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Phylor.the.Jester

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Phylor.the.Jester last won the day on September 5 2020

Phylor.the.Jester had the most liked content!

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  1. If you do a search for "Logging Necklace" it comes up with several posts... but here is a collection for you: Not sure how exactly it could have been missed.
  2. Live Server Top 5 Crowfall likes Performance has been fairly good even in large engagements. Still could be way better but the server isn't completely crumbling and the client is performing better than in the past. I like that this last Dregs campaign actually had more than one timber fort. That thing was a nightmare on the first US East campaign I feel like I have more negatives than positives but it is hard to focus on things that are working well as the bad will generally stick out. There are good things there so if it isn't mentioned, it likely is at least working well enough to escape notice. Live Server - Top 5 Crowfall dislikes (what you feel we could be doing better on or a pesky game mechanic that you don't enjoy) and how can we make it better? I dislike how large alliances can be. This is being addressed but I'll expand a bit more below as I think the 500 person limit is probably too high. With zone caps being what they are at 250, really the alliance cap probably should be somewhere around that size rather than double that. 250-300 would be ideal I think. Still allows for large scale but making some really bulky guilds shed the bulk. I dislike that crafted armor scales as poorly as it does. This is the real area where you can fix some of the issues armor has. The breaks and penetration really are a problem but would be significantly less if crafted armor actually scaled like weapon damage can. The resist bonus stats are semi redundant stats that actually really hurt armor/final mitigations. I'd really like for those to be removed and have everything just feed the final mitigations with no other stat caps involved. Chat. Not much to add which isn't known. We talked about this commonly during testing and it is frustrating it is only now being addressed after years of it being this way. No alliance Scoring. Also in the works but it isn't in 7.1. Having to juggle what each guild controls is real annoying. Servers get weird when there are a ton of people in them. This exacerbates the zone cap issue because if you get bugged out where you can't respawn, crash, or get stuck with the "loading Terrain" while running through the zone, you have to choose whether to sit there and hope it resolves or relog and be stuck in the queue. Test Server 7.100 - Top 5 Crowfall likes I like that we're getting some alliance caps added. There is a dislike portion tied to this below as I don't know that the 500 person limit really accomplishes much. I like that we're getting much faster responses and more of a glimpse into the design aspects. While I'm not happy that most of these were identified as issues in alpha/beta it is nice they are finally getting addressed. My hope is it isn't too late. I like that the PDM and Armor "Fixes" were removed. While I posted above about wanting armor to have more impact, gutting PDM and slapping resist all bonus on is not the correct play. I did find the penetration and armor break changes to be interesting though. Test Server - Top 5 Crowfall dislikes (what you feel we could be doing better on or a pesky game mechanic that you don't enjoy) and how can we make it better? I dislike the alliance cap is really high at 500. It feels too high considering where zone caps are sitting at right now. It also makes the population barrier for entry into dregs really high. I actually do not think this would be a major issue if the population were larger and we had multiple dregs running. Then you could actually run different rule sets at the same time giving some choice but the game just isn't at that point yet Guild storage and infrastructure is still an issue. We've come a long way since the days of cycling Cairns in EKs but it still isn't great. Having strong hold chests operate more like the vault in GR/EKs would be really nice. Really could use a way to filter and more capacity. No handshake still but I also knew it would not be in this patch as it is still very much in development. The siege schedule is just brutal. I dislike that we're not getting at least a small break between Dregs campaigns. This is a damned if you do, damned if you don't situation but it would be a little nice to have at least a couple of days between them. I really wish some bigger issues were addressed in 7.100. We have some stuff on the horizon but 7.100 is really underwhelming.
  3. So I'm pretty sure what he saw was the trail of our guys who hit the "Loading Terrain" bug and were hoping to come out of it without relogging. We lost several on the southern side of the Sun Elf camp and south of the keep to the dumb thing. They weren't afk alts, they were just people stuck looking at dumb loading screen.
  4. He is likely referring to the heal from the Paragon major disc.
  5. lol, we had a few in our guild go down the same path. Good to see old names coming back and playing even if casually.
  6. Are you back and playing again? Been a while since I've seen your name around!
  7. To be fair, I really really want handshake sieges also. Automated siege windows for keeps need to go.
