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Navystylz

Testers
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Everything posted by Navystylz

  1. My 2 favorites. Warden would the better solo.
  2. When does kickstarter VIP start? On July 6th does the switch flip on and people start losing their VIP service month by month without ever starting to play at launch? Is it you backers must start on launch or lose your benefits and tough luck for you? EDIT: Just seen this in the information now: PROMOTIONAL VIP MEMBERSHIP MONTHS GRANTED AS PART OF THE CROWFALL KICKSTARTER PACK PROGRAM, BECOMES ACTIVE AT LAUNCH. GIFTING OF INDIVIDUAL MONTHS OF VIP SERVICE TO OTHER CROWS CAN BE DONE THROUGH YOUR CROWFALL ACCOUNT PROFILE. This is going to create a poorly made dergs show. A lot of backers feel the game isn't ready for launch. We know it has it, it really needs population and live service. But not seeing new players finding it fun, And now one of the most lucrative parts of our backer packages starts ticking away wasted, unless we start at launch. Way to go Ace.
  3. Also, let's not lose sight of the original question. How does launch VIP start ticking; automatic as soon as servers go up July 6 or when you first log into servers upon launch? Are players going to be forced to start at launch or just lose their VIP time having never logged in? Obviously, historically, MMOs had it when you first started. But you're generally buying the game for the first time and getting your 30 days time on activation. I've never had a game before that I wasn't going to be there at launch but already had a sub associated with account.
  4. Valid concerns. To be fair, none of the old school games had that immediate pull for me either. Ultima Online. I only started playing Ultima Online because I had played Ultima 4-9, Underworld 1 & 2 and was ecstatic at the idea of an online version. There was nothing immediately that pulled me in the game, though it was pretty familiar feel akin to Ultima 7a and b and to an extent 8. Stuck it out, realized the game was really really good. I absolutely hated Shadowbane at the start. I only started playing it because I realized it was an actual game that I was reading lore to and not some online story. Something told me to just stick it out and see, then I learned the depth of the game and what you could do and go hooked. I don't understand this magical, initial pull that players seem to feel is always lacking as I haven't really got there in any game. Some games had different draws than others to get me through the door, but all of them required more than a few hours spent to see the beauty of it. I've played countless games and MMOs over there years, and understood I had to put some time in and give it a fair chance to discover the beauty of the game. Newer themeparks made it easier to be directed to it, but the closest to immediate love was Star Wars: The Old Republic because I could immediately start playing as a badass Sith and wanted to see where it went from there. I also don't get where games have to always break the mold either either graphics, or something no game has ever done. Like books, games just repeat the same famililar themes just adding a variation of the story on top of it to make it interesting.
  5. Will it automatically start on launch date, or will it require people to log in and create something for the first time? I will not be here at launch and it would be pretty bad if I can lose half a year of VIP if I were to start, say, half a year later.
  6. Let's just call it a Necromancer and give us a real class Necromancer. I approve! 3 specs: Death Knight - Sustain Tank Deathcaller - DPS Blood Prophet - Leech healer
  7. Maybe this is something small, but can we like get the ability to see what quality gear is at a glance when we can't use it. People will quickly learn the type of items they can use, even if they don't at the start. Being able to see at a glance what quality an item is so we can junk it would be exponentially more useful than seeing a shaded red item I already know I can't use.
  8. I'm actually flabbergasted to learn that Crowfall plans to launch without bothering putting the functionality of inviting people to guild in game. This is going to go down so well. Spamming general chat with conversation, guild recruitment and such. If you respond to a new player it will have to also be in general chat, because why would a new player think to tab over on a chat system that couldn't even put all chat channels into one window like games were able to do over 20 years ago? Then you tell them, ya go to the website, search for the guild and apply. The devs are really going with "there is some kind of function to invite at least, so to do it in game isn't important til after launch?" Crowfall doesn't get to do redos. In a game that already get flak and makes it hard for new players to get in because of the learning curve, do we really want to alienate new players because of something like this? Chat and Guild social functionality in game are just 2 of many things that can cause game to hemorrhage new players. New players that will then go and tell their friends not to play and laugh about "can you believe this game doesn't even let you invite players to their guild in game and it's guild v guild game!"
  9. Posted this in suggestions, but putting here so people playing Rangers can actually see and give their thoughts on it. I posted this some time back in a list of some things I'd like to see for Ranger, some of which actually got put in the game. Suggested before, wondering what others think: Currently Ranger's LMB suffers from the damage not being worth the charge up to release each stage of the combo. I guess the mile may vary depending on the promotion. But inevitably someone is in your face smashing it in before you can get too many of these off, and nearly impossible to get them off in smaller scale fights. Going to use some made up numbers just to illustrate the concept. 1. Rather than LMB just charging up to do a single shot of the combo, let LMB charge up through 4 stages. First stage is normal damage Second stage is 1.5x damage Third stage is 2x damage Fourth (fully charged red) is 4x damage 'Aimed Shot.' 2. Player can release button at any stage to do the damage coinciding with the stage's damage. 3. If the player manages a fully charge 'Aimed Shot' then the ability to charge shots goes on cooldown for -- let's just say 40 seconds If the player hits their 'Aimed Shot' then it applies 'Thrill of the Hunt' buff. 'Thrill of the Hunt' increases Ranger's normal shot damage by 20% Normal shot = tapping the LMB 4. This would serve to buff the stages of charge to be stronger and more forgiven to charge up some worthwhile damage. It would also allow a Ranger who has played well, and gave themselves enough breathing room, to do a good chunk of damage as reward, and buff their LMB tap so they can follow up with better shot damage, without being too strong. 5. This would be functionality that all Rangers would have, not just Archer. But could adjust the numbers and maybe the amount a Warden and Brigand damage could build up to, or Aimed Shot for to be less than an Archers. Though Archers get the superior range...
