Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

MrErad

Testers
  • Content Count

    172
  • Joined

  • Last visited

  • Days Won

    2

Reputation Activity

  1. Like
    MrErad got a reaction from TenSixths in 5.125 TEST Bug Reports for 7/29/20   
    If it hasnt changed these should still be the mitigations.

    Training Dummy Mitigations:
    Crushing - 50
    Slashing - 50
    Piercing - 0
    Fire - 50
    Ice  - 50
    Electric - 50
    Poison - 50
    Disease - 50
    Bleed - 0
  2. Like
    MrErad got a reaction from Tyrant in 5.125 TEST Bug Reports for 7/22/20   
    This happened to me in the same step.  Clan member unloaded his inventory before doing said step & completed it just fine.  I hit every motherload twice over and nothing advanced until I dumped the boulders from the pigs.
  3. Thanks
    MrErad got a reaction from Hungry in 5.125 TEST Feedback for 7/22/20   
    So how does this effect divine light. Does it still heal 5 people or is it just 3 now since its a damage dealer and healer for Paladins.  Think this might be an unintended side effect with the sledgehammer that just came through.  If its the case that we heal 2 less people you just dropped the hardest class to heal with even further to the bottom not to mention the poor Fury.
     
    Figure I would add to this. I did check all the other healers and they havent been effected by this since they don't have a damage component or were already  set to 3 like holy symbol but has a 2 jump component to it.  Icecaller got its tweaks to the totems but the new totem is equal to 3 of the old ones in terms of healing & mana power (nerf to hp/s but not so bad since you dont need 5 totems).  Haven't tested if its still 5 players and same with refreshing burst. 
  4. Like
    MrErad reacted to LordofCake in 5.125 TEST Patch Notes for 7/22/20   
    Crowfall The Calling Update
    Development Build 5.125.0
    To report any issues or bugs, please go here: 5.125 TEST Bug Reports
    To report feedback, please go here: 5.125 TEST Feedback
    For an up-to-date list of known issues please go here: Known Issues
    Latest Updates:
    Campaign:
    Based on Community feedback, the Dregs and Infected siege schedules have been adjusted to support both NA and EU players on the same server!  Different zones have siege schedules set to the primetime of the respective regions.  Some Strongholds will be vulnerable for an hour nightly in a range from 7:30PM to 10:30PM CEST (12:30PM to 3:30PM CDT.) Other Strongholds will be vulnerable somewhere from 7:30PM to 10:30PM CDT (2:30AM to 5:30AM CEST.)  Players from different regions can participate in sieges in any zone.
    This change allows a greater number of players to join a siege timed to the period they usually login to play and will increase direct competition between players from both regions.
    There are now Multiple versions of Keep Bases in Infected and Dregs campaigns, the Mini and Medium Keep.
    The Mini Keep is the same parcel footprint, and building plot limitations as the now deprecated large Fort. We consider the Keeps to be player “Home Bases” and require siege equipment to siege properly, as they all contain stone walls. (if you see a stone wall, it is some form of Keep!) Outposts now include new versions of Forts.
    Some Forts can be surrounded by wooden walls. Forts can contain chests that produce materials and other items every hour. Forts with walls should not require siege weapons to break the walls down. Sacrificing higher rank materials should now provide progress towards building walls.
    Caravan Pig locations will now spawn additional pigs when there is an active siege within the zone.
    God’s Reach now has been expanded to include the second chapter of introduction quests intended to guide in Crowfall gameplay.
    The levels of some God’s Reach NPCs have been modified to allow a smoother transition between zones.
    Vendor slots have been removed from Temples.
    Wartribes:
    Wartribes should now be represented in each campaign. Legendary relic items have been added to Wartribe bosses which can be sacrificed and used for specific victory cards. Increased the chance of receiving Uncommon disciplines on Watrtribe Bosses. Several foods have been added as part of Wartribe loot. Crafting:
    Small Re-rolls now indicate that they re-roll your 3 lowest Point results, with the current result as the minimum value. Large Re-rolls will completely re-roll all Point results for the current experiment, with no minimum value, basically it is as if starting the entire phase over again Recipes that always combine with a minimum rarity can no longer trigger a Flawed Assembly. Updated SFX for trying to use invalid recipe components. Small, Medium, Large Shields require a Bending Form to Craft. Added weapon appearance functionality for Small, Medium and Large Shields, Pistols, Rapiers, Frostcasters, Books. Dodges:
    Dodges have been normalized to be either 10m and 20m based on the character’s race. 
    Races with 20m dodges:
    Guinecean, Centaur, Nethari, Wood Elf
    Races with 10m dodges:
    Human, Half-Elf, Fae, High-Elf, Stoneborn, Half-Giant, Elken, Minotaur
    Races who have 10m dodges have a Dodge Power maximum of 2.
    Races who have 20m dodges have a Dodge Power maximum of 1.
    Races who have 10m dodges have a Dodge Power Regeneration Base of 11.
    Races who have 20m dodges have a Dodge Power Regeneration Base of 22.
    Retaliates:
    Crowd Control Immunity - We hadn't looked at the numbers associated with Crowd Control in a long time, and now that we have the Retaliate power functioning correctly whenever it is used, we could look at Crowd Control in general, and made a few adjustments.
    Post using the Retaliate power, the player was also made immune for 3 seconds; this value has been reduced to 1.5 seconds. When the player has had multiple Crowd Controls placed upon them in a short period of time they are made immune to Crowd Control for 8 seconds. We do this via increasing a stat on the player called Resolve. When the Resolve stat hits a certain threshold, Crowd Control immunity kicks in. This immunity has changed from 8 seconds to 3 seconds. Similar crowd control types no longer stack and will no longer generate Resolve. Specifically:
