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silhaku

Testers
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Everything posted by silhaku

  1. don't know about that. If you are decently geared maybe. (Like maybe blues if you are wearing leather. I honestly think the cap should be 100% and rate you gain it should be about double. I think this would put it around the power curve of the other stats.
  2. I also considered maybe final damage was easier to acquire like though gear but if I invested into my human archer with dex I would have been at the 400 attack power mark which is Final damage at its best already. I'm barely over 20% Final damage and I do have the human ability to get that up to 30% but with less investment, I could easily hit higher values of damage without a limitation of a time-limited damage buff.
  3. yes, tried plenty of builds trying to make this work but you are much better building into all attack power, critical damage, and critical chance. Let me put it like this. You get like a .05% increase to damage modifier per strength point while getting 1 point in attack power. By the time you hit max level, you have gained about 100 attack power or 5% damage mod. Even if you hit the 1000 cap on attack power the stat points you invested to mod is only giving you 50 more. I thought that adding criticals to the values would change this since %s scale better at higher numbers but the gap became greater. So that leaves other values like specific damage mods and pens that I haven't tested out yet but I think the specific damage mods scale almost as bad as the final damage mod. You will never hit a point where final damage outscales raw attack power or criticals.
  4. it's horrible, you will never pick to build this stat up over any other stat.
  5. I know on your last stream you talked about having certain stats that were dump stats depending on the class, Well this is one of them for every class. Like to compare it to attack power this stat won't get equal value to it until you are reaching about 2000 attack power and the cap is 1000. So at best this is an additive stat that you take for melee classes because you get both attack power and this from strength anyways.
  6. *new question* is there any classes/promotions excelling in situations other than what you intended them to excel at and are you planning to reduce their effectiveness in those situations or leave them as is?
  7. I was trying to think of ways to make Ranged damage sources more viable in the current state of the game because as of now the focus is definitely on tanky melee classes being supported by healers. So as I was thinking of ways to reduce the power gap between melee and ranged I began to question if it would even change the game for the better. While a game's meta is usually seen as a negative thing because it validates some playstyles while stepping on others every game will always have a meta. There isn't a game without one. So developing a game so that it falls into a fun meta for the players to play in is actually a very important decision the devs have to think wisely about. Whether they thought this far into it or not, making the game more emphasize tanky and sustainable playstyles is actually the best direction they could take in this type of game IMO. In a game where large, unevenly numbered groups fight one another, a larger group in a damage based meta will always win. But since melee has enough time to back out to safety and healers can pocket heal people to full health with a group or 2 of enemies on top of them, it gives smaller groups some time to outplay bigger ones. This still leaves squishy damage dealers in a bad place in the grand scheme of the game but it's a preferable evil IMO. This can be fixed though, maybe if more utility were added onto damage based classes they could find a place. But buffing the damage numbers or nerfing tanky play will lead to an unpleasant meta for this type of game to support.
  8. So as a community I'm sure everyone agrees that leather armor is subpar and a waste of mats which makes any spec that only wears leather subpar. So why does it even take more materials to make leather than its better counter parts? I actually think some of these light classes can be pretty good but I have a hard time getting gear made because as i said before, most people think it's a waste of time and mats to make. Im actually constantly being told to reroll to a spec that doesn't use leather but what's the point of testing the game if i can't find out why some classes excel while others are gimp. So I'm thinking maybe the resources needed to make this gear needs to but cut down..... By like half. If leather armor cost less mats this alone would gave more validation to run a light class because the cost to gear them up would be less. At least for the testing i feel as though this needs to be done so some actually balancing suggestions can be made outside of people just stating dps numbers and we can get more people trying it out in actual combat. Thought i was placing this in the suggestion page. Do this on my phone, at work.... Soooo if anyone can move this for me i give many thanks.
  9. They did mention they were "soft" launching and that tends to mean launching with key features missing. Fully functional hopefully but almost guaranteed to have missing features.
  10. i actually think this should change per campaign. Short campaigns have faster durability depletion compared to the longer ones. But I do feel that armor does break a bit too fast even for a short campaign like this. Give me at least 3 days and that if I'm being reckless and dying a lot.