  10. Suggested before, wondering what others think: Currently Ranger's LMB suffers from the damage not being worth the charge up to release each stage of the combo. And inevitably someone is in your face smashing it in before you can get too many of these off, and nearly impossible to get them off in smaller scale fights. Going to use some made up numbers just to illustrate the concept. 1. Rather than LMB just charging up to do a single shot of the combo, let LMB charge up through 4 stages. First stage is normal damage Second stage is 1.5x damage Third stage is 2x damage Fourth (fully charged red) is 4x damage 'Aimed Shot.' 2. Player can release button at any stage to do the damage coinciding with the stage's damage. 3. If the player manages a fully charge 'Aimed Shot' then the ability to charge shots goes on cooldown for -- let's just say 40 seconds If the player hits their 'Aimed Shot' then it applies 'Thrill of the Hunt' buff. 'Thrill of the Hunt' increases Ranger's normal shot damage by 20% Normal shot = tapping the LMB 4. This would serve to buff the stages of charge to be stronger and more forgiven to charge up some worthwhile damage. It would also allow a Ranger who has played well, and gave themselves enough breathing room, to do a good chunk of damage as reward, and buff their LMB tap so they can follow up with better shot damage, without being too strong. 5. This would be functionality that all Rangers would have, not just Archer. But could adjust the numbers and maybe the amount a Warden and Brigand damage could build up to, or Aimed Shot for to be less than an Archers. Though Archers get the superior range...
  11. Druid changes sound so underwhelming. Makes stormcaller even better which is cool, but further pulls them away from the absolutely mess and slow clunky play that Arch Druid is. Guess will see when I test and will be absolutely brutal with feedback now that overhaul will be upon us.
  12. Well the beauty of 6.2 is we will finally be able to rip into classes without the excuse "wait til the discipine and ability pass" being thrown at us constantly. They're about to get much more critical feedback, which will move the classes to a good launch spot or not; but for sure be a major deciding factor in if people are going to stick to the game upon launch.
  13. 6.2 Looks to be a very interested change in how all classes work. But in many cases abilities work the same with only tweaked numbers and such. There are some fundamental ability changes I believe the Ranger needs to feel better and for combat to flow smoothly that could help the class a lot. LMB - Basic Shot This is the skill Rangers start with. Unchainable. Just do basic damage. This damage needs to be boosted so that clicking the button does a base amount of damage that is sufficient for range fighting, and not a joke compared to the range of other classes and especially being way under what melee puts out. Sure melee need gap close, but they get plenty of ways to do that and then rip your face open. LMB - Combo Currently the game pushes you into wasting the first 2 shots of the combo so that you can charge the 3rd shot for the special ability, and 6.2 adding a Ankle Shot does nothing move away from this. The combo needs to be changed into a 3 stage charge. Stage 1 - Is also the new basic shot. You can tap or charge and it does same damage. Take .5 seconds to charge into stage 2 Stage 2 - This stage will combine the damage from stage 1 and 2 into a more powerful charge shot. Getting into stage 2 activates Double Shots to apply to 2 or 3. Is 1 seconds charge to stage 3. Starts a CD. Stage 3 - This stage will combine the damage from stage 1, 2 and 3 to create a high damage Aimed Shot. It auto benefits from Double Shots/Trick Shots and applies ammo bonus + Ankle Shots. This would be a powerful opener, execute, or with stategic play, something you could slip in mid fight. Would start a CD that makes it so that you can only use LMB stage 1 for a bit until you are able to try for another Aimed Shot. 2 second charge. Charge time in total would be a 3 second charge. Bow - Damage I think it would be more clear what your damage is doing if the bow was the entirety of your range damage just like for any other weapons. Remove the need for crafting arrows. The basic type of arrow for free would be piercing arrows. Quivers maintain what they already do, but aren't needed for unlimited arrows. You would use them to change your damage to slash/crush/fire/ice. If you absolutely must give these a durability. Make the durability hit on death like normal gear. Not on shot or ability use. At least now if the quiver breaks without a replacement, you still have the unlimited basic piercing damage. Still get your special attack on stage 3 LMB charge. 6.2 has moved some abilities off ranger it seems. But if they still exist as disciplines then I will state what my idea of those would have been. Forest Step Make Forest Step equippable in the range tray as well. If used from range tray it will close distance and swap you into your melee tray. Disengage gave Rangers a smooth way to gain range and swap to range tray in one fluid move. Wardens 'were' the melee/range hybrid, but now it seems like Warden or Brigand will be able to spec more or less into this based on disciplines Barrage Make this more in line with how Meteor works for Confessors. Rather than lock the Ranger in place firing a bunch of small hits that accomplish nothing (unles damage and healing changed a lot in 6.2), let the Ranger charge it up on a spot and then release it for a one off damage. Depending on your charge is the secondary effect that goes with it. Now that things have been mixed up with 6.2, I'm not sure if this should be a CC effect or something else. Archer's Stake Not sure if this exists anymore. Had some useful secondary effect. I trust that if it's removed then Ranger's damage available takes this into account. And it would have to be a really good power to have rolled this into a discipline with the new limited powers/passives granted now. Luckily other things of consideration were already rolled into 6.2 changes. Will have to test out the numbers and see if it feels good playing it though.
