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Navystylz

Testers
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    419
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About Navystylz

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    Treepie

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  1. For most the time I was playing 5.8 I didn't have training in the combat passives and I had no issues killing people, even on the less effective classes.
  2. Which only goes to describes a situation where the argument for needing a skill wipe--to me at least--sounds like people just feel they missed out so want to "start even". The extra combat stats isn't even an argument because we all know that people were fighting other just fine with their passives only in the crafting and harvesting trees and all their combat stats from in game. EDIT: But at the end of the day ACE said they wipe things when big changes happen to them. No changes have happened to passive skill have they? Also a better time for the wipe would probably be 6.0.
  3. I know very well about tomes and what my understanding of them were, unless that somehow changed. And my question still stands. There was never any mention of someone coming in game a year later being able to just skill their way up to the vets, just make progress faster. Not to mention if a player joins a year later and can easily skill themselves up to that person playing from the start, what is the point of having a passive system in the first place? It's not rewarding long time players if the next Joe to walk in can get that without the inane wait. FYI. I think the passive system is stupid personally and I rather not even have it in game. Let people just put their own effort into it. And having all your crafting skill based on a passive time sink is ridiculous. But it is what it is.
  4. Correct me if this information has somehow changed. But it was my belief that skill tomes would be from players banking time and converting it into tomes. Which means that for a minimum, the first year, there will be no person putting time into tomes for anyone. Also you're arguing that these newer players are going to have people just dishing out tomes to them. Because if they feel so useless without having these catch up tomes, and can't produce much of anything worthwhile, what currency will they have to trade with? I can see guilds going we need get your pvp toon with their passive asap. But otherwise, you could just as easily dish out the material and gear that most of the passive training covers.
  5. Pray tell. What is your solution to people who don't start at launch when the game goes live then??? I'm waiting. I feel like this argument is just FOMO.
  6. Uh, no. Nobody needs a passive skill wipe to know prior to getting anywhere in those trees is not interesting and you feel beholden to others to do for you. And there is, quite frankly, no need to wipe it if there has been no changes to passive skills. It's a completely boring 'wait months to get anywhere' mechanic. There is nothing you can do to change that, make it more interesting, or need to test what will happen if you start out without those passives again.
  7. I mean, if the other accounts don't have their own junk to deal with. But this isn't anything new and they can't do anything about it. The other accounts are paying customers too.
  8. At least by release we will have better sites equipped to give information, when mechanics and numbers aren't wildly changing. The power creep is already there though, and will suck for those who are behind. Adding runics didn't help this any, either. All that did was combine 2 pieces of jewelry stats with the weapon stats. I really, REALLY hope they do something better with enchanting and it's not just more stats. Maybe we can enchant quality of life things into our gear like set bonuses that add flavor other than stats we are already capping. I noticed hunger shards are being nerfed. Symptom of the ridiculous amounts of stat stacking. But if they keep doing this, they make things not worth it. From a purely min/max perspective ya, you will want it. But as @thomasblair likes to say: will the juice be worth the squeeze? No, it will be another needlessly tedious point of having an extra item to farm, farming hunger shards enough to get decent ones to actually drop, and the normal crafting process after that just to add an item that will add how much stats now? If test would ever stay up could see... This happened with philo stones already, and a bit with reworking how rerolling items work--which is a good thing, large rerolls were just gauranteed huge jump in stats. But I see even more of this down the road. We already get too much of the same stats stacking. 1. Passive training combat tree 2. Vessels / philo stone 3. Talents from leveling 4. Chest on armor 5. Weapons 6. Jewelry 7. The extra jewelry stats on runic 8. Crests
  9. So I was thinking to myself, Crowfall isn't that much different than Shadowbane in its current form, but I constantly logged into Shadowbane and found pvp and had tons of fun. Why is it I'm not doing this now? And it occurred to me the biggest reason for this is the lack of tracking. In Crowfall you spend so much time running around hoping to find someone to fight that you get bored and go do something else or log. In Shadowbane this didn't need to happen. Outside of the hotspots of disc drops or specific leveling camps or resources, you didn't need to rely on accidentally stumbling upon your enemy. You only needed a general idea of what areas were high traffic, go the and then use tracking to see who was about and move in for some pvp. I really think tracking needs to be added sooner rather than later, so that people can get more into pvp without spending inordinate amount of time just trying to figure out where people are. Right now points are a very boring mechanic that no one actually cares about until near end of campaign, when you either know you failed, or need to prevent an end of campaign win steal. I don't think adding siege windows to forts are going to change this because it doesn't address the issue of forts being useless except for points--at least until the temple skin changes that has the spirit bank as the physical place goes live later in 5.90. Then you will need it for banking... or you can just recall to Temple. So who knows. Even then, once you limit what can be taken and when, then you just encourage every fort fight to be like a keep fight, both sides forming up big groups to take these things and now gone is smallscale pvp via forts. And this won't even be because 'oh points' but hoping that pvp happens. I'm against the game telling you when and how to pvp, but many will see this as welcome change because, again, they're desperate to add more pvp to the incessant farmville, but again, I feel this will have the unintended effect of making all fort battles large scale fights which is what keeps are supposed to be for. Now I seen on test--back when war bands were first put on there--that the test vendor had 2 major disciplines on it for Thief and Scout. I REALLY hope this wasn't accidental and means that these majors are coming soon--and HOPEFULLY--including tracking on Scout. Also, how many times does Fall and Winter have to kill off the population before you guys understand that something really need to be done to stop rewards spring and summer, while making no one care to play in fall and winter @thomasblair @jtoddcoleman
  10. Haven't been in yet. Guild keeping me too busy on live. Heard it's good.
  11. 5.9.# patches? The new char controller is what translates into the "performance" boost of 5.9, ya? Seems like 6.0 being pushed further away. And first...
  12. Seriously hope this is a bane system similar to Shadowbane. And not some arbitrary timer.
  13. Currently there is no reason to train Alchemy. The ONE reason to do it before was because philosopher stones are made with it. But the material and training requirements made those not really worth the effort. With the changes to philosopher stones, this is even more so the case. With that being said: 1. Will we see more items on alchemy that make it worth training? 2. Do you plan to keep it so that alchemy items are nice to have, but not essential to gameplay? Currently in Elder Scrolls Online, potions are required for PvP and PvE, and balancing of content is with this in mind. I would hate to see alchemy items be requisite. 3. Currently philosopher stones are not worth the effort. The requirements of groups getting materials (motherlode farming), getting enough of the same quality materials together, and then having the alchemy skill to use them is just too much (because it's not as useful as training blacksmithing). With stat cap limitations this made it seem more like a put on an epic/legenadary quality vessel kind of process. Is it possible to see philosopher stones material costs change to be more enticing for lower quality use, or even see change in what philosopher stones add so it's not just simply a stat increase, which you're already getting a bunch of stats from the vessel parts themselves?
  14. None of this addresses the issue with us not being able to have vendor EKs anymore. And while the normal campaigns have a neutral city too, it's not equitable to having a full time available version. We either need the AFK timer disabled in EK--cuz seriously why is it there anyway?--or veterans need to be able to keep their vendors in GRs. Which means you can't put in changes that would limit them from import/export, having a character on, or in some other way limit them from the moving of goods there. This imaginary issue with dust/embers that people keep trying to push, has no solutions thus far that take this into account. Especially when game topography has just significantly changed enough with drops and new items to necessitate trading with others to supplement your own farming.
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