    Hard Crowd Control (Knockdown/Stun) now blocks all other forms of Crowd Control. Hard Crowd Control (Knockdown/Stun) is prevented when you are afflicted by both a Movement Crowd Control (Root/Push) and Attack Crowd Control (Blind, Suppress, Cooldown Reduction) at the same time. Attack control types (Blind, Suppress, Cooldown Reduction) no longer stack with each other. This means you cannot be Suppressed while Blinded for example. Movement control types (Root/Push) don't stack with each other and won't increase Resolve. Basically in the past all the forms of Crowd Control applying to the player were stacking, and pushing the player into a Crowd Control Immunity state very quickly.
    Combat:
    Power Trays - All classes now have 10 base Power Tray slots. Offensive player combat abilities that can hit multiple enemies can now hit a maximum of three targets. Weapons and Power Damage - We have decided to remove the damage range variance from weapons, You will no longer see 105-117 on weapons but instead just see a single damage number 111. We also took out the minimum-maximum roll variance out of the powers, and all powers should always deal the same amount plus the player stats and weapon bonuses. We did this to make things less confusing and easier to see damage values increases when gaining better equipment and buffs in combat. (Ie the player normally sees 235 damage when using an attack against an opponent, when they have a buff placed on them, they see that number jump to 455 on the next attack.) Harvesting:
    Reworked the Grave Loot tables, they now follow the patterns of the other resource types more in that you can get lower qualities as filler drops for upper end resource nodes.  Added roots/mushrooms as potential drops from graves. Seasonal buffs do not increase/decrease grave digging harvesting based on season. Reduced the stat values granted by the seasonal harvesting buffs. Energetic Harvest is no longer classified as an Ultimate power, it is now classified as a standard Tray power. Intermediate Harvesting Tool recipe is now 4 separate recipes, each Recipe should be granted in the skill Trees by the same nodes that allow the player to equip them. General:
    Several performance optimizations have been included including a new occlusion system which limits rendering objects blocked by other objects.
    Bugs Fixed:
    General:
    The Delete Character warning in the lobby will now tell you the quality level of your vessel before you confirm deletion. Fixed an issue where if you were killed while recalling, you would teleport to your temple in bleed out state. Fixed an issue where hitting any key while the Retaliate prompt is visible would cause it to disappear and become unusable. Fixed an issue where you would be unable to trade items to other players if your inventory was in overflow. Fixed an issue where some assets around Canyon entrances would appear to float in the air. Fixed an issue where in-combat fidget animations would play at incorrect times. Fort Walls will no longer ever be affected by poison DoT. Fixed a number of culling inconsistency issues. Fixed an issue where some areas on Trees of Life would not trigger hit FX. Added SFX for capturing outposts. Updated sacrifice values on a number of consumable items. Fixed an issue where Ballista would snag and get stuck while in placement mode. Catapult and Trebuchet attacks should now always play SFX. Fixed an issue where Guineceans would appear incorrectly if jumping or falling while stealthed. Fae should now display FX while gliding. The Retaliate shader should now remain visible on you for the duration of your Retaliate effects. Updated FX when consuming some food/drink items. Fixed an issue where Auroch NPCs were not displaying hit FX while skinning. The hit FX from Assassin basic attacks should now appear correctly on their targets. Trees of Life and Banewood Trees should now play SFX when they are hit to reflect damage. Fixed an issue where skill tree SFX would go off at the wrong times. Removed extraneous audio feedback and click SFX in the lobby. Fixed an issue where you could become stuck inside of Keep walls if you stood on them during construction. Fixed an issue where you could not hear harvesting SFX of other players. Fixed an issue with broken collision on spider nests. Fixed an issue where resource collision would not update after being damaged or destroyed. Fixed an issue where some players would lose all sound. Player armor debuffs will now also affect NPC's. Fixed an issue where slotting consumables to your minibar would cause power trays to clear after zoning. Improved overall performance by updating terrain textures. Updated environmental assets so that they now always face the correct directions. Fixed object collision issues in the temple marketplace. Items moved between your Inventory, World Bank, and Account Vault should now stack properly (with the exception of items auto-imported into a campaign - this should be reflected by the item UI). Fixed an issue where zoning would cause your all gameplay input to break. Improved the sizes of short swords so that they appear more reasonably sized. Fixed an issue where the client would (very rarely) abruptly shut down at seemingly random times. Campaign:
    Guards should no longer be invulnerable and damage players after a keep goes neutral. Ranger Guards now only spawn after the walls are fully built. Minion type aracoix assassins who Swoop in on you from Stealth will no longer inflict a stun (boss and lieutenant types will continue to stun though). Elementals no longer detect stealthed players. Ranged NPCs will no longer attempt to maintain range since it looks bad when they do. Fixed teleport/rubberbanding issues in the Gods Reach Moon Temple zone. Fixed an issue where Keep guards would remain hostile even after you had taken the Keep for your guild. Fixed interact issues with scavenging minecarts. Fixed a Wartribe hut that caused teleport/rubberbanding issues. Fixed Hunger nodes that would cause teleport/rubberbanding issues. Crafting
    Fixed an issue where improved weapon molds (runed/imbued/compendium appearance) would result in the wrong items being crafted. Eternal Kingdom:
    Fixed parcel rotation issues on the Hamlet Parcel in the EK editor. Fixed an issue where some parcels could not be placed at the edges of your EK map. Improved the collision on the Guild Hall placeable building. Fixed collision issues on a number of placeable castle wall pieces. You will no longer be able to move or loot buildings while logging out of your EK. Fixed an issue where removing a parcel from your EK would cause that parcel’s name to break. Fixed issues with objects disappearing inside of placeable buildings. Fixed an issue where if you removed noble status from a player while they were placing a building, they would get stuck in placement mode. UI:
    Improved the crafting descriptions on Metal Bar, Metal Section, and Metal Billet recipes. Fixed an issue where zones on the Cluster Map would highlight incorrectly. You will now see an error message if you try to move items into a World Bank that has already reached full capacity. Item Tooltips have been updated to better reflect how they can be used (mainly for crafting recipe items). Fixed an issue where dragging vendor items out of the inventory window would cause them to get stuck on screen. Fixed an issue where dragging vendor items outside of their inventory windows would prompt the “destroy item” UI (even though you cannot destroy items on a vendor).  F to Interact prompts should now only appear when they can actually be used. Fixed an issue where opening the Split Stack UI at the bottom of your screen would cause it to remain forever visible. Improved zone maps to better reflect real time capture status. Fixed an issue where unarmed Druids would see incorrect messaging if they tried to use Kinetic Boost without weapons equipped. Updated lobby messaging when the client is down for Maintenance. Fixed an issue where the Combat Basics skill tree information tooltip was not appearing correctly. Fixed an issue where ally health bars would appear in red, as though they were enemies. Improved the tooltip for the Confessor Redeem talent - it improves the Movement Control Intensity stat. Fixed an issue where clicking the “Reset” button during the crafting process would imply that you lose those resources - this is not the case. Banewood Tree combat information will appear as Plague Tree in your combat log. Fixed an issue where the Split Stack UI would appear in the lobby. Fixed an issue where Minotaur players' health bars would appear behind their heads, so they were partially obscured from view. Swift saddles can now be traded. Fixed an issue where moving items into your vendor would always show the sale info UI, even if the item was not successfully moved into the vendor. Improved Quest compass marker functionality. Added missing Russian translations. Fixed a number of Russian translation appearance issues (overlapping or bleeding text). Chat:
    There is now messaging in the Me channel to reflect when your inventory is in overflow and preventing you from picking up more loot. Powers:
    Fixed an issue where Recall could occasionally be used multiple times before its cooldown would trigger. Fixed an issue with Recall FX appearing incorrectly. Fixed an issue where Ballista FX would cancel out before the power ended. Urgu wartribe Ranger’s basic attacks should now display the correct FX. The Harvesting ultimate, Energetic Harvesting, should now play the correct SFX. Centaur Wild Charge should now have the correct hit FX. Fixed an issue where traps placed by other players were not visible to you if they were placed before you logged in. Assassin Spirit Dart will now display the correct projectile FX with, or without a valid target. Assassin Spirit Dart cooldown will now be correctly reduced after being used on enemies that have been Exposed. Improved Cleric ultimate, Miracle, power FX so that they always appear at your feet. The Confessor talent Well-Oiled Sandal should now properly increase your dodge pip regeneration rate. Confessor Condemnation should now hit within the correct range. Druid Essence Scram power FX now appear correctly under your hands. The Druid Wicked Winds power tooltip has been updated to reflect that it consumes the Shroud of Darkness buff when used. Duelists should now correctly gain pips after using Flintlock Shot on enemies that have been Exposed.  Duelist Rapid Fire should once again fire the correct number of times in keeping with your current number of pips. Fixed an issue where Myrmidon Vengeance and Frenzy power FX would stack. Fixed an issue where Templar Holy Warrior and Resurrection powers were not appearing correctly in your power tray after being unlocked. Frost armor no longer gives double armor when cracked. Frost Armor cracks may now form at a rate of 1 every 0.5 seconds naturally or 1.5 seconds with the Frozen Solid talent. Frostweaver Freezing Blast should now hit within the correct range (up to 30m). Fixed an issue that caused the deploy time from Volatile Ice to be removed leaving it nearly impossible to escape. Fixed an issue that caused the deploy time from Refreshing Ice to be removed. Re-Fridgerate now requires 1000 Supercharge to activate Frostweaver attacks that strike multiple enemies are now limited to three targets. Volatile Ice now assumes the cast time of Ice Weave for damage calculation and is now in the AOE damage category. Frigid Ice now assumes the cast time of Ice Weave for damage calculation. The casting time of Ice Weave is now 1.35 seconds. The ticking effects of Cool Ice and Frigid Ice no longer stack. Removed the "In Combat" component from buff abilities that shouldn't be putting you into combat Disciplines:
    The NPC Confessor power Flames of Truth should now display the correct FX. The Burning Hatred passive power FX should now appear correctly (granted by the Burning Hatred minor discipline). The Ricochet Shot power (granted by the Sharpshooter major discipline) should now display hit FX when hitting a valid target. Fixed an issue where Male WoodElf Rangers would animate incorrectly when using the Adjudicator power (granted by the Adjudicator major discipline). The Chain Heal power (granted by the Friar major discipline) will no longer root the caster. The Benediction power (granted by the Friar discipline) should now increase your Bleed Resistance cap correctly. The Unstoppable power (granted by the Juggernaut major discipline) now plays SFX. Fixed an issue where the Dispel power would not knock down targets correctly. Added ignore external interrupts component to Bard and Troubadour powers. Frostweavers are no longer eligible to use Blood Pact. The Fieldsurgeon major discipline Purgative power should now purge all pulsing debuffs.
  5. Like
    MrErad reacted to blazzen in Nerfing All Ranged   
    Here's what PVP looks like with precise aiming, projectiles, physics, good framerate, full friendly fire, etc. 
    Hoping CF gets here someday. 
     
