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ShadowwBoi13

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About ShadowwBoi13

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  1. Just to play devils advocate on the Keep Resources and stuff. I believe that Keeps/Forts should start lowering the ranks of all resources around them and think that higher tier resources should be spread to the outer areas of the map or just places decently far from Keeps/Forts. Like people have said you already get alot of bonuses for owning keeps/forts; You get more points, You get access to crafting stations (and ones with bonuses in the keeps), you get a safe place with walls that can only be attacked at a certain time, you gain access to storage, and you gain access to a respawn point. With all that i dont think they need to have all the good resources at them too. To me it just looks like its feeding into the Uncle Bob problem by allowing the faction that already won enough to lock down a few keeps, also have all the best resources in a pseudo safe location within a 30 second walk to a gate where most people wont be able to kill them fast enough to stop the banking. They already won and got the points and the locations they shouldnt be able to just spend the campaign camping just outside their walls racking up all the big resource gains, while the factions that lost their keep(s)/fort(s) has nothing and can only harvest in extreamly dangerous locations. If the faction that is winning can also gain resources alot more safely than those that arent winning, it just makes it easier for the winning team to keep progressing and gearing up and having more stuff overall to continue winning. With the new embargo changes coming soon this will make the storage at these locations even more valuable. If the best resources were further away from the Keeps/Forts, then it both stops the "harvest 5 mins walk to gate then bank rinse repeat cause of low spawn times on resources" and "the oh no people hit me pop my escape artist + juggernaut and walk 10 feet in one direction to the walls where only duelist will be able to follow me and be trapped inside walls without their allies and having NPCs shooting them". People now have to be prepared to actually tackle getting the better resources, if it puts them 10-15ish mins away from the closest storage location (if they own the closest). It theoretically would drive more PvP and encourage grouping and also would pseudo force people to have more mats on them if they do longer runs which means the Gankers can actually get materials from the harvesters if they dont prepare well enough. And by keeping lower rank resources near the keeps/forts the solo/smaller group/newer less trained people can still have access to the resources they need, just not at the high qualities they probably wouldnt be able to use anyways. It also makes it so both the faction that has more territory controlled and the faction(s) that have less territory controlled both still have to venture out of that pseudo safety net into the "danger zone" to be able to get the better materials and such
  2. I still think alot of these issues would just be solved if they put classes back to how they were 5.7 and sooner. The class grind should be either non existent or completely optional for small benefits/more overall options. Add new skills in place of the basic skills in the talent trees, and specialize more skills into the promotion paths. The gear grind can stay as it is (or be upgraded in a slightly meaningful way like the image from my last post suggested) as far as im concerned, its not as bad as people make it out to be. At the end of the day, and i speak only for myself in this regard, the only reason i dont play that much is because i dont like leveling my character. I never cared about the gear grind, i either gather the mats on my own and tossed them to a crafter i knew or i bought leftover/hand-me-down gear from a random vendor (or in one case offered to buy a white weapon from someone and they gave me a green for free [even though i later made them take a CE as payment]). But leveling a character is forking annoying as hell and i dont feel like smashing 2-3 buttons on crappy AI to get my levels, if i wanted to waste time leveling characters killing AI then i would play the hundreds of games that do it better (fyi, i dont play those games that often cause PvE based games bore the living hell out of me). Pre 5.8 if i didnt want to level my Champion/Duelist/Assassin i didnt have to (and mostly didnt, i only ever leveled 1 combat vessel to 20 and i only did it cause arrows were a thing back then, and even then i never got to 30 on anything other than my EK crafter cause sitting there making stacks and stacks of arrows is just as boring as killing trashy AI). It meant i had the CHOICE to decide if i wanted to level for the extra stats or not.The current implementation of talent trees forces players to take up the job/grind of obtaining levels. You get no skills to start, so if you want even half of your abilities you have to level. You get no discipline slots, so if you wanna slot a build defining discipline you have to level. Some abilities are inherently weaker (or non-existent) untill you take a promotion, so if you want your ability strength to improve (or have the ability at all) you have to level. Notice my last 3 points involve the statement "you have to level" not "You can choose to level if you want to for more options, or just choose to stay where you are if your comfortable there". My question is, what reason is there to not let someone get some descent gear (not intermediates, intermediate is for low level mob farming) and be a viable combatant in a siege at level 1? Why are we "Forced to kills rats spiders to fill another useless XP bar" to be able to accomplish anything at all on a character? Why was all the health that was taken off armor now put into leveling making a level 30 character have multiple thousands of more HP than a level 1? What is the reason for FORCING a grind rather than adding options that make the grind optional for the people that want that extra 30% power boost or w/e and still allowing the players that dont want to (or cant) grind to still be viable? There is a difference between being viable and being Min/Maxed. Players should be able to be viable without having to put in the efforts to min/max every little thing. Those that want to do the grind for a boost are free to go for it but it shouldnt be forced on everyone. Being 30-40% less effective then someone doesnt mean the end of the world, being only able to use basic attacks vs having a full kit of skills + disciplines does mean that. But thats just my 2 cents on the matter. I like things that add more variety and options, not things that make numbers astronomically bigger.