  11. I actually agree with a lot of what you stated. I hardly ever use my Fire for Effect buff and it is hard to get any value in a disorganized battle. But I think you misunderstood some of my statement. The melee ball should always be within AoE range but the enemy back like is usually 15-30m behind that. So while you still remain 30-35 meters close to the enemy front line your increased range lets you hit their back line also. It was really useful when taking out low targets trying to retreat back to there healers. You need to be at a off angle to see around the melee to their backlines but you remain safe from their ranged damage while avoiding their melee. And I said use defensive talents, like the increase armor one. I still run sharp shooter for the AoE root and haven't really figured out what I want to do with the other one, maybe escape artist. And the damage debuff seems to be a very noticeable drop in damage. I mean I use to drop faster using mail as a warden then I do now, as long as I keep using barrage and suppression to buy me more time to escape. So if I'm feeling the noticeable damage drop when their like 5-8 melee on top of me while wearing leather, I'm sure it helps my front line last longer in the fight. Do I think archery might need some buffs? Yeah, a bit. I think some bug fixes would go a long way though. And it does seem to fit my style pretty well and I usually don't like ranged classes like that. Think it would be better than turning it into another raw DPS class and brings more utility for the ranger.
  12. loving the archer so far, its more of a support class though. During big fights your main tools are the damage debuff from Barrage and the suppression from suppression shot. These really hinder the enemy melee train. Also since bow attacks don't require energy you don't have to invest any talents to those allowing you to invest more into the defensive ones. All while using the increase max range talent to allow you to poke at the enemy back line from a perfectly safe distance. Add the fact that movement cc doesn't effect you while you are in your archer stake and using your explosive traps to peel for you and you become very hard to dive. For damage Brigand will always outshine a archer but I feel archery does have it's niche it fills pretty well. Call Fire does seem to bug out sometimes though and rapid fire doesn't sometimes do the animation and go on cd but does no damage and these are important skills for this kit. So I hope they fix them soon.
  13. Keeping this one short and sweet. Either increase the amount of arrows a ranger can have equipped or allow arrows to be placed inside the hotbar to allow rangers to equip more arrows while in combat.
  14. Was worried about the forts having siege timers, still sorta am but I'm staying optimistic, but another idea came into mind that could also result in funneling players to fight and its a system that has been used in another game so it's proven to work. Planetside 2 uses its lattice system to control where the players could and could not attack. So basically you have to have a territory the connects to the territory you want to take in order to siege it. So instead on zoning into map and going straight for the forts, you have to capture the outpost along the way. This could not only allow players the freedom to attack any place they wanted to, this would give defenders enough time to protect key locations.
  15. k that kinda makes more sense but not being able to go after the keep you want when you want to still feels like a step backwards. Like what if you want to gather resource around a enemy fort? Taking it for a safe place for your gatherers hide and store their resources would have been a awesome tactic. Now you have to hope the timer comes up during your play hours. But I can deal with the system as long as they can always be something to siege, I thinks, guess I'll see.
  16. Straight up, I don't like it. I see why you want to do it but... yeah bad move in my opinion. I liked the ideal of prepping up for the big siege and having the forts to capture between those times. Sure you don't always get good fights and no one shows up but if enemy players wanted to contest they could watch the map for enemy movements since outpost become contested the moment enemies are near them them. There are things to add to this that could improve the current system like actual indicators for the boarders of the territory and maybe a indicator that give the approximate amount on enemies in that location. These would make outpost even more valuable because they could be used as a scouting tool. But I'm assuming its too late to revert this decision you made so I will try to ask for something else. Can we get a new type of territory to capture that's between outpost and forts like giving towers walls or something that siege can be used against and takes multiple groups or at least a full well coordinated group to take down. Of course I think outpost and these new, towers I guess ill call them for now, could be used as scouting tools and for point generation to fight for while in off siege hours. Probably should have put this in Suggestions but, hey, I still want to know what others think about this new Siege Window thing.
  17. I pretty sure the Disciplines dropping from mobs are place holder. Even the backers are saying they will be something made by rune crafters
  18. I actually think it should be more like 1/3 of the exp required to level. 10 Should be the max level for them just like the mobs. Just increase the skillpoints gained per level and the hp to match where level 30s sit at now.