  6. Like
    MrErad got a reaction from Soulreaver in How do we balance Frostguards?   
    Yes some classes scale better early game compared to others. Things like templars are more late bloomers & struggle early game.  Once armor starts catching up & passive training the damage might not be out of line but the CC is for sure.
  7. Like
    MrErad got a reaction from hookem123 in My thoughts on the beloved frost guard.   
    Doesn't matter if you increase from 1vs1 or higher on the Frostguard.   No class should have a CC  that can be casted at a rate of 1 per second after the initial. The best thing is that its a 5m AOE that can Knockdown 5 people.  If it had an internal cooldown of 20seconds and any volatile after didnt KD then it would be different.  The majority of the classes have to combo to achieve their CC with usually a 20+ timer added on after using it. 
    Volatile CC should be paired up with shatter storm or find a different purpose for volatile .  You want on demand CC you have it through Frigid Ice which still does things better than most CC classes.
  8. Thanks
    MrErad got a reaction from hookem123 in How do we balance Frostguards?   
    I dont think melee will have counter play still.  So 1.25 until detonation  with a ice weave cast we're up to 2.25s. Thats if you're spamming the weave holding it any longer and you can sync it with a targets retaliate now.   Not to mention there's always more than one frostguard. 

    Confessors 2 ways to group CC both with basically a 20s+ Cooldown.
    Templar Knockdown 9s  has to be within 5m  unless they're parrying. Fury would be about 20+ on the divine 1 application of KD.
    Arbiter 20s for their holy symbol