  3. The answer to the power curve is to add more practical bonuses rather than straight up stat bonuses on everything. Doing things that impact play rather then just make a number bigger so you do more with it. First, remove the obscene leveling required to be even slightly competent in PvP. Theres no reason for it. "Its to help people learn their class better blah blah blah" is not an argument if people play a class long enough they will figure it out. Make some method of transfering xp when making new vessles, or change the system so level 1 characters can actually be viable just with less overall options. Hell just make all Basic Starter vessels start at level 30 (or 25 if you really want to make them have some grinding to do). Basic vessels already have trash stats (what is it like +6 or +10 in all stats compared to crafted vessels?) So why not just let them start at max level so people can actually try different things out, and just have the leveling come into play with crafted vessels? Cause not many things will drive more new people away then coming into the game spending a weekend leveling a class and realizeing they dont like it and having to start all over again from scratch. Second, add more Stuff like this (old image but i liked what it offered), stuff that isnt expressly tied to Rarity of the gear or pure stat boost but slightly augments how certain skills function. (This might also help with the always wear plate dilemma if that is still a thing since the HP nerf, if different pieces of different types of gear effected skills differently in a meaningful way. idk if the plate issue is still a thing or not anymore though). Add augments to gloves, helmets, and boots too so people can mix and match the specific bonuses they want. and more horizontal options like i mentioned in the lower part of a really old post (before promotions were added) things that change gameplay or play style slightly. More new skill type things rather than things that expressly boost an already existing skill. Boosting skills power just feeds more into the power gap between a slightly lower level vessel and a slightly higher one, but access to new skills just give the higher level person more options and utility (and more choices for what to slot vs what not to). My thought on this is that classes should be viable with or without their promotion. Promotions should only offer different style of play + more options but dont become the backbone of what is needed to be competitive PvP wise.
  4. I hope we get at least some actual information about FW before summer starts. FW being good is literally the last leg i have to stand on for this game sadly. So i really hope whatever they are waiting so long to push out is actually worth it
  5. I wasnt asking about the skill trees (Passive Training) i was asking about Talent Trees (Active Progression) Because i really hate that i have to waste points on certain things just to progress through the tree itself. Example, why is Go For Broke the first branching skill for duelist? I Dont like go for broke and ill never use it or even slot it on my character, Snipe and Ambush are way better skills in my opinion especially since i play dirge and stealth for me is more about a quick initiation before i go into brawl mode. Thats 1 Whole wasted Talent point, then if i dont plan on doing any exploration stuff im forced to take both exploration discs because they are located on the default line of progression (most of my characters dont even slot exploration disc, only my harvester which i havent actually made since the last wipe). Thats 2 More wasted talent points. Thats a Total of 3 wasted skill points i could have put somewhere else. And Tinnis asked an interesting question about what will happen when disciplines require Talent points to gain abilities. If they force you to go in a certain Order or Tree style approach, Thats even more wasted points if i only wanted 2 of the abilities from a major but they locked it behind the 2 abilities i didnt want. Thats another 2 talent points PER Major that are wasted also. For a whooping total of 7 Skill points wasted in crap im never gonna use. The game is supposed to be about choices. if i CHOOSE to not wanna have any bonuses to harvesting at all and dont wanna slot disciplines. Thats for me to decide, it shouldnt be forced on me to at least attempt to take 2 exploration disciplines if i dont want to. Therefor i should be able to CHOOSE to not take 2 exploration discs in the talent tree if i dont want to. I should also be able to CHOOSE not to take Go For Broke if it doesnt fit my playstyle and i wont slot it. I dont care if Go for Broke actually happens to be a good skill and that other can use it really well, Its my opinion that the skill is shyt and it my CHOICE to not take it. I shouldnt be forced to take it just because the devs said "welp lets put that skill here in the tralent tree cause clearly everyone would wanna use this skill".
