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Kambien

Testers
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    71
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About Kambien

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    Magpie

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    Female
  1. So, west server has the same L shaped forested tile repeated 21 times.... I dont suppose there is any plan to increase the diversity of the tile set on that server anytime soon is there? I mean east is super complex, and EU may be simple but the mountain structure makes it dynamic at least. West is barely going to have any dynamic terrain, its just a big flat forest with a "canyon" in the middle.
  2. The numbers I quoted were from big world based on my experience with crafted gear so far. I have used advanced crafted weapons/armor/arrows in every slot and basic in every slot. I'm not sure how this will play out in the long run, but I imagine the balance of bow left click damage vs other left click skills will scale roughly equally, assuming players have relatively equivalent mitigation and damage bonuses. I cant say that I have ever taken 50% of someone's hp off in Big World even with full armor/weapons/arrows at white or green quality using a fully charged 1st, 2nd, or 3rd bow attack versus ungeared players, so I am not sure what your experience has been? Maybe with a 3rd attack that crits you could put out 20k damage which would be close to half hp for non tanks.
  3. Yeah the bow damage is strong, and I don't want to remove "player skill" from the bow tree, but that skill gap between ranger bow skills and every other class is too much right now. The damage on a left mouse button bow shot is anywhere from 6 to 12k (averaging closer to 8k) depending on your weapons, arrows, skill levels, etc. That is a lot of damage from one attack, but the charge up time takes so long that another player can easily get 3 to 5 left mouse attacks at 1 to 4k (averaging probably 2k) damage in the same time. The rangers own melee tray left mouse button combo is going to hit 4 times for 2k each in that time (with advanced crafted daggers). The bow skills end up being a bit higher but not as dramatic as it seems, and personally, I think with the increases in mobility added to the game over the past few months the player skill thresh hold to land ranger left mouse attacks is too high compared to all of the other classes. This could be countered in a number of ways, including: reducing charge times, increasing the projectile hit box on arrows, increasing flight speed on arrows, or slowing down movement speed of all players (which I doubt would go over well).
  4. Just to clarify, when I said auto attack I meant the left mouse button skill, not an actually automatic firing attack such as with tab target games. If you misunderstood that I'm sorry. If you didn't, then I assume you like the charge up left mouse button skills that we have now? Please try to be more constructive by telling us why you don't like something or what you would do differently.
  5. The most recent new articles on the CU webpage talk about server optimization for large battles, which seems like a precursor for going into a beta level test. The screenshots look nice so far, still some work to do obviously, but that's to be expected.
  6. I think most players will eventually move toward a primary house in either their personal, guild, or conglomerate; a few crafting thrall properties; and a few secondary houses in other EKs for trading. The kickstarter and preorder packs people will likely have large empty castles sitting on their tax free parcels, either attached to their guilds EK or independent. Most guilds will try to maintain their own fort or castle but only the big ones will be able to maintain large castles/palaces. The most sociable and successful EKs will be the trading hubs and zerg guild EKs. Trading hubs will be governed by conglomerates, and these will likely consist of about half the primary groups involved and half the secondary properties of people from other EKs who are looking for space for trading. There will probably only be a few successful conglomerates.
  7. VIP allows you to train 3 different archetypes, but not 3 skills in one archetype. This is true even in the current Alpha build. Though there is a bug where you can train an advanced archetype without all the prerequisites and not counting as the same skill tree as the base class. They may allow you to train 3 different advanced archetype trees from the same base class. I have been keeping my eye on camelot unchained since it was first announced. The new screenshots dont seem bad, and they are doing some innovative things, but tab targeting is also an issue for me. I have friends heavily invested in both games and although my primary focus is on crowfall I will likely give CU a bit of my time.
  8. Moving disengage to combo off 5 (since that would have synergy) and then moving the slow to combo off the 3 skill isn't a bad idea. They could set the cooldown for the 3-e slow combo to whatever they want, it wouldnt have to be the same as the 3-3. This would definetly make it easier for rangers to disengage at will and stick to targets when they need to.
  9. I actually think the ranger melee tree is okay with a few caveats. I do very good damage in melee stance on my ranger using the bleed, the 6 skill combo, and other skills situationaly. But I agree forest step needs a significant reduction in cool down and it would be nice if it could teleport to target reticle instead of flat distance given the snare follow up. The disengage skill (3 + E) just doesn't work for me about 80% of the time, they need to fix it so it reliably moves you away from the target. The ranged skill tree needs some work. I agree with most of your comments, but I think the ground target aoe (4 skill) is good as is, useful in times when enemies do clump, and will become more and more useful as larger team fights happen. As for the bomb skill in the ranged tree it is just kinda worthless for cast time vs damage output, and since it doesn't knock people up as well as the melee version it isn't useful as a CC.
  10. The skill tree is meant to be broad and generic. True skill diversity and customization is going to happen at the vessel/runes level. The interaction between skill trees and vessels is important for diversity, and vessels aren't in yet, so we don't have a very good picture of the final outcome.
  11. Im happy, been wanting to play this class since I started following Crowfall.
  12. If I could rebuild the ranger, I would make the bow auto attacks a standard attack with no charge up (reducing damage accordingly) and nominal movement speed debuff. I would increase the size of projectile hitbox to be more in line with confessor auto attacks. I would make the ricochet shot a channel single target snipe skill (higher damage, but only 1 target). I would lower the cooldown on the first melee skill to 15 sec (down from 45) and increase the duration of the run speed to 8 seconds (up from 6). I would change the C skill to do 250% life steal for 6 seconds (down from 400% for 6 sec) and then followed by 25% for 24 sec. Then I would test all of these changes and re-evaluate for balance tweeks. These changes are largely to tweek the ranger's bow skill tray to be more effective in a world where everyone has split body, to increase their mobility in combat, and to lower the initial impact of their C skill while allowing for a longer term sustain potential. I am sure many people will have critiques of my changes, and I welcome them, but I would also like to see what others would do instead. Maybe we can generate some ideas for ACE and get some kind of changes for the ranger in the pipeline.
  13. Launching the ore was amusing. Especially when it gets stuck in the sky box and looking like stars.
  14. Most of the problems caused by multiple accounts are already countered to some extent by current game mechanics and proposed mechanics that aren't in yet. All ACE really has to do to control these issues is make sure that high quality resources from harvesting stay rare, and thus require heavy time sinks, crafting probabilities on max potential for items remain challenging, and vessels require highly specialization on their skill caps to produce top quality harvests/crafts/combat proficient/scouting effects/etc. These systems (if managed properly) will force active play to be a quality player in any of these areas. Sure there will still be bots parked for scouting, but if they lack high scouting skill limits on their vessels they will be only moderately effective. It would take some pretty hardcore dedication to sink the time and energy into crafting high end vessels for you scout bots, and hopefully with decay this will be a constant time sink. Yes, players can use other accounts to engage in espionage with relative impunity, but that's up to the players to vet their group/guild members.
  15. Sorry, Verot, maybe I did not convey myself well. I was saying I want to play different roles (such as crafter, harvester, combat, scout), but not at the same time. So basically I'm okay with having to have different accounts or using some other system to limit a person to 1 role at a time. The skill progression/vessel system was just a consideration. I'm okay with this system. I just don't feel the skill trees side is necessary given that vessels will be the primary source of limitations on skills over the long run, but it is what it is, and I'm okay with it. I'm not advocating for anything related to zergs. Just stating that these systems which we are discussing change the way players come together compared to other games, and that is a good thing.
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