  14. That's kind of my point. They stated that things changed, but people are speculating negatively about how some things just won't work based on current knowledge. This is why I think the bow shot should be changed. Press LMB does a good normal attack. This is your bread and butter. Holding it will charge, once it get to end of charge, it moves into the 2nd charge. You can release here to do the dmg of charge 1 and 2, or keep holding it to charge into the 3rd rank of charge, which would be the 3rd shot special. This dmg would be more greater for having charged up 3 shots, and release a powerful aimed shot type of hit with your special arrow ability applying. Put a CD on the charge 2/3 so you can't keep aimed shotting back to back for big dmg. They removed the charge from richochet, which I originally was thinking could be used to proc the 25% dmg after using a charged ability. So maybe build it in to activate after going past charge 1, so that charge 2 and 3 would benefit from it. Now rangers have an aimed shot, good opener.
  15. Force Mage is a perfect example of a major that needed to be limited. Made no sense for non mages to be able to take it. Hopefully more stylistic changes like this the domains take into account. So that reasonably certain powerful choices are limited to class roles that it makes sense on.
  16. They said at the start, just because something has the same name with what you familiar with, don't assume it's the same thing. In the example Banshee, that active could now be massive. Hitting it could make you reflect a lot of damage and get a lot of healing, basically being a kind of reset you can build into. That would definitely be game changing on certain builds. Just like I will assume with such a huge overhaul that all those worthless abilities on majors that barely did anything before expiring will have got buffed to usefulness. Just because Banshee has 1 power 1 passive doesn't mean they all do. Could be that some majors have 2 actives. Depending on the abilities one might be more worth than the other. Another thing people aren't taking into consideration are more minors. Minors aren't just all passive abilities anymore. There was already 1 that granted an active, and pretty sure I heard them say there will be more one off power choices from minors. This means some combinations can mix up 3/4 minors getting passives/actives they want and 2 majors getting them. They don't want to condense things and make 'hard' choices, only for you to choose things that can't even fit on your bar because bloated choices. Honestly, I don't want to be overloaded with abilities, I want to make my character good in the role I choose to use. When nodes now are a crap ton of survivability between actives and stat chunks, that one choice will change how you play. Be it you are able to be up front and center more, or have to kite. Warden's no longer HAVE to take all the abilities that make them tankier. Maybe you build a melee warden blademaster still and want to take some tankier nodes to support that, with other majors to focus more on melee. Maybe I want to be an bow using Warden, and I eschew taking the tankier nodes in favor of more damage, and I choose disciplines that help me control or kite people and make best use of being a trap master to screw over people who make it to me, gaining distance again. I'm sure there will be new range bow focused majors that will help me do that now.
  17. The discs nearly quadrupled in majors alone, with nearly as many minors. All which grant passives or actives and stats. They said there are a lot of new things. Rather than pick apart how class trees could be tweaked before even playing the system, you guys really need take a chance to play the new system. I feel like the majors and minors will now play a much more significant role in what kind of character you are in your class.
  18. This is more to do with bugs breaking classes, and the devs decision that nothing big would happen to classes until the discipline and abilities pass. There was a time when a lot of people had stealth detect and a lot of stealthers had to play a lot better than just existing.
  19. I disagree. The more we can pull away from WoW style PvP and battlegrounds, the better IMO. Don't know why people are always like there's nothing to do. That has nothing to do with chasing some stupid title and more to do with, unlike Shadowbane, you have no means of finding fights easier with tracking or POIs that are always in the same place. Add the beta population and people feel bored. They need get this game in a much better place before worry about ego stroking extraneous things.
  20. Not rumor at all. They said definitively in the Q&A they were working on it and they want it in game for 6.2 when we would surely need it.
  21. Yep. Definitely PvP focus. I guess the website is a bit cluttered than it used to be and no longer show 'throne war' up front and center.
  22. Coulda swore didn't see that location thing there the first time I looked, lol.
  23. Why didn't you put EU on the campaign name? There is nothing that tells someone it's an EU campaign without having to look it up in the forums.
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