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MrErad

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  1. Like
    MrErad reacted to Crushedvelvet in The End of Nightcapping--Congrats ACE   
    I personally dislike this fort/siege schedule as it only fixed a few minor things like back capping, and created a slew of new headaches.
    1 - yes night capping forts is dead.....bc no pvp allowed at 98% of forts lol, theres only one objective fort to fight over for 17 out of 24 hrs of the day.... in 6 zones......really, really, boring and anti sandbox feel going on.
    This also removes any strategy for map movement or control as you are literally forced and pointed to what you have to fight over or care about.
    This directly helps the faction with the more active player base as now they know exactly where to stack their troops and what they have to defend. (as admitted by most balance they are having an easier time keeping stuff capped)(reference scoreboard)
     
    The 5 man fort group now cant use geography and movement as a weapon to get around numbers, they are forced into non winning fights or, to not pvp and farm n craft to try to eliminate any numbers advantages with gear n vessel upgrades.
    Also now the “night capping” is just towers and gy’s, it definately still exists, as shown by wb roaming group doing towers last night at 2 am in marq with 7 dudes (not funneled to active fort bc forts are pointless still)
    This directly ties to why the campaign map is dead, pvp has no purpose for character progression or reward and you can make epics in gods reach and campaign temple and eks, why would any one trying to get geared up risk getting slaughtered when you have designed the game to have more safe havens than pvp locations? No one is on campaign because of this, it is by design advantageous to not pvp or be in pvp locations.
    2 - i agree on back capping being dead and this being a good thing, shorter fort timers might make the last ten minute strat be less viable if fort windows were only 30 mins? more people might d up for 25 mins over 55 mins etc.
    3 - reduced pvp siege burnout is now replaced with pvp boredom.
    fort locks and less towers have removed almost all campaign map participation, with a main reason being they are all still absolutely pointless for account/character progression.
    Why would me and a buddy go try capping towers when we could be farming up gear or vessels for guildmates or factionmates, there is no reward to pvp only risk and detrimental gear hits.
    The game in current format is minecraft with a 5 hr pvp window.
    4 - circle standing time is much improved, good job 
    5 - Respawn cap points have all the same problems forts n towers do, usually they have no strategic purpose bc, capping alerts enemies to the zone, usually not near a valuable objective, and also again they do nothing for a characters development. gy’s are pointless, besides in siege zones during 10-11 if you dont have a fort. 
    All in all im really surprised how vocal some are in support of these mechanics because it sure seems like its killing the pvp and world persistence. There are far to many hideouts for people to progress outside of pvp, and far to little pvp objectives with meaningful purpose that people care and want to fight for. Fights for just points on the scoreboard hasn’ t worked for 6 months. Make pvp have a purpose towards something and people will pvp, until then, this is what crowfall campaigns will look like.
  2. Like
    MrErad reacted to veeshan in Forts and seige equiment   
    You should change forts into mini seiges. 
    Have cheap seige equipment that is used on wooden walls and make the immune to weapon attacks. 
  3. Like
    MrErad got a reaction from Audin in Paladin (healing) Templar   
    The divine light pulling away is smart but its also the pip generator.  Diving in and firing it off to get max pips and see how the flow goes from there is the ideal way.   Blowing a holy warrior right off the bat is the wrong way thats for sure.   I"ve always reserved it as a backup heal or if the fight flow isnt anything crazy to cap someone off and rebuild it for a bigger push. 

    Also I did email support about the 0 pip regeneration. I've waited 5 minutes and nothing comes back in previous version we would always get the first pip so either that was a ninja fix or something broke along the way without anyone noticing.  They said they would investigate and get back to me so hopefully we'll have a proper answer sooner than later.   Not getting that first pip back actually screws with Templars pretty badly and couldnt figure out why something felt off at first and this is the reason.