    I'm sure I'm missing a few classes but that was the 3 easiest for me to pull up.
    So lets say the new delayed Frostguard can basically throw a KD out every 2.25s with 5 of them being their charges and the rest 250 mana that can potentially knock down 5 people with each one. .  So 10 casts of Volatile  and under threat of CC for 22.5s of CC from one frostguard.  Currently is 10/11s of straight KD until they ult then just keep adding on the seconds.   Compared to the other classes its usually a 20s delay before the next CC gets tossed out unless you start doubling up on classes.  One other possibility is to put a cooldown on the free weaving for Frostweavers & force them to use other spells on top of it.  I can see this solution  causing more problems though.

    Frostarmor has its whole set of issues itself but that needs a change plus the Ice callers frost armory.  Talk about a worthless talent.


     
  9. Like
    MrErad got a reaction from Tofyzer in Vindicators Need Some Love Too   
    Correct the Slashing damage bonus from it is increasing the damage which ends up being holy.  They fixed this a couple patches ago and makes it worth taking now.
  10. Thanks
    MrErad got a reaction from JamesGoblin in War Story of the Week: Into the Fire   
    1) Small group destroying a big group sure.  No one wants to watch a big group destroy a small group.
    2) These are far and few
    3) No One wants to watch a group roll someone at a boss spawn
    4)see above
    5) wont see this until there are real politics and people can call keeps home. Also small player base currently
    6) dont see how this makes a good  war story unless it a montage
    7) think zybak is the only one who can get away with making ganking videos
    😎 another poor idea for a war story
    9) these are rare

    Until we have an increased player base and more rivalries we won't be getting "good" war stories.
  11. Like
    MrErad got a reaction from oneply in Nerfing All Ranged   
    Yep you're not wrong on this.  You could theoretically slow yourself down on this to give more spacing between the CC but with 5 charges and you can easily do 6 more volatile ice after the charges.  Space them out over 2's  and you can easilly have 22 seconds of KD spam in your opening move.  Then ult regain 5 more charges depending on how much mana restored in that time at least 3 more extra.   This problem just gets worse the more Frostguards you throw into the mix.  If you just Ice Weaved straight on its 1s per each weave so 11s for the opener.   No other class comes close to the potential CC that a Frostguard can dish out.
  12. Like
    MrErad reacted to Che_Copado in Nerfing All Ranged   
    Im all for nerfing Frostweavers first before nerfing all ranged classes. Melee feels good against groups without frostweavers, its when frostweavers are added to the mix (which is 90% of all engagements) that melee becomes an absolute dumpster fire. Volatile Ice obviously needs to be looked at, although people are also ignoring that frigid ice will be just as bad once volatile ice is nerfed/fixed. Volatile Ice needs a damage nerf as well as a short timer before triggering CC, something like 1.5 secs would probably be fine, but obviously thats something that needs to be tested to find the right #s. Once frostweaver CC is fixed we can see how melee plays in an actual rock v paper v scissors meta
  13. Thanks
    MrErad got a reaction from Tofyzer in 5.115 LIVE Bug Reports for 7/2/20   
    Templar

