...but completely useless with the retaliation being so easily used now. The promotion class is kinda lacking powers too, you have forest step (kinda buggy and not really reliant), cross slash (bleed) , the knockback power combo (again useless with retaliation nearly always up) and daggers spin it's all, so basically not real damage powers except basic attacks. Instead of the aero spin passive, i would suggest a passive who buff your autoattack + you get cap to piercing damage/crushing damage but the only piercing weapon you use is the bow (and not so often since the promotion is based around close combat) and you can't use daggers or rapiers (since it's bugged). Crushing is good only if you use maces and again skullcrusher is good damage but again a stun who's useless, thanks to this retaliation. Retaliation This thing is really my big big big concern in the game, a game who's too much reliant on CC = bad but a game where's CC are useless = bad too. Actually retaliation is way too easy to use, give you a 2 sec immunity after using it (plenty of time to regen stamina) and if you take the right disciplines you can make it even more powerful. All the promotions around controlling are kinda useless now, for example Warden is based around daggers spin that put suppress on AOE but retaliate make it garbage, you spend your nearly full energy to 3 spin and...nothing everyone already retaliated. + if someone suffer a root and another CC, retaliate remove everything, snare/roots too. You really need to get attention on this CC/anti CC system because actually i found the game is really lacking in this domain. Shadowbane had a great one (i'll continue to say it until the end or until we have something correct ingame) Death Shroud Death shroud shouldn't be removed from disconnectd/reconnect and/or switching from zone, it make actually keep sieging/defense completly broken with a full team of people killed, get back on the spot and then disconnect/reconnect in houses to get back on field directly.
  12. Wiping : From my point of view i would say wipe spirit banks/characters but keep the training. Why? So you can test how a new player experience will be in joining a new campaign, i'm not that sure the points in skills training (health, crit chance etc...) are so huge between a veteran and a new player, the only huge gap for me is in the harvesting/crafting stuff. If you are not wiping the skills system, new players coming will be able to have access to vendors/stuff veteran players will put in the Free city. If you wipe them, then the free city is useless since nobody will have the training required to make decent stuff before weeks/month. A lot of new players are calling on the general how to get stuff, so it's a good thing, again from my point of view, to let the skill train go on the sanctioned campaign to have a good overview of the economy ingame. But if needed then wipe everything. Points/Capture mechanics : It seems that you have the right ideas to avoid the "Uncle bob" thingies, i'm not a game designer so i'll let that to the specialist. My only concerns actually about the points/capture things are : Forts are too easily capturable : A player alone with scarecrow can take a fort, even more if he's one of the FOTM promotion class (pitfighter, plate confessor, paladin) Some powers/glitches are abused to bypass the walls (blinks, teleport etc..) who add a sense of useless in building those walls. I'll suggest to put debuffs in the zone of the fort/keep, kinda the same way Towers worked in Shadowbane, it should be dangerous to go into a fort/keep, not just a walk in the park like it's actually Buffs/variance guards : as actually they are all ranger = scarecrow. Ever make them immune to this discipline or get some variances in guards, we had some of those variance in previous builds, make guards great again! (but not too much like OS guards we experienced before) Make it more easy to build defense when you own a fort, for example actually it's quite hard to find ressources to build those walls, it end with forts being abandonned with no walls because people don't care about it (add even more to the feel of cycle capture) Night caping : maybe make opening window to forts capture to avoid the night caping teams? Not sure about this one because it's not really fair for those who haven't the same hours of everyone else. More alerts we don't know what happen until it's too late as @Soulreaver stated, we need to be advertised more faster when a fort is being under attack, because actually we are only alerted when they are already caping it. Make it when walls are damaged, guards hits or such Some Faction wide chat tab would add some more dimensions in planning attack/defenses and could eventually help bring a sentiment in wanting to participate (instead of only some groups of organized players yet) i've seen for examples some dudes asking for group in pvp in the zone chat of the temple. After all, i enjoyed those 2 weeks of campaigns testing, i personnaly like when the time for defending the keep is coming and everyone gather to the zone to be part of it, it's great time and it's nice to see those big fights talking place (despite the issues around it but hey ! It's pre-alpha) We have a full month of January to test your tweakings so let's go !
  13. I know, i'm just saying that the ammo you buy for 5 gold are better than the basic one and stack for 5k. The advanced ones effectively stack only for 500
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