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Feur

Testers
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Everything posted by Feur

  1. https://youtu.be/H07zYvkNYL8 That's venturing too close to Albion Online, a model that should get buried fast.
  2. Enjoy. https://www.youtube.com/watch?v=-fRFMkFbH8I
  3. Well for starters, your wifu gets T H I C C.
  4. I can't wait to try the templar out. Kinda bummed about the lack of mobility via dodges. It would be cool if you could cast the 1 mobi skill on CD for some pips. I wouldn't even care if it didn't stun if cast on CD. Just something to give her a bit more mobi to keep up with, or escape from, enemies. But we'll see how short the CD is soon i guess
  5. Feur

    Duelist Kit Feedback

    I mean, I'm not arguing his effectivness, at all. First paragraph.
  6. mmhm. Just list the archetypes, and have little side TL;DR sections describing the class, and tabs to click on showing the promotions with their role symbols beside the promotion title, and sections which also give tl;dr's and show skills. but this is getting off topic :/ Also, it's a support class, not a healer class. Just because there's a dps tray and a healing tray doesn't mean the druid will never be as good a healer/dps as main spec dps, or "true" healers, esp. since there is no true healer in this game. It just changes how healing is going to be balanced for the druid since her window for healing is smaller than a leg.'s who doesn't have to deal with tray swap and essence, only CD.
  7. I hope so, we need more support Archetypes :^)
  8. Yeah, I've been following both, and Lost Ark just looks a lot better overall. Doesn't mean I'm not going to try LE when it launches though =P
  9. http://puu.sh/sAf5q/73d8dd20e2.png Achiever : 53% Explorer : 27% Griefer : 73% Socializer : 47%
  10. Feur

    Druid Feedback

    Keiotyk mentioned an idea in the druid gameplay thread about not having all of the druids death-tray abilities cost essence, and I think this could open up a good discussion on making the death tray feel better. Thoughts : If not every ability cost essence, this would allow the druid to stay in death tray longer and contribute more to fights when no healing is needed. I do like this idea, as even with no essence, you could contribute with minor abilities like LMB. However, I think a better way to maintain longevity in the death-tray would be to change the LMB, and have it generate essence. As stated in my original post, I'm already not a fan of the current death-tray LMB, and would like to see a multi-part LMB chain put in place, and with the change, a essence generating theme'd one would be a very nice addition. With this, would could maintain essence costs on all skills, but still have a way for the druid to generate essence without switching to the life-tray and casting heals when they're not needed, thus wasting CD's you'd rather not waste.
  11. I don't think anyone is arguing for the Druid to have comprerable damage to a full on dps like the confessor. It's just at the moment, the only decent damage she has is in her lightning strike combo. The bear as far as I can tell is pretty awkward to use and land. I don't mind that it has a charge up and it roots. Once the bear is touched up, and balancing happens I think her death tray will feel a bit better. I do think her lmb needs changed from what it is atm, not a damage buff, but an actual ability change. Just remember, first and formost, the druid is a support, her healing and utility should be the main focus in her kit, and her dps should be supplementary. But just because it'll be supplementary, doesn't mean it should feel awkward, and clunky to play.
  12. Now that's interesting. What if not all of her damage abilities costed essence? She could still pump out some damage without essence then, but her bigger spells would still require it. You could even have her LMB generate some essence if you wanted. So instead of throwing heals around when they're not needed, you could still contribute to the fight in your death tray.
  13. You could have runes be slot unlock in archetype training. That way you could always change runes but it won't dissappear when you die. It'd have to be a fairly early train though. Maybe a third dead end branch in the archetype training.
  14. Feur