    Can we have our ult & reproach combo adjusted to 6m like the rest of the melee classes?   Only our autos are up to 6m and means our ult and combo chain only hit out to the low 5m range but not the full 5m
  14. Like
    MrErad reacted to ComradeAma in Nerfing All Ranged   
    Please fix FW Volatile Ice/ Frost Armor bugs before hammering ranged damage.
  15. Like
    MrErad got a reaction from Tofyzer in Vindicators Need Some Love Too   
    Vindicators themselves don't need many changes if any currently. If i were to have my way though a built in slow for the base kit or a mobility bonus like escape artist retaliate would be a nice compromise coming off the reproach combo.  The CC fury should get the stronger daze for its righteous smash instead of slow.   It's the main reason you see me using troubadour on my templars the majority of the time.   I can keep someone perma slowed if I get myself into range and the added benefit of no retaliate to get yourself out of it.  Making up  for the lack of mobility basically.  Like I said in the above also the reproach combo being sped up would help a ton.  I hate the telegraph on it and how long it takes with radiant sweep seeming to be faster than righteous smash.  

    What I would like to see is more flavor added to the specializations.  Vindicator could get dot damage added to all its attacks or after applying 3 autos they also do a big burst of fire damage on top of their slashing.  Devotion could be something as easy as more Sin is applied the target becomes more vulnerable to all forms of damage or the Vindicator gets more resistance as Sin is applied and to its group.  This would add more flavor to the classes and maybe uniqueness to group comps.  Templars lead the charge,  hold the ground and would like to see more of that built into their specs.

    I think what they did with the Icecaller and the Frostguard is what all classes should achieve to be.   The FW Tank is probably one of the most unique to bring into a group comp and would like to see more classes follow that pattern.  Something that brings a little uniqueness to the group comp instead of being straight DPS , Healer or CC / Tank etc.    The Frostweavers DPS line is probably the most uninspired thing currently and should be avoided.
    All the Templars are late bloomers and rely on the passives from crafters and the combat training themselves.   Our Vindicators on the high end before dregs were putting out 2800+ executes , 1200+ divine lights , and the reproach combo was breaking 4 digits easily probably the same range as divine light.    The class is definitely geared toward group play in general so makes for poor 1 vs 1 but if they can make up the mobility somehow and not with just the new lunge weapons it should play better.
    Until the CC or Meta changes you wont see the power come back into the class.  The holy warrior fix where it raises the cap now was a big jump in power. Before it was better to not take the talent.   Current problems are that it dropped to mail armor in early game this hurts but the extra damage bonus will add up later on with the higher vessels + mail. Plus with better crafted gear it really isn't that much of a liability and training in later stages of the game.   I could ramble on about this class for hours but its probably one of the most fun classes that actually requires a brain to use.

    Current Problems so far...
    Barriers cancel any use of Righteous Parry.  If you have a barrier up you can't counter attack but can block which is pointless .  So ult ,  force mage, bark skin, crusader heals when they apply the barrier  will stop the use of righteous parry until said barrier is destroyed.
    Barrier blocks generation of Zealotry & Ultimate Build up when parrying.  Only way to build up both is to go offensive when you proc a barrier.  Wondering if this is working the same way on other classes that have blocks now.
    Can always Parry as long as you have a pip and release the parry before you burn said pip. Doesn't consume upon activation like it used to only when the internal timer is reached. Neat little bug thats sort of useless at the same time due to the meta.
    *Edits*
    Templars Reproach Combo & Ultimate are still 5m.  Can use them on the low end of 5m but not the full 5m. 
     
    Oddity
    Lunge -  Not really a bug but the lunge is decided upon activation not the impact point. So if you're facing the wrong way and decide to lunge and connect with the target nothing happens.  Kind of weird and drives me crazy.  Especially when you're out of combat and aiming the wrong way and open with the lunge all you'll do is close the gap.
    Pet Peeve-
    The Divine Light effect is horrid.
     
  16. Like
    MrErad got a reaction from APE in 5.115 LIVE Bug Reports for 7/2/20   
    Templar Bugs
    Barriers cancel any use of Righteous Parry.  If you have a barrier up you can't counter attack but can block.  So ult ,  force mage, bark skin, cleric heals when you're under 50% will stop the use of righteous parry until said barrier is destroyed.
    Barrier blocks generation of Zealotry & Ultimate Build up when parrying.  Only way to build up both is to go offensive when you proc a barrier.  Wondering if this is working the same way on other classes that have blocks now.  Or this barrier are just blocking the build up of this.
    Can always Parry as long as you have a pip and release the parry before you burn said pip. Doesn't consume upon activation like it used to only when the internal timer is reached. Neat little bug thats sort of useless at the same time due to the meta.
     