  8. It is actually the opposite. The Assassin ult is a copy paste of the confessor ult. Confessors were one of the first classes introduced in CF and their ult has remained roughly the same during that time other than the blink portion being added later on. That being said, I do think the ult needs a rework as it really could use some flavor additions to fit with the promotions better than it does. Particularly the Inquisitor but the Sanctifier could use something too. The Fanatic could be justified staying the way it is as it adds slipperiness to them which fits in a way.
  9. Back in late 2017, early 2018, the Winterblades set out to provide and share portions of our knowledge we had learned over (at that time) 3 years of testing Crowfall. While being a competitive game, we always wanted to foster a stronger community and help make some of the mysteries in the game/crafting systems less opaque. This led to a series of documents and tools created by many members in Winterblades for community usage whether it was Jah's Maps that he created from patch 5.0-5.7 and Yoink's Character Creation Calc. The one tool that has stood the test of time since being one of our first resources introduced is the Winterblades Crafting Combination sheet. Built initially off of @Hyriol's original resource combinations, it provided a guide to what combinations were valid and what stats they produce. These days, ACE now shows what wildcard combinations produce and we've updated our spreadsheet to more accurately represent/match those while also including some extra data on the stat values. The goal now is to provide a resource that helps new crafters as well as provides an easier resource to have open while crafting. Check out our sheet here: http://winterblades.net/crafting-combinations The sheet has been mostly updated for 6.540 with a couple of exceptions. The primary one being the food page. I'll be working on that one here later this week. It is a bit of a monster due to some of the changes so I've been procrastinating on completing that. Things that are still pending updates or are deprecated should be marked identifying it as a known issue. Shoot me a PM on the forums or on Discord if you run across something that appears to be wrong.
  10. We're ramping up for release and excited to get back on the field competing against others in Dregs. Here is a bit of smaller scale PvP of us taking a fight against Death at a fort in a dregs campaign after the completion of the ECS tournament:
  11. Hard agree with groups needing to be at least 6. Feels bad when utility classes just don't fit because 40% of your players need to be on healers eating up slots that could have made certain class/disc options significantly more viable. I think you could raise them higher without major negative consequences and I am in favor of larger but I would be happy with 6. Five has always felt bad ever since ACE forced it back down to 5 a couple of years ago after it was asked why group sizes were 6 and group heals/buffs only hit 5 players. It was not a happy day when we found out that it wasn't known on the dev side that groups were at a size of 6 and were not intended to be despite the fact that they had been that way over a year. Please move it back to at least 6 across the board. I don't see a reason for GR or EKs to be stuck at 5 either if there is concern on continuity which I'm assuming there isn't since it is supposed to be a "knob".
  12. Not sure how serious you are but assuming that you are being serious, the Crusader Cleric build that the ECS had wasn't awful but wasn't necessarily their highest throughput build nor was it ideal/better than the other options for that style of game mode. They were just easy to isolate and drop due to them not having a ton of defensive tools to play with in their kit. That weakness in their kit can be covered a bit by other classes/supports as fights starts to change as things scale up in size. I think it is fine for things to have weaknesses so there isn't a best thing for every situation so I don't necessarily think that crusaders need a buff but Miracle's buff that applies with it is a little weird and probably could be something more useful toward healing considering the charge time on it.
  13. We nearly have the sheet completely updated for 6.540. I still have a little work to do on the Alchemy page and the monstrosity that is the cooking sheet to completely overhaul. Weaponsmithing, Armorsmithing, Woodcrafting, Runecrafting, Leatherworking, and Jewelcrafting have been updated for 6.540. Most of them were unchanged from 6.520/6.530 although metal bars had a name swap. I've also moved the combinations around to match up with the order they are given in the wildcard mouse over at the crafting table. As always, shoot me a PM if you run into an error. We're working to get it cleaned up and ready for release.
  14. We nearly have the sheet completely updated for 6.540. I still have a little work to do on the Alchemy page and the monstrosity that is the cooking sheet to completely overhaul. Weaponsmithing, Armorsmithing, Woodcrafting, Runecrafting, Leatherworking, and Jewelcrafting have been updated for 6.540. Most of them were unchanged from 6.520/6.530 although metal bars had a name swap. I've also moved the combinations around to match up with the order they are given in the wildcard mouse over at the crafting table. As always, shoot me a PM if you run into an error. We're working to get it cleaned up and ready for release.
  15. Started updating for 6.520. I hadn't quite finished stuff previously(Jewelcrafting in particular). Weaponsmithing, Armorsmithing, Woodcrafting and Leatherworking have all been updated for 6.520. I did a little reorganizing to make these pages match the wildcard lists that show in the client as well.
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