    Druid Feedback

    Yeah, the global cool down on abilities after switching needs to go. So basically, long, hindering, animations? I mean, it's all in how the skill feels to use. I'm fine with magic classes being less mobile, or having longer, or rooted animations. It's just using the skill should feel powerful. When lightning is summoned, I should feel powerful, when healing, I should feel like i'm drawing on the power of nature, ect, ect. I think in part it's just due to alphaness. Every class shold feel different, an agile duelist vs a bulky mino tank.
  15. I would like this. Basically a pseudo raid group. Green could indicate your party, yellow for linked groups, and red for enemies. Still keep party damage immunity. But i'd still like to see larger group sizes down the road, like 6-8 people.
  16. I mean, he has a point. five became a standard because of the tinity of healer/tank/dps in pve content. There's no reason Crowfall couldn't have a different party size since there isn't really any PvE/PvE-Raid content. It just depends on what they want to see happen. If you have larger party sizes, guilds that can constantly field full groups will have an advantage in OW combat over guilds that roll around with a few spots free, and they won't even have friendly fire to help them since the enemy would be in a single party. But I'm not opposed to the idea. I don't think friendly-fire should happen if you're in the same guild anyways. But I know some people on these forums would have my head for arguing against friendly-fire :^)
  17. A great example of that is Albion. A big shortcoming is the power of your character has, is directly tied to the tier of armor/weapon you have. At least in that game, it's pretty easy to get non-progression new equipment. One good thing about the game is you could progress combat trees(You're weapon spec, and armor spec), on top of a gathering or crafting spec(hide, mining, or lumbering. Or a specific armor piece to craft). Something you can't do in Crowfall. You could probably learn a lot by looking at what Albion is doing wrong
  18. I don't know where, but I want the Leg. to have an AoE party Defense buff. A big thing is that the leg. has too many buffs, and not enough combat skills. Don't really want people just spamming lmb for damage. Maybe drop one of the buffs. Wild Charge Charge forward while the input key is depressed, dealing 610 - 750 +85% Weapon Damage up to 3 time to anything in your way. Change: 2part combo. Wild Charge1 - Big self speed boost charge second cast. either or. Wild Charge 2.1 - Leap and deal AoE burst at end of leap Wild Charge 2.2 - Impale target in front of you dealing more damage the longer you've traveled. maybe apply a bleed, or a crippling effect. Bellow of Triumph Applies a heal over time on a friendly target and on yourself. 8 second duration. Change: AoE 360 instead of cone, Applies a HoT. Bellow of Triumph second cast,(Can be used at any point before HoT is over) consumes the HoT and heals for how ever many ticks of the HoT are left. Scatter Horde Point blank area damage and knock back. Change: Agreed that it's kinda slow. But instead of a knockback, maybe a daze, or stagger effect. A combo here would be nice. something that had twice the CD of scatter horde so you couldn't use it every time, but everyother time would be fine. Battlecry Increases group movement speed and breaks movement impairing effects. Change: I like it. MS buff + CC clense(soft cc, hard cc, anything really.) Eternal Rage Generates rage for the Lego. Applies 2 delayed heals to yourself and up to 5 members of your group over 5 seconds. Will grant mana / rage / energy to group mates. Change: This could be the buff to change. Maybe the defense buff could go here. Maybe some form of attack that debuffs the enemy. Killing the enemy will grant the resource regen, and crit buff. Resets the skill on Kill. (must attack marked enemy for buff when they die) Maybe a debuff that increases the leg.'s damage to that enemy. The more damage they take, the greater the effect when the debuff ends. Max if target dies. Basically, something less passive AoE Buff, and something that groups can use to coordinate focus on. Rallying Cry: Group heal and applies a buff to crit chance. Change: As helix said, maybe move the crit to eternal Rage. The Defense buff would be cool here too, or it could go onto eternal rage. Who knows.
  19. Feur

    Duelist Kit Feedback

    Ah, you're right. I completely forgot about the stealth icon in the combat section.
  20. Feur

    Duelist Kit Feedback

    Huh, never got a notification that someone replied. Guess that's unchecked in the notification settings? That's fine, we can differ on stealth. I just find steath to be an unfun mechanic for anyone without the skill. I'm not really advocating for a short duration, just a limitation somewhat. I guess to expand on the idea, I want stealth to drain stamina slowly. Think 10%(who knows, just to give an idea of how slowly I'm thinking), or so the rate stamina drains when sprinting. You can of course stop and regen stamina while burrowed. But I do want tunnel to cost stamina. Not as much as RMB, but still a decent chunk, like 20% or so while maintaining its CD. I want the duelist to be able to scout while stealthed, I just don't want them to get a free method of mobility that hides them without having some drawback. Never played Shadowbane, but seems this thread did a good job explaining what you're talking about. Only issue I see is that in shadowbane, according to the thread, to detect stealth you needed equal or greater value in detect than they do in stealth. There was also track Which it looks like you may be able to train when the skill tree for that is out. But what about stealth? I don't see anywhere on the duelists tree that increases your stealth skill. So presumably, we'll get something like track or detect in the coming skill tree, and all it's going to do is maybe increase the radius of the skill? Hopefully it's like a 160 degree cone in front of your character and not a 360 AoE. Do the duelist pistol skills have spread if you're missing, or is it just ping based and the pistol is using a projectile instead of hitscan? That would kind of suck if they had a chance to miss when properly aimed. :/ Otherwise, yeah pretty much. Pepperbox is too good. Nah, you don't want to rely on taking damage to generate pips, I think the current passive is great.
  21. Death Tray LMB is a great way to get rid of essence. But usually you'll want to keep it up when farming(in death tray), so if you get jumped, you don't start at zero essence and have no offense skills to use. Just my opinion though.
  22. Feur

