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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
  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. Well, it's precentile, so the larger the initial number, the more it gets reduced, but when you have small 2s stuns, a 33% reduction is only a .66s reduction. Still allowing for some masty chain stuns, roots, ect., ect. A lot of it has to do with Time-to-kill(TTK), in how you balance CC, and without knowing what they're aiming for, we can't really comment on a couple small duration stuns, vs one large duration stun. From a personal preference though, I'd prefer a couple small duration stuns over one large one. You then force a higher skill cap on the player to land the cc, and the enem
  11. 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 essenc
  12. 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 utili
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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 hap
  18. 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
  19. 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 da
  20. and ensuring melee are second rate archetypes. Party damage immunity is fine as is.
  21. I'm not really arguing that this needs to be priority. I’m just bringing up that with the movement/combat changes, there should be a rework to the CC philosophy. I don’t really care if it stays as is till the patch before the game launches. Just bringing up something I believe to be an issue at the moment. Since were on a change priority list, is there anything like that floating around? A list of what they're currently adressing, or working on, or possibly a dev. roadmap? Or just a list of feedback they're really looking for? Not that giant spreadsheet, something more narrow :<
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