     
     
     
  4. Thanks
    MrErad reacted to thomasblair in Paladin (healing) Templar   
    That first pip not doing its thing was a bug, while looking for the answer to this question, saw the problem and fixed it.
  5. Like
    MrErad reacted to veeshan in Why are Assassins so gimped in this game?   
    You pretty much cant kill them 1v1 alot of the time if they know what there doing cause they simply disengage 180 use again run in straight line till dots leave re stealth heal up in stealth using the ability and harassing the other person with there stealth skills and re enagaging again when it suites them.

    then there templars who physically cant kill anyone cause the opponent just walks off when they decide they cant win  
  6. Like
    MrErad reacted to soulein in Crowfall is not a PvP game.   
    The game needs a larger population that can maintain many different campaigns, each with a healthy population. Until that happens, its just the same 100-200 people fighting each other over and over again. It's better than the same <60 people fighting each other (5.7 and earlier) but not by much. When there are multiple campaigns, the losers don't have to keep fighting the same winners, they can dodge and play in a campaign where they're more evenly matched. We've seen this with people leaving to go to the Euro campaign where the dynamics are more favorable to them. 
    The game needs a population boost and that'll only happen with a finished game. We thought better performance might bring more people, but that doesn't seem to be the case thusfar.
  7. Like
    MrErad got a reaction from Audin in Elementalist needs to be removed/reworked   
    Yep this skill is a major issue.  It currently counters templars divine light , confessors, druids except for their nature dmg, clerics , all the elemental quivers  , the electric banner & not sure what else I'm missing.  The even bigger kick to the face is stacking it with the reflect since you'll be healing and doing dps at the same time.  If they want to keep this skill the way it is they should make it act like haunt debuff after 6 attacks the skill is removed or like the templars fault finding where it stops applying sin after a certain amount of attacks. Numbers can be tweaked after but currently its 15s? of a elemental immunity basically.
  8. Like
    MrErad got a reaction from Audin in 5.8.6 LIVE Feedback and Bug Reports for 4/16/19   
    Doubtful on the quitting in 1 month and it shouldnt take that long to  gear.  A lot of the fun is testing new builds even if their white vessels & currently its a slog without the gold.  The other issue is why are the mobs worth 50xp only on white vessels.  Basically the current leveling mechanics make it feel like how blue/epic vessels behaved when leveling off of mobs but now applied to white vessels.  Either lower the xp curve on white vessels or increase the xp on the higher rank mobs if gold is to be more valuable.
  9. Like
    MrErad reacted to nerion in Elementalist needs to be removed/reworked   
    Elementalist is a discipline that completely negates the damage type for about half the players in the game. It is commonly used as a response to the heavy damage of siege weapons which are almost impossible to handle without this discipline during sieges. This makes its usage almost universal at sieges.
     
    There are disciplines which are structured as hard counters . Mudman, Militant Mage, and Scarecrow function in a similar way to Elementalist but are isolated to very specific types of damage. Most classes can change weapons or have options for damage that are not elemental. Clerics and Confessors have no other options so this further exacerbates the issue. If any ability does fire damage then you can not change it to do non-elemental. Most classes have at least some options or paths to change their damage type.
     
    This is not a Meta issue because it affects three different types of damage.I am a heal/tank Cleric but I feel bad for anyone who plays a DPS Cleric or Confessor. Please split this Discipline or remove it. 
     
  10. Thanks
    MrErad reacted to blazzen in Tree fight = slide show   
    I thought Darkfall did a really good job with UI and screen clutter even in large fights. DF essentially just had indicators above people's heads (similar to the crests that Crowfall has) but didn't have any HP bars or names above everyone's head. That information was given when you put your crosshair over someone and you got a pop up HUD. 
    I typically turned off the indicators over everyone's heads except for group mates and guild mates. That way I knew if someone didn't have an indicator they were enemy. Anyone with an indicator was friendly. 
    Example below (big fight starts around 12:43). 
     