  17. Like
    MrErad got a reaction from Che_Copado in Vindicators Need Some Love Too   
    Vindicators themselves don't need many changes if any currently. If i were to have my way though a built in slow for the base kit or a mobility bonus like escape artist retaliate would be a nice compromise coming off the reproach combo.  The CC fury should get the stronger daze for its righteous smash instead of slow.   It's the main reason you see me using troubadour on my templars the majority of the time.   I can keep someone perma slowed if I get myself into range and the added benefit of no retaliate to get yourself out of it.  Making up  for the lack of mobility basically.  Like I said in the above also the reproach combo being sped up would help a ton.  I hate the telegraph on it and how long it takes with radiant sweep seeming to be faster than righteous smash.  

    What I would like to see is more flavor added to the specializations.  Vindicator could get dot damage added to all its attacks or after applying 3 autos they also do a big burst of fire damage on top of their slashing.  Devotion could be something as easy as more Sin is applied the target becomes more vulnerable to all forms of damage or the Vindicator gets more resistance as Sin is applied and to its group.  This would add more flavor to the classes and maybe uniqueness to group comps.  Templars lead the charge,  hold the ground and would like to see more of that built into their specs.

    I think what they did with the Icecaller and the Frostguard is what all classes should achieve to be.   The FW Tank is probably one of the most unique to bring into a group comp and would like to see more classes follow that pattern.  Something that brings a little uniqueness to the group comp instead of being straight DPS , Healer or CC / Tank etc.    The Frostweavers DPS line is probably the most uninspired thing currently and should be avoided.
    All the Templars are late bloomers and rely on the passives from crafters and the combat training themselves.   Our Vindicators on the high end before dregs were putting out 2800+ executes , 1200+ divine lights , and the reproach combo was breaking 4 digits easily probably the same range as divine light.    The class is definitely geared toward group play in general so makes for poor 1 vs 1 but if they can make up the mobility somehow and not with just the new lunge weapons it should play better.
    Until the CC or Meta changes you wont see the power come back into the class.  The holy warrior fix where it raises the cap now was a big jump in power. Before it was better to not take the talent.   Current problems are that it dropped to mail armor in early game this hurts but the extra damage bonus will add up later on with the higher vessels + mail. Plus with better crafted gear it really isn't that much of a liability and training in later stages of the game.   I could ramble on about this class for hours but its probably one of the most fun classes that actually requires a brain to use.

    Current Problems so far...
    Barriers cancel any use of Righteous Parry.  If you have a barrier up you can't counter attack but can block which is pointless .  So ult ,  force mage, bark skin, crusader heals when they apply the barrier  will stop the use of righteous parry until said barrier is destroyed.
    Barrier blocks generation of Zealotry & Ultimate Build up when parrying.  Only way to build up both is to go offensive when you proc a barrier.  Wondering if this is working the same way on other classes that have blocks now.
    Can always Parry as long as you have a pip and release the parry before you burn said pip. Doesn't consume upon activation like it used to only when the internal timer is reached. Neat little bug thats sort of useless at the same time due to the meta.
    *Edits*
    Templars Reproach Combo & Ultimate are still 5m.  Can use them on the low end of 5m but not the full 5m. 
     
    Oddity
    Lunge -  Not really a bug but the lunge is decided upon activation not the impact point. So if you're facing the wrong way and decide to lunge and connect with the target nothing happens.  Kind of weird and drives me crazy.  Especially when you're out of combat and aiming the wrong way and open with the lunge all you'll do is close the gap.
    Pet Peeve-
    The Divine Light effect is horrid.
     
