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KanashiGD

Testers
  • Content Count

    111
  • Joined

  • Last visited

2 Followers

About KanashiGD

  • Rank
    Piapiac

Profile Information

  • Language
    English
  • Interests
    Game design, theory-crafting, systems design, level design, PvP, world building, light RP, group pvp, GvG.
  • Guild
    HY'SHEN AVARI
  • Gender
    Male
  • Location
    The Emerald Forest

Recent Profile Visitors

796 profile views
  1. It seems like the team is at odds with providing an in-game experience vs bug testing on the test server. My suggestion, treat it like a test server and inform the players that it is for testing and provide potential areas of testing for the community. Stand-up a simple MOTD system that has notes and areas of testing, and use this time to have those engaging in the test server do so. Do not make this seem like a live environment or it will result in players getting upset, as is already happening. Make it easy to acquire item again if the purpose isn't to test "farming" but to fix bugs and test the combat systems. The more people are spending hours farming and engaging with content that may not be the focus of the testing is going disrespect the players time. To me there is no clear testing priorities that should be tackled by the active players and the test server is not being conveyed as test server. Keep stating over and over "THIS IS TEST! IT WILL HAVE BUGS! HELP US TRACK XYZ! REPORT LIKE THIS! WE WILL FIX IT!" Edit: I probably seemed to target ACE here but honestly I would say the same about many of the players currently on test. This is a test server for a game so you need to treat it as such. It is not the live game and it is not meant to be treated as such. Making games is difficult and ACE is trying to listen to feedback but I see a lot of complaints at ACE that are not informative or beneficial (not all, there are some good ones). You need to state your mind but always do it in a constructive kind of way. Provide solutions and don't be condescending. Game developers are much more receptive to feedback when you make suggestions not demands.
  2. We are still looking for some strong bodies! Come join HoA.
  3. Perhaps individual players could have goals orthogonal to the main war that allows them to feel accomplished and earn exclusive rewards for being able to accomplish those goals. Perhaps there could be a leader-board for just cards that shows all players and the top few players among all players get a special cosmetic or item for being in that top 3, yet doesn't influence the war. The activity may, but the outcome of the card does not. The vision of the War and the small victories is at a crossroads and not clearly defined. I would love to see more defined systems and their purposes. The war is the war and if cards are part of the war they should align with the war. If they are a separate system then they should be that.
  4. I +1 the use of simplistic but stylish effects. I would rather see a cool symbol on the ground and know to get in or out of that symbol than not see anything because a million effects are on my screen. Stacking circles and squares just makes more "zone" coverage for me to get into/out of. As for the suggestion to ranged effects having a form of external ballistics would probably be a physics nightmare with the amount of ranged attacks happening. First and foremost I would love ACE to focus on cleaning up what currently exists. Making it easier to identify WHERE I shot via a slight trail and potentially an impact location. The skill aspect here is hitting moving targets who are at a distance or engaging you. That still requires some semblance of understanding the trace and this can be different per skill. In the instance of archer, I would love to see the nocking UI without it constantly vanishing. I would like to have a reduction in camera zoom because that + all of the UI on screen turns into hyper tunnel vision. --- It's kind of late to implement more skill based ranged combat as the initial design vision for the game would have been more similar to games like Chivalry and Mordhau. You could make it projectile based without external ballistics so that leading is a thing. Make specific skills traces to make them easier to land and lower to the skill floor for newer players.
  5. My suggestion would be to raise the cap on the max point pool. Some people come pack after a day or two and they were capped so that extra time is wasted. For testing purposes it seems like a very simple fix.
  6. I can't speak for Nuk but I had white gear, no discs, lvl 27, and had not spent many of my skill points or attribute points (200 basic attacks, 400 crits is very low for "naked" enemies). Thanks!
  7. KanashiGD

    Knight Swordsman

    @oneply I've run and tested both sword and mace builds. I conducted dummy tests and open field combat tests. I've consistently outperformed mace with a sword each time. The only time I felt mace benefited more was in a small scale fight of 5 v 5 or some 1 v 1 situations. Mace numbers feel high but seem to come out slower and are less consistent. Swordsman gets much higher AP and benefits more from crit damage. Both can be built to AoE but swordsman still pumps out harder hitting numbers in most cases. Swordsman Knights are enablers and sustain damage. They are meant to open up opportunities for others to seal the deal and to create positional advantages. I rather like this design, but I feel like the class needs to be polished considerably.
  8. Adding an extra bullet point. Would like to highlight that PPK (points per kill) as something to add in. Added to the bottom of the OP.
  9. Specifically is that base vessel hitting the same resists? The HP is good but if it burns faster it doesn't help as much as it may seem. I can agree with you on those extra points. I consider mobility as an orthogonal point to tankiness because it is a bit more universal but being able to avoid damage is still important in that calculation. The OP was asking the purpose, I feel like I clarified that. I'm not saying Knight is the strongest class, I made an edit to my first post to "one" of the most tankiest.
  10. Increasing your max HP is increasing your HP. I assume you are asking for some permanent bonus? I did say buffs, and it would be nice if toughness was a toggle ability. Unless I'm being outnumbered 2-3 my healers are not working hard TMK. So either the class is tanky or I'm just really good. Take your pick. Do we have tests showcasing all of those class/specs and their efficiencies? If not then we are all just spouting personal experiences. I would be down to do some tests, I'm not in the business of being right I'm in the business of data. If you have the data link or post it here. I would be down to dive more into that info a bit more as I've not extensively tested outside of Knight and Ranger.
  11. Cleric Holy Aura and Juggernaut Toughness. Other classes may have better self sustain. A knight in a party, which is how I consider balance, doesn't need self sustain. However classes like Champ have a bit too much self sustain and "appear" to be super tanky. If you are going to balance off of 1v1 then we may have to agree to disagree.
  12. 50%+ Resists, 15k+ HP when buffed, and a skill called Block. In mid-tier gear.
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