  11. Like
    MrErad got a reaction from Scorn in 5.8.4 LIVE Feedback and Bug Reports for 2/26/19   
    Haunts healing component & ghost armies healing doesn't work. I havent seen it heal here or on test currently.
  12. Like
    MrErad got a reaction from Navystylz in 5.8.4 LIVE Feedback and Bug Reports for 2/26/19   
    I've noticed this as well with abilities if you retaliate and start a skill the server just eats it.
  13. Like
    MrErad got a reaction from Corpran in 5.8.4 LIVE Feedback and Bug Reports for 2/26/19   
    Fountain of Life cant be casted by a templar at 5 pips the skill stays grey'd out. 5.8.3 it took 4.
  14. Like
    MrErad got a reaction from Scorn in Some Changes I suggest   
    They all have divine light.  Stay out of the circle. Parry is pip based so once their out they cant counter attack but if you're standing in divine light you're refilling said pips. Range has no problem against a templar since its very difficult for them to stay in melee against those classes.  I would just chalk this up to lack of knowledge on how to fight a Templar more than anything.
  15. Like
    MrErad reacted to VaMei in Fight the Zergs, Join Chaos Today!!!   
    I may disagree with the level you take the competition of a game to, but I do respect that you are able to openly acknowledge your position, and that it may be an outlier position.
    Myself, I want to be a strong competitor, I want my team/guild/corp/whatever to be a strong competitor, but I find victory over an openly inferior adversary to be hollow and unsatisfying.
  16. Like
    MrErad reacted to weaponsx in Call to Order on NA   
    Aww so you are one of THOSE ppl jah, when  you do it its ok, when another do it its not lol. I have no problem with a faction fighting together... I just have stated that ppl like.. you.. will call in a nut-cup form other factions to make sure you get the win. Just to make sure I am clear. Fight with your faction all you want, thats how this crappy faction system is suppose to be, but you want that win so bad, you try to get others form all factions to your side to do it..... but you have the health of the game in mind. BWHAHAHHA dear god this post is too much fun. Get your bobby dazzler Jah, get your first alpha win... you deserve it man.. you A-ok number one lol...
  17. Like
    MrErad got a reaction from Scorn in 5.8.1 LIVE Feedback and Bug Reports for 01/24/19   
    Here's a problem with the Fury HP passive buff and running Juggernaut.  If you have stacks of the HP increase and then activate toughness it wipes away all stacks but if you do it in reverse and activate Toughness first  then build stacks you get the proper increased HP.
  18. Like
    MrErad got a reaction from Scorn in The 5.8 Templar - A Constructive Post   
    Mobility : I agree on the Templar this is needed to a degree or possibly turning censure into a slow instead of a hard stun or give us a small speed boost after landing.  This can be offset with friar (doesnt work with trailmaster), elken to a degree but not ideal, or bard . I'm not finding the lack of mobility to hindering in solo or group but something that would allow us to attempt to secure our kills would be nice. 
    DPS & Pips : I haven't had an issue in pip generation with any of the 3 versions.  The Paladin has it the easiest though.  I would like to see the 3rd hit dropped to 2 if they feel the need for it or there would be no use for the righteous smash. The DPS does seem very low on the Templar but you have to becareful because the Paladin will benefit greatly from it.  The Fury is lacking in dps and the cc doesnt make up for it. I didn't find the DPS one to be nearly as fun as the other 2 unfortunately the DPS increase didn't seem to be much greater than the Paladin.   About the animations they could be shorter or smoother. Its kind of dumb how we can animation break all of them but if we don't especially on divine light we make ourselves vulnerable to multiple attacks.
    Survivability:  One vs One this class is beast.  Paladin is the strongest out of the bunch and finding the fury to be pretty solid too.    On the fury I'm finding the hp buff to be a bit underwhelming it would be nice if it applied maybe half the hp value buff to the group?  Vindicators I cant comment on the damage increase due to lack of play time on them.  The key to all the templars is getting the group to stay in the blazing light or to make sure to ride the edges if they need heals.   So far I haven't had an issue keeping people near me but it took a little bit to get people to trust in the Paladins healing & Fury CC /Minor Healing and stay in the light.
    General:
    Leap needs to be ground based aoe so we don't have the issues where it doesn't stun or we bounce so far off the target that the stun is pointless.
    3rd attack tic generation is annoying maybe to add a slow to it on 3rd hit ? This way if we get to our target we can actually stay on target plus get rewarded for the pip?
    Fire damage increase. Only skill this applies to is blazing light?  The Vindicator gets more but seems kind of useless to go more fire when it only applies to one spell. Also when our other option is to holy warrior for holy damage.
  19. Like
    MrErad got a reaction from Tofyzer in The 5.8 Templar - A Constructive Post   
    Mobility : I agree on the Templar this is needed to a degree or possibly turning censure into a slow instead of a hard stun or give us a small speed boost after landing.  This can be offset with friar (doesnt work with trailmaster), elken to a degree but not ideal, or bard . I'm not finding the lack of mobility to hindering in solo or group but something that would allow us to attempt to secure our kills would be nice. 
    DPS & Pips : I haven't had an issue in pip generation with any of the 3 versions.  The Paladin has it the easiest though.  I would like to see the 3rd hit dropped to 2 if they feel the need for it or there would be no use for the righteous smash. The DPS does seem very low on the Templar but you have to becareful because the Paladin will benefit greatly from it.  The Fury is lacking in dps and the cc doesnt make up for it. I didn't find the DPS one to be nearly as fun as the other 2 unfortunately the DPS increase didn't seem to be much greater than the Paladin.   About the animations they could be shorter or smoother. Its kind of dumb how we can animation break all of them but if we don't especially on divine light we make ourselves vulnerable to multiple attacks.
    Survivability:  One vs One this class is beast.  Paladin is the strongest out of the bunch and finding the fury to be pretty solid too.    On the fury I'm finding the hp buff to be a bit underwhelming it would be nice if it applied maybe half the hp value buff to the group?  Vindicators I cant comment on the damage increase due to lack of play time on them.  The key to all the templars is getting the group to stay in the blazing light or to make sure to ride the edges if they need heals.   So far I haven't had an issue keeping people near me but it took a little bit to get people to trust in the Paladins healing & Fury CC /Minor Healing and stay in the light.
    General:
    Leap needs to be ground based aoe so we don't have the issues where it doesn't stun or we bounce so far off the target that the stun is pointless.
    3rd attack tic generation is annoying maybe to add a slow to it on 3rd hit ? This way if we get to our target we can actually stay on target plus get rewarded for the pip?
    Fire damage increase. Only skill this applies to is blazing light?  The Vindicator gets more but seems kind of useless to go more fire when it only applies to one spell. Also when our other option is to holy warrior for holy damage.
  20. Like
    MrErad got a reaction from Darksun_ in Fight the Zergs, Join Chaos Today!!!   
    All I know from my clan that switching to chaos has gotten us more PvP and the only thing that compared prior was 5.7 when we were running balance. It seems like order & balance has the bigger crews while chaos is composed of smaller clans or individuals. When UDL is running its crew at full numbers Im expecting that to change & it will be another faction switch for my small band.
  21. Like
    MrErad got a reaction from Tofyzer in Templar talk.   
    You have to remember other than militant mage a lot of people are playing broken classes.  Plate Confessors who can basically be immune to melee , militant mage which blocks slashing , Multi invulns from champs , range can basically kite us. Templars have the 2 most easily blocked damage types but there are ways around this.  You could always slot poisoner in to make your slashing attacks be poison damage.  Shield breaker for barriers  or standard bearer so you can flip to electric damage.   The Vindicator  & Fury line do need work though.  Giving up healing needs a bigger trade off.

