Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Navystylz

Testers
  • Content Count

    413
  • Joined

  • Last visited

1 Follower

About Navystylz

  • Rank
    Treepie

Profile Information

  • Language
    English

Recent Profile Visitors

943 profile views
  1. 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.
  2. 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
  3. 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
  4. Haven't been in yet. Guild keeping me too busy on live. Heard it's good.
  5. 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...
  6. Seriously hope this is a bane system similar to Shadowbane. And not some arbitrary timer.
  7. 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?
  8. 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.
  9. Ranger is my favorite class and intended main. If they ever fix them without completely messing them up. But just been playing my Druid and Templar for now. They have issues and some not that great mechanics, but not so broken as ranger.
  10. Hardly much of a sample size yet, but would have thought with the perception that everyone is geared out and getting massives amounts of embers, there'd be at least 1 so far that is purples and higher.
  11. Don't think mass production is tied to blacksmithing. Hence the dotted line. And every crafting line has the prerequisite nodes.
  12. Your reading comprehension is flawed here. Or you just barely grazed what was written and picked out what looked like agreed with you. 1. I didn't prove your point, as I explained about stacking limitations Deadly severity of DoT would not be available through any ability and would require stepping up the DoT's severity through stacking But running with the assumption they only want 1 of a type, to control how much that type can do to a person in an instance. increase in intensity. But up to a point, to stack in intensity but not indefinitely, (deadly cap and debuff) since the damage is limited, the deadly version is much stronger in damage and debuffs While keeping the damage controlled (under the assumption they don't want crazy dot easily). 2. More flawed inability for you to comprehend what is written. But deadly debuffs would not be subject to retaliation. Abilities duration balanced around ensuring that cooldowns on one person can't make it such that a person is spending all their time with something they can't retaliate. GW2 either combines or increases intensity. since the damage is limited, the deadly version is much stronger in damage and debuffs  Anyhow, was just a suggestion for a stacking mechanic that was a little more interesting than just add them together like GW2. My suggestion was basically a combination of Gw2 and Ultima Online. 3. Confusing what I was actually talking about GW2 either combines or increases intensity. Since most DoT generally have a more hefty CD on them than the speed in which they stack in GW2, it would allow all the things I suggest in the OP. [Saying one game is different than another] 4. And you literally come full circle back to why I propose a different system in Crowfall than GW2 You can literally apply a stack of bleeding with each auto when they crit. Or 10 stacks of burning with a torch ability with a 12s CD. and it's possible because of the massive amount of condition cleanse within the game for it to act that way. and it's possible because of the massive amount of condition cleanse within the game for it to act that way. AND IT'S POSSIBLE BECAUSE OF THE MASSIVE AMOUNT OF CONDITION CLEANSE WITHIN THE GAME FOR IT TO ACT THAT WAY. Hence my assumption Crowfall was trying not to let DoT stack like that to be out of control. Hence my suggestion how they can make no DoT feel wasted with a limited refresh/upgrade to something stronger. Hence my suggestion on how at a certain point give a intensity only available by stacking, as a sort of reward to make it feel worthwhile, without stacking 20 DoT on someone to absolutely destroy them. Hence my assertion that stacking like that can only work: to stack in intensity but not indefinitely, (deadly cap and debuff) because we can't cleanse with the ease that you can in GW2. Ok. I'm done. Later.
  13. All conditions have effect stacking, with all control conditions stacking in duration while all damaging conditions like bleeding, confusion, torment, and vulnerability stack in intensity. 1 stack of 10 second Bleeding is applied to a target. 1 second later, a 6-second stack of bleeding is applied to the same target by a second source. For 6 seconds, the target will take damage over time from both stacks of bleeding. After that, the second bleed effect will expire, and for 3 seconds the target will continue to suffer the bleeding from the first effect, which then expires. GW2 either combines or increases intensity. Don't know if it's limitation or by design they only want 1 debuff of a type working on a character at once. But running with the assumption they only want 1 of a type, to control how much that type can do to a person in an instance. (And probably controlling performance with the way the UI can lag someone out currently) normal > moderate > severe > deadly is an increase in intensity. But up to a point, which give more dmg and debuff Since most DoT generally have a more hefty CD on them than the speed in which they stack in GW2, it would allow all the things I suggest in the OP to not just overwrite, but work off each other, power is essentially saying you have multiple sources of the dot so damage upgrades (intensity) to stack in intensity but not indefinitely, (deadly cap and debuff) since the damage is limited, the deadly version is much stronger in damage and debuffs Anyhow, was just a suggestion for a stacking mechanic that was a little more interesting than just add them together like GW2. While keeping the damage controlled (under the assumption they don't want crazy dot easily). My suggestion was basically a combination of Gw2 and Ultima Online.
  14. GW2 literally does what this post suggests, but the way their condition system works the damage would stack too high and come too fast. This game isn't design around conditions and boons so that kind of stacking would kill someone without anyone being able to react with limited removals. And honestly, that style of stacking has no place in Crowfall. Also all conditions stacked, not just damage ones. This game doesn't have that amount of conditions to have a system like that. The limited number of them would make a system like I propose, a better system.
×
×
  • Create New...