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Gaulwa

ACE Investor & Tester
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About Gaulwa

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    Magpie

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  1. Hi, I am not a Twitch expert, so please help me on this... I had originally turned on the mail notification each time Crowfall was Online so I wouldn't miss any Q&A sessions or news announcement. Sadly, more recently, I have been receiving lots of notification for Guest streamers that do not really interest me. Is it possible in any way to only receive notifications for Q&A and important videos? I am getting so many notifications now I am going to turn all notifications off if I cannot find a solution.
  2. Guinecean Ranger! With the unique ability to use a rifle (purely a cosmetic/flavor thing) Give me a tiny Guinecean dressed like Robin Hood! Incredible! I found a unique screenshot of two Guinecean Ranger:
  3. Gaulwa

    Duelist 5.8 Feedback

    During the course of playing, I try to compare the Duelist class to other class filling up a similar role. 1) Stealth Group: During sieges and battles, you might want to have people field an infiltration group. Currently, Assassin is the one and only bread and butter, mainly because of the Fae speed boost. The Duelist is just too slow to follow any stealth group, does not have the survivability of a life-leech assassin in sustained combat, no poison for sustained DPS (Impale isn't as good), and weaker Burst. In a stealth role, I feel Duelist is just a weaker assassin. Slayer does have the ability to engage at distance, but any enemy looking at you will force you to escape and abandon the group. 2) Support DPS: Pepperbox is an amazing zone stun, and that's kind of it. The Duelist is a boring 1-trick pony. In engagements with over 2 groups on each side, you will simply build up your buffs, then spam basic attacks and pepperbox either on squishy targets for damage, or spam wildly pepperbox to be annoying. (Tanky character are impossible to kill) As a support DPS, if I compare the Duelist to Rangers, I see their attack distance, sniping capabilities, damages. To a confessor, I see way more DPS or Tankiness, and great utility with the knockback. I am most certainly biased for not having played every class in the game. However I feel the duelist lack purpose as they do not excel at a particular rôle in group fights.
  4. It was a message on the forum. They guy could have been exagerating. Although a quick seach brough these post for example: It was a HoA member who said a week ago: "We are starting to reach a point where we are gearing more towards having more pieces of gear purple then blue (some legendaries as well)." Mandalore also from HoA mentioned something similar: 2 weeks ago: "most weapons are purple" "it's a huge advantage". Maybe they both lied, maybe they both exagerated... but if most of them had purple weapons 2 weeks ago, surely all the active fighters in HoA should have one by now.
  5. There was a message last week from someone mentioning that all their PvP'ers had purple weapons, and mostly blue armors with some purples. Since it only takes about 45 ore to make a one-hand weapon, and knowing that only the main hand weapon determine the damages, it isn't improbable for a Guild to have a purple weapon for each member, especially with current bene harvest buff. It would take less than a hour, maybe even half that time per weapon.
  6. I'm sorry, but that's the point, and where the problem lies. You shouldn't feels like you're burning out after making 4 sets of blue equipment. For a skilled harvester&crafter, blue gear should be the norm. If people are burning out from making a few blue gear after 6 months of skill time (bear in mind current skilling speed is x3, ergo 6 months), then it shows the game's economy is out of wack. Sure, I understand your pain, but the idea behind the item wipe is to reset the gear/material advantage some people obtained through uses of unintended mechanics. Some are saying "let me enjoy my blue a bit longer", I also understand, sadly while you enjoy your blue, these bugs have made purple the norm (at least for weapons), so your blue is still a rank lower than your opponents. Would you rather farm an insane amount of time to get your purples and remain competitive, or would you prefer to wipe, bring back the norm to blue at best, and be just as efficient as you currently are with a new set of green? My main argument in favor of wiping the items is to collect more data about the real state of the economy as it was intended without exploits. We "could" wait until next patch or whatever... but this is a pre-alpha game, in active development. It would be beneficial for the game to wipe sooner rather than later to collect ueful data about actual balance. I know this is painful from a player's point of view because you just want to play your game. And I understand, sadly this is a pre-alpha, and regular wipes should be expected as soon as a major bug screws the economy and the current data.
  7. 100% uptime has been there for a long time. Basically you get 100% trigger chance, and as long as you harvest something in the next 30 seconds, it stays forever. Immortal knotwood is an issue when it allows you to large reroll everything and stack many critical success. An armor takes what... about 450 dust to reroll everything? You don't get that many through regular harvesting. And even if you did, I don't think we should encourage people to earn any advantage by AFK-macroing safely in an EK.