  18. Thanks
    MrErad got a reaction from Tofyzer in Vindicators Need Some Love Too   
    Disagree with the majority of this post.
    All Templars have issues against ranged especially with a lot of the new 20m dodges being passed around. Top it off there's another round of bugs for the class and some old stuff that isnt fixed. Something I have to get around to and do more testing with again.   This isn't just a problem for vindicators.
    Pip Generation - Only one that doesnt have an issue is the Paladin but the other 2 can keep there's up with a little bit of work. The pip issues rears its face mainly in 1 vs 1 scenarios since you're just breaking even. The other issue is that some of the majors are still costing 2 pips or more to use because of weapon weights and skill cost . The base kit works fine.  Using 40% - 80% of your pips to cast 1 spell isn't right from a major .  None of the mana classes have to use up that much of their resource in comparison.   Also your main source of pip generation doesn't come from parrying.  Main sources are Divine Light +  reproach into Righteous Smash & auto attacks . I hope one day they speed up these combos so they are harder to read.
    Vindicator DPS/Gameplay -  Your job isn't just to parry & execute. It's part of your high dps but that whole kit is part of your major DPS this applies to all 3 versions too . The Reproach Combo is where the majority of your dps comes from unless a melee is on you or you can force yourself into the melees swings.   Good luck getting any of these combos off with the current meta though .   I will agree on the auto attacks feeling lackluster but that goes for all 3 archtypes.  I feel like my cleric puts out more auto DPS with no training than any of the templar autos.   Vindicator has some of the most insane damage that can't be utilized just because of how the current meta is.
  19. Like
    MrErad got a reaction from oneply in Vanguard quitting Crowfall .. For now   
    Thats a pretty broad statement about the "PvP" clans.  This game is neither though in its current form.  The forts , keeps don't feel like home or a place that you project power from & with how small the maps are its pretty easy to project said power.  On top of it all the PvP is timer based and there isn't enough of it. This reminds of the Darkfalls changes to timers with their village system,  life is feudal 1hr a week judgement hours or any other game that curtails PvP through timer usage. Once the timer is gone everything is in a protected state & boring.  If we go to a future hand shake system of sieges ask yourself what is there to do before that happens?  Thats the big problem.  Once a fort or keep is built up what is there to do after that?  The game protects it for me until the siege timer.  Just need to login once in a while to protect said asset and maybe farm for gear but if you're only logging in a hour or two a week then the gear will last longer so why do that too.
     
     
  20. Like
    MrErad reacted to Smiguel in Vanguard quitting Crowfall .. For now   
    We don't mind losing fights. That's the point were you start to learn and get better. We don't need anything to fight for beside the fight itself. We play for PvP...ountnumbered or not. We wanna use flanking, tracking abilities, use the right moment to push in or drag out, use terrain etc etc 
    Witht the FW and Aoe stuff there is no need to learn and get good. You just have to slam your head on all ur aoe abilities and watch ppl die.
  21. Like
    MrErad got a reaction from APE in Bring back old God's Reach maps   
    I agree with this.  I tried the new experience with a fresh frostweaver that I was going to turn into a healer. By level 20 I wanted to claw my eyes out and cant believe how painful it is to level now.  I would hate to level anything past a white now.  Mob density was the biggest problem if there were multiple groups / people over the encampment with less tribe type mob spawns and more animal ones. This lead to me using the same newbie gear for quite sometime.
     
    Right now we've been encouraging people just to move to the dregs at level 20 so we can get them to 30 quickly in the campaign.  I don't think anyone has had a positive experience once they got to level 7 or 8.
  22. Like
    MrErad got a reaction from Tofyzer in Bring back old God's Reach maps   
    I agree with this.  I tried the new experience with a fresh frostweaver that I was going to turn into a healer. By level 20 I wanted to claw my eyes out and cant believe how painful it is to level now.  I would hate to level anything past a white now.  Mob density was the biggest problem if there were multiple groups / people over the encampment with less tribe type mob spawns and more animal ones. This lead to me using the same newbie gear for quite sometime.
     
    Right now we've been encouraging people just to move to the dregs at level 20 so we can get them to 30 quickly in the campaign.  I don't think anyone has had a positive experience once they got to level 7 or 8.
  23. Thanks
    MrErad got a reaction from Nueby in Bring back old God's Reach maps   
    I agree with this.  I tried the new experience with a fresh frostweaver that I was going to turn into a healer. By level 20 I wanted to claw my eyes out and cant believe how painful it is to level now.  I would hate to level anything past a white now.  Mob density was the biggest problem if there were multiple groups / people over the encampment with less tribe type mob spawns and more animal ones. This lead to me using the same newbie gear for quite sometime.
     
    Right now we've been encouraging people just to move to the dregs at level 20 so we can get them to 30 quickly in the campaign.  I don't think anyone has had a positive experience once they got to level 7 or 8.
  24. Like
    MrErad reacted to yianni in -W- is our friend - edited   
    Wrong forums. Pretty sure WoW forums are on blizzards site
  25. Sad
    MrErad reacted to Zatch in -W- is our friend - edited   
    I
    you Erad. 
×
×
  • Create New...