    Druid Feedback

    This was the Archetype I was most excited to play, and it did not dissapoint! I hope you don't mind a bit of a read, but I got pretty excited thinking up feedback and suggestions to really make the Druid shine. Druid Kit Feedback : Resources : Druid Kit Overview - Honestly, I love the class. Out of all the archetypes I’ve played, I found druid to be the most fun. So keep that in mind that any criticism in this post is minor, and some of it is just nit-picky. To keep this short, any ability I had no feedback on was cut. Passive : Really nice passive. Only question I have is what’s the CD on the ability? Life Tray Nature’s Avatar(2) : The channel dmg buff is in my opinion, just an unfun skill to use, and a 70% damage buff doesn’t seem like something worth using compared to either healing or damage you could do in that timeframe since it’s only a single target buff, outside some specific instances. Moreover, I just don’t find it to be interesting as is. Suggestions : I was thinking a different version of a damage buff would be more interesting to use. Like a rune circle similar to WoW's mage circle so it could benefit more than just one person, or a toggleable skill that buffs the damage of those around you, then, it would still serve as a fast essence build skill then. Will-o-Wisp(3) : The ability as is, is good. I’m not arguing numbers, or its effectiveness. To me it seems a lot like a cast timed healing rain in that it’s a standard AoE heal at a targeted area. So altering one or the other would serve to make the kit a little more diverse and fun. Suggestions : Thought 1 - It would be cool if the skill worked like the Mystic's healing skill in Tera,Titanic Favor, where it locks onto the ally and goes out to heal them. The longer you channeled the more wisps formed. This would give the druid some more spread heals. (this is just a thought I thought would be interesting to have as an option. Don't really care for it myself since it takes away a large chunk of AoE burst heal the druid has) Thought 2 - If kept as is, it’d still be cool to get a vfx change and have the wisps bombard the targeted area like a missile barrage. VFX : It'd be cool if the longer she channeled the more Will-o-Wisps spawned around her. Some awesome paint for an example Healing Rain(4) : It’s probably just because I mained a Resto. Shaman, but I think of healing rain as a more persistent AoE that heals for lower per tick, but stays around for a while. Honestly, it just seems like a worse W-o-W as is, and the VFX bugs me how it seems to just douse people in water. Suggestions : Thought 1 - Think Tranquility, meets Healing Rain. It would be a pretty huge AoE, and last for a good amount of time, but it would heal for a pretty small ammount of HP per tick. It would help diversify the two AoE heals, as one would be burst, and the other would be a low HoT tick while in the area. Thought 2 - Instead of rain, the druid starts growing a flower that pulses heals as it grows. Maybe increasing the amount healed the longer it’s around, finally bursting for a decent sized heal. Or, just bursting when fully grown. It would be cool to see a skill charge system too. Maybe you could have 2 up at a time. Death Tray LMB : Pretty underwhelming honestly. It seems like it’s only real use is to drain essence, but I could be wrong. Suggestions : Change it to a standard three basic combo like the other LMB’s, as is, it’s pretty useless in 1v1’s and small scale. Thought 1 - The third LMB combo could put a debuff on the target, and when hit by lightning abilities they could burst lightning bolts to nearby enemies, kind of like Aurora Emitter. Thought 2 - The third LMB could put a debuff on the target that increases Lightning damage taken, assisting your Lightning burst chain, and basics. Thought 3 - The third LMB in your chain could be the only one that bounces between enemies. Shroud of Darkness(5) : Just seems like an odd combo honestly. First part is a self buff that has a chance to stun attackers, then the next removes the buff, but summons a tornado that knocks people up and travels in a straight line. Don’t get me wrong, I like both of these skills, it just seems odd that they’re paired, and the second removes the first, when you really want to use the second part of the chain. Sacrifice(6) : ehhhhhhhhhhh. With how healing is done in this game, a skill that gets rid of something like 22% straight up health, before adding mitigation values for only 15% essence just doesn’t seem like a good tradeoff, but that could be just me. Thanks for reading!
  23. This is going to sound redundant but when you scale everything down by a factor or 10, you scale the range by a factor of 10. If a skill does 2200 - 3000 damage and you scale it down to 220 - 300 you're scaling the possible range of damage from 800 to 80 which can, if ever so minor, give decimals. Prior : You deal 10,245 damage for a crit your suggestion : You deal 1,024.5 and since hp doesn't do .5 incriments you'd either round up or down, creating a minor +/-1hp difference. The smaller you scale down your values, the more error you have. I like the range they've got at the moment, and unlike wow, I don't think each new tier will boost your HP/Mana/Damage by huge factors. So, we'll be sitting pretty at the 40k-mid50k mark for a long while. Edit: I do agree with your last part about adding in the skill damage and weapon addon damage together in the tool-tip. If they can do that at the moment, it's probably just not a priority for them.
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