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


  • Content Count

  • Joined

  • Last visited

About PsychoBob

  • Rank

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

286 profile views
  1. It's generally low pop and US west is new
  2. I think you've made some good points, but I don't think any of them address the main issue: that the system is overused. In your example, you have to build up to a stun - that makes sense, and I can see the value of the system for that powerful of an ability. However, this system is used on nearly every ability even when it just means you get to leap a second time. The best things in life are used in moderation, and this system is not.
  3. Well there's a big difference between "we can't fix it now because we're working on another system" and "we won't fix it because we like it"
  4. I think it would be a nice addition to the variety of harvestables to have plants and flowers, possibly as a lower tier than even wood. Discuss
  5. I think that ability trees (where secondary and tertiary abilities are only usable after the first ability has been triggered) are way overused in Crowfall to the point of being detrimental to the combat/abilities system. I don't see the need for every ability that I have to have 2-4 followup abilities, especially when they seem to often be very similar to the primary ability. Specifically, I don't like throwing UI infront of the player and then having them try to read, is it E, is it Q, is it 2? What is the point of having players memorize these arbitrary key-combos just to get to the ability they want to cast. Simplify for the sake of the player and for the sake of balance! And I don't see the gameplay value in burying niche abilities under other abilities. The abilities should simply be placed on their own timer (which can be balanced better anyways), on their own hotbar slot (we need more slots anyways) and let the player decide when to trigger it. Give the players FREEDOM to use abilities without spamming other abilities Take the champion's Leap for example. I press it once to leap forward and do some damage. That's a great ability. However, now I have 1 second (of UI on my screen) to press it again to leap forward and do some slightly different amount of damage. What is the purpose of this system? The ability would be much more user friendly if the following changes were made: 1) the second leap should do the identical amount of damage/leap etc. 2) it should use the "charges" mechanic instead (where they can leap twice, but at their own pace). 3) don't throw UI on my screen
  • Create New...