  8. I agree with PAINDOTCOM, an item wipe is necessary. For the sake of clarity, I believe it is important to details the effects of current bugs: - There is a beneficial harvest bug that allows you to have 100% chance to trigger the effect, at 500%+ power. In effect, you have a permanent massive stamina regen, speed buff, and 75% chances to do a critical harvest with up to 5 extra items per node. Using this bug greatly improve your speed to gather blue/purple/gold. - There is a crafting bug that allows you to get ~20 damages on weapons. A weapon that goes from 80-100 to 100-120 is a direct +25% DPS. Skills are also based on weapon power. This puts the entire balance of the game out of whack. - The "infinite tree" is not just 5 trees.... it's a dozen trees stacked in one. The trees respawn faster than a player can harvest them. Combined with the first bug for infinite stamina and the ability to run a few scripts, people have been making thousands dust every few hours of AFK. (and a few dozen embers). - Near limitless dust and ember allows to constantly make reroll on gear to reach power that would only be rarely seen. Cumulated with the crafting bug mentioned above, and you get a very large advantage over other players. The 3 bugs combined gives you a much higher amount of quality material, better stats on weapons, and better reroll on every gear for a snowballing effect. A conservative estimation from my personal experience shows around 30-70% extra stats on gear thanks to easy access to higher grade and infinite reroll. In example: a decent green leather chest with only a few rerolls gets about +1000 health. A blue chest with everything rerolled reaches +1700 health. I believe it is important to get an item wipe as soon as these bugs are fixed in order to get more clarity on the current economy and gear balance.
  9. I agree. There's currently a snowball effect between player's skill, organization, gear, group numbers and campaign victory. the more you win, the better the chances to win the next one. This is a problem in my opinion. I believe that at least, getting top gear should be accessible to most people to reduce some of the snowball effect and let everyone believe they have a chance. Losing because you could have played better is fine. Losing because you never had a chance to begin with and you will never have a chance unless you save your ressources for 6 month, then invest everything for a week to maybe get a chance.... is terrible.
  10. You shouldn't craft without the proper vessel, gear, runes and skills. Being a crafter is a full time job. I feel for you, it's really hard for a beginner to get even a decent set of advanced white gear (which is really the minimum to do anything). The best advice I can give you is to harvest tons of dust during spring, and trade that dust with a crafter for decent gear. (Or join a Guild.)
  11. I am jealous. I am still using green weapons and a mix of white/green armor. I have neither vessels nor jewels and blue stuff seems so far away...
  12. I would prefer Centaur suicide-bomber Crusader I also remember having groups of flying channelers and using a single wizard to teleport everyone above enemies, dropping all spells and teleporting back. Were-rat scouts, throwing-daggers forgemasters, thorn damage barbarians... there were so many ways to build a character. I do feel Crowfall lack the craziness Shadowbane had. There is hardly any emergent gameplay.
  13. I never mentioned any knights or honorable play. Crowfall offers no thieves and only limited stealth. If you were harvesting when a group runs toward you with mounts, your chances to escape and keep your loots are almost null. This was not so the case on EvE.
  14. There's also a few fundamentals between a classic Heroic Fantasy and EvE. In EvE, if you feel you are in danger, you always have a good chance to escape with your loot. You can emergency warp, scramble your positions while they are scanning for your new position, and hopefully you can make it to one of the gates or stations. In crowfall, you get ganked with no chance to escape (Exception of OP classes). EvE Online also have a massively large universe. A small group can claim an isolated system and thrive there. In Crowfall, it is difficult to hide out of the way, the good resources are already rare, and usually around keeps. If you cannot get out of the way, and if you have no chance to survive, it makes things more difficult for smaller groups to thrive.
  15. I cannot help but observe you sounds a bit aggressive. This is your first post on this forum, yet you came to attack this suggestion while everyone else seems to at least understand the intentions behind the idea. Not everyone agrees on the details, but all are acknowledging the issue and talking about possible solutions. Maybe you need to take a step back? As for the chess example, as you said, a player with higher skills and experience will always win. Why do you want to player to also start with better units? This only exacerbates the issue. Some games decided to counter the issue we are talking about with forced balance or matchmaking. Obviously thoses will not work for Crowfall, so I was suggesting a Handicap system as you commonly see in sports such as golf, horse racing, and competitive sailing in order to make the chances more equal. If the 3 factions campaign is supposed to be the introductory step for new players to learn, then I see nothing wrong with a Handicap system. To go back to the sports analogy, this prevents the national champion to just go around every local competition, grab the cash prize and leave everyone else discouraged. The dredges are there for you to compete in a giant blender of gears, skills and salt. Factions campaign should be different.
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