  6. My Main question is will there be another pass on Class/Talents, sometime after frostweaver is out, that would make it so classes started with their base kit (Similar to 5.7 and before) with the talent system itself being more of a way to pick and choose new skills+stats for each class on the way to each classes promotion. Locking core class features behind a 15 level, level gate is kinda bland and i see no real reason for it. Why does a druid (supposedly) have to wait to level 15 to heal? why does an assassin have to wait till level 15 to stealth? Why do the talent trees force players to take certain things to get through them? What if i dont ever plan on touching a resource node, why are 2 of my Talent points gotta be wasted on exploration disciplines (although with the scout/thief disciplines that showed up briefly in test, that might sway my opinion in having exploration discs depending on how they function)? What if i dont want a specific skill and that skill is the one you put right at the starting point of a section where it starts branching off? Now i gotta sit there and take a skill i probably wont even slot just because of the way the devs decided they wanted to set up the skill list which is another completely wasted skill point.
  7. I apologize for my earlier retort. I guess it turns out people can decide to have a civil conversation about these things sometimes, and not just turn everything into a massive flame war. Color me surprised.
  8. Congratulations Your The 1 Millionth person to make this exact thread. Your reward!? The same sarcastic retorts as all the others and the ability to not carry on this conversation in any meaningful way since everyone else has already talked this topic into the ground a billion times over. Welcome To the Forums, you will find the search bar in the top right of the page.
  9. If we making Mino Clerics and RatBoi Archers Then i want a Half-Giant Duelist (Yes this includes the burrow)
  10. ^ This is the biggest Hurdle/Problem to overcome. PvPers gank Harvester cause the Harvesters have the stuff. PvPers never carry anything but the bare minimum to PvP (Full Set of Gear + maybe a couple Buff Foods + maybe a few apples for food bar if you dont wanna waste buff foods early) and unless there is something in the game that forces PvPers to carry stuff OR encourages them to have something valuable on them, then no ruleset other than Full Loot will ever have any worth from PvPer vs PvPer fights, But then with Full loot you run into more uncle bob stuff cause the people losing by large margin are now completely unable to complete, and a guild thats close behind another but has a few bad battles in a row can get knocked completely out of the running. Sadly i cant think of anything that would actually encourage PvPer vs PvPer fights other than Seiges, but that just keeps the game in its current loop of (Long in an hour before Siege, Participate in Siege, Log Off)
  11. Just a small suggestion for creating a new character. Make it so a person can click on Race or Class at the top and change how the listings grey out certain things. Clicking Race will leave it as is. Colors all races and by selecting a race it colors all the classes that race can play and grays out the ones it cant. Clicking Class will flip it, So all classes get colored in and when you click a class it colors all the races that can play it and grays out all the ones that cant. Just a small QoL thing because i cant always remember which races specifically can play each class sometimes, and clicking through races to figure out where the 4th race that can play x class is, only to find out i misrememberd how many races could play a class or click through 9/12 races before finding the fourth.
  12. ShadowwBoi13

    1

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  13. I want just want to know which god is next for the trials and if they have any interesting tweaks to the Victory conditions or reward structure
  14. Thank god the took the free city and changed it to only connect with beachheads and no longer connect to siege/adventure zones for people to stand in and wait around while being unkillable.
  15. So basically my suggestion is to remove the large chests in the different zones completely and put the Big Iron/Big wood/Big Stone (Dont know what they actually called) recipes in stonemason's recipes. Make the recipes cost 10 stacks of 10 Non Basic mats (100 total) for which ever you build (ie 10 stacks of 10 non basic stone for the Big Stone Slabs) and make having some stone masons around a requirement to actually build up forts and stuff in CWs. (Werent they intended to be the builders in campaigns anyways?) I suggest this mainly because i dont see any reason anyone would be a stone mason in a CW. Secondly it would create a resource dump for all the whites people trash. I would rather dump all my whites, that i would normally destroy, onto a local stonemason in my faction so they can make a stockpile of building mats so my team can keep walls up at the forts and keeps and such, rather then just deleting whites since ACE still doesnt wanna give us larger storage space in CWs or any kind of storage in EKs. Thirdly it kinda acts as a gateway to slowly weakening an enemies defenses over time (especially in winter when less people are gathering = less throwaway resources available) because even if you continue to fail at sieges if you can do enough damage to their walls enough times over you can slowly drain them of their resources till it gets easier to press your attack (Also gives more reason to actually break more than 1 wall section when fighting in a fort/keep) Afterthought: They also mentioned in the patch notes on test that the barriers on wall will now replenish after a siege. They could also just make them not replenish automatically and take some of the Big resources to repair them or something like that
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