    If you've died before dropping your AOE for healing(if you're not a paladin healing is garbage) or DPS then its most likely due to someone having a broken class or primed broken abilities.  On top of your gear being of lower quality.  There's a lot of stuff broken with scaling currently and sporting nearly 40% resistance not counting all my bonus armors etc I can be hit for 3500 on a crit while in plate & 1.7k on other abilities.  5.8.1 will start addressing some of the broken damage.  Also you can animation break our abilities by just parrying. The other day I took 6.4k damage in 1s from one person in 2 moves.  So I wouldn't worry to much until more balancing comes around.
    1st Thing I would love to see fixed with the class itself though is the censure to be switched to a ground based small aoe for the stun.  There's to many times ill skip off someones head and get launched further, ricochet off the target , or watch it impact and not do any damage or stun.  That small change I believe would help a ton.
  22. Like
    MrErad got a reaction from Staff in Fight the Zergs, Join Chaos Today!!!   
    All I know from my clan that switching to chaos has gotten us more PvP and the only thing that compared prior was 5.7 when we were running balance. It seems like order & balance has the bigger crews while chaos is composed of smaller clans or individuals. When UDL is running its crew at full numbers Im expecting that to change & it will be another faction switch for my small band.
  23. Like
    MrErad got a reaction from Frykka in Fight the Zergs, Join Chaos Today!!!   
    All I know from my clan that switching to chaos has gotten us more PvP and the only thing that compared prior was 5.7 when we were running balance. It seems like order & balance has the bigger crews while chaos is composed of smaller clans or individuals. When UDL is running its crew at full numbers Im expecting that to change & it will be another faction switch for my small band.
  24. Thanks
    MrErad got a reaction from SoBaDStrange in 5.8 LIVE Feedback and Bug Reports for 1/8/19   
    This happens with anything in our chain & absolution.  Absolution can do the same  do no damage but take the resource cost.  I'm not sure if its packet loss or some sort of sync issue.
  25. Like
    MrErad got a reaction from Tooltip in Sanctifier Advice   
    You would be correct that none of the disciplines are amazing for us.  Our base kit itself is very solid but that gives you flexibility in your choices.  Why would you need to stand still for 12s? None of the troubador skills force you to stand still. No skills except for one of the confessor disciplines has a 3s requirement and with the way mobility is in this game that choice is a death sentence. 
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