  19. Not sure how all bleeds work in the game yet but from what I've seen from this skill you can only stack up to 3 and after that any more bleeds are null. I would at least like to see the bleed with the shortest duration on it replaced by the freshly applied bleed.
  20. I mostly agree with all of this but I just want to state that moving class progression to the vessel from the passive training was definitely a improvement. The issue now if the level grind they have now that have little reason to be in the game. And the fact that you have to do it with each new vessel you make. It does add value to protecting and assaulting grinding areas but is adds more frustration for the little depth that it adds. So I hope they improve on this system some more and figure out a way to remove this leveling process. Hell for now I'd even say keep everything the same and just start the vessels at level 30.
  21. So as the title suggest I actually agree with the decision to make disciplines harder to get. I know a lot of people are threatening to quit the game because of it but here's my thoughts on it. Right now resources in the game are pretty plentiful, to the point where contesting the resources of another faction isn't really worth it because there's enough for everyone. But the contesting of resources was suppose to be a key conflict of the game. Honestly even when the game goes live and there's a bunch of players roaming around it still won't be too big of a issue because most of the map a barren even with the campaign at its highest pop. On top of this the only thing really worth camping from the other faction is gold mainly due to this discipline change. So i'm about to look at this as objectively as possible. Her are the cons to the change. *Much harder to get your ideal build *Ancients and camps aren't solo friendly (need friends to help you farm) *Drop rates are crap Now here are the pros *Adds more key farm locations for factions to fight over *Encourages more group play *Brings up the value of the non meta Disciplines The pros have as much a impact because of the low population but when it goes up that will improve drastically what most of the cons will diminish. All but the drop rate one which I agree that this needs to be improved. I mean if it takes 4 or 5 people to take these things down then you should get 4 to 5 Disciplines. Hell and that's with mostly maxed levels. Ideally you want to be farming Disciplines as you unlock them for you vessel so it might take even more people. But that's arguable because most people farming them would probably be maxed level already farming them for a new vessel. Only other negative I see of this is the fact that the plan is to eventually make Disciplines permanent on vessels without a option to destroy them later on. If this is true then this will completely do the opposite to the value of non meta Disciplines and will definitely cause a lot more harm then good. Anyway if anyone agree, disagree, have their own opinions, etc. don't be afraid to post them here.
  22. The issue with that whole thing isn't that they're won't be any customization but how it is implemented. The most game defining aspects are stuck to gear that can and most likely will be lost while you retain the power scaling parts that only can be gained with more time. Why make it where you lose your customization but retain your stat advantages? Who wants a system like that?
  23. This was the post that made me lose hope in this game. If they actually change their minds on this it would be a god send.
  24. You are wrong on so many levels. It doesn't have to be RNG based but the standard for crafting in MMOs have been get the mats and make the gear with getting the mats being the majority of the labor. In CF crafting and gathering is suppose to be two different gameplay experiences of there own. Where's the gameplay at when there is no way to lose? For crafting to have some sort of depth it needs a system with definitive wins and losses. There are so many people against the mini-game aspect that actively crafting things seem to be out of the question. I guess they can take more of a realistic take and have you bang away at a hot piece of steel until its just right but something tells me that will be tossed into the mini-game pile also. So how do you lose as a crafter? What are you actively doing to make sure your projects come out right? Right now nothing, the simplest way to do this is to base it off of RNG. And also, skilled craftsmen even messes up from time to time. So you may have the skills but that still doesn't guarantee a 100% chance at success. Otherwise we wouldn't be haven't bugs in games like this would we?
  25. This is likely to change. Also it's seems reasonable. You are a novice crafter, you should fail at almost everything you make. But you think that means everyone will be walking around naked for a week. Na, the real crafter will put up with the challenge to get gear for themselves, friends and guild mates. Tbh the higher tier gear when fully leveled should be as hard to make as basic gear is underleveled or somewhere close to it. For a aspect of a game to be fun there must be some kind of conflict. Where's the fun when you know you have a 100% chance to get what you want?
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