ACE Investor & Tester
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Durenthal last won the day on June 26

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About Durenthal

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    Travel, Crossfit, PvP

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  1. 5.7 has a series of bugs that can be exploited together to generate a completely new meta that is very successful. Some people choose to embrace those bugs and the resultant meta. Others choose to avoid the bugs but cannot avoid those embracing them, and so choose to wait for a less buggy environment to test. 5.7 has been tested into the ground at this point. There is no game loop and there's no fun to be had. So I'm taking it easy until 5.8. My harvesters still have 5 pips in winter, so it's not a matter of the season making a difference. I embraced the grind at the start of 5.7 and have more coin and resources and gear than I can use. I'm not opposed to fall and winter resulting in fewer resources - frankly, it's a lovely excuse to not harvest (Hey, ACE, the harvesting grind still sucks. Hitting rocks is never going to be engaging gameplay. I'm very much in favor of the white resource vendors, though - they were a big help early on, and have no impact on gameplay whatsoever once crafters advance to rarer materials). For 5.8 I remain in favor of having only one CW up during pre-alpha because the population is so miserably low. I also want no imports, so that all the gameplay actually happens in the CW. Along with that, I want forts to be sturdier and a toast pop-up when someone starts damaging a wall or guard rather than when the fort's being flipped. And turn sieges back on - proper sieges with capture windows, not 5 min timers. It won't happen, because that would cut the bolted-on EK system out of the game loop. But a guy can dream.
  2. Heads Up and Alertness do not reveal stealthers. Gestalt still does. I don't know how you keep breaking anti-stealth, but it's ruining this build. I know I've reported it before (probably even in this thread) and so have others, but it bears repeating. This assassin meta is cancerous. The only people running around the server are stealthers or multi-group packs looking to overwhelm by numbers.
  3. I like the music, but in a game where you need to hear the enemy approaching, or a harvester harvesting, I think most of us turn the music off entirely.
  4. Yes, still happening. The report is from this build. Weapon additive shards are not dropping from hunger shards even with the training fully completed. Fall has reduced the drop rate to plentiful 0(-1 actually), which may be the cause.
  5. Knight block reflects the LMB dmg from Ice arrows, and reflects the first tick of the frostbite DoT, but does not reflect later ticks of the DoT, even though they're elemental damage. Edit: Why do ice arrows have a root AND a DoT? That's stronger than any other arrow by a country mile... Just fought a 3v3 that lasted about 5 mins. My food ticker went from full down to 1.5 chicken legs. That is absolutely ridiculous. We've been saying for months now that food consumption is foolishly overtuned in combat - please fix this.
  6. No, I mean that we shouldn't have to get rid of our combat disciplines in order to harvest. Either give us a third harvest-only discipline slot for free, or make it so that harvest disciplines aren't required at all. Harvesters are already at a disadvantage because they have to stare at the resource, make a load of noise, have a glowing tool that can be seen a mile away, and are walking loot pinatas. Having to give up combat disciplines on top of that is cruel.
  7. One of my alts has the hunger shard weapon additives node fully trained, and I wasted some hours this weekend seeing if I can get the weapon additives in fall. The answer is no. I don't know if it's bugged, but with 0 plentiful pips on hunger shards, you get absolutely no weapon additive shards. And there's no way to get plentiful pips on hunger shards.
  8. Why is it that the "hit F while mousing over me to activate" on gates and ladders is a cylinder that may or may not be right in front of the gate/ladder? Why can't it be a flat sheet occupying the same space as the gate/ladder? It's infuriating to have to try 5 or 6 times to get through a gate because the F to interact prompt won't come up, and to have to sometimes face away from the gate, or up in the air, in order to get the prompt. In terms of seasons, going from +1 to -1 from Summer to Fall feels like too big a gap, especially in CWs after training has been set to 0. This CW, for example, Spring was decent farming (3 pips with no training is nice, 4 with a discipline), Summer was decent farming (4 pips with a discipline and the training we'd gotten at that point). Fall will be 2 pips, and winter will be 1 pip, with the discipline equipped. Your harvest grind already sucks - hitting fall will end harvesting until the next CW starts (except for gold to buy common mats (thank you thank you thank you for that, btw). Please fix notifications when someone attacks a fort wall or guard (not just when a wall is destroyed or someone steps into the capture circle). Please take another pass at CC and area effect powers in combat (there's too much CC - there needs to be an immunity to a CC type after you've been hit with it, for example. And AE spells don't need a 5 person limit - Crowfall has character collision so you can limit the number of targets by varying the size of the AE effect). You've got flaws in your power system where some abilities scale and some have fixed values. Black Mantle is hella strong in early game, for example, because it's fixed at end-game-appropriate values. Harvesting should be considered a combat activity - we shouldn't have to cripple our fighting ability in order to harvest. Please consider rolling harvesting into normal gameplay instead of forcing people to make themselves vulnerable. Please start taking some steps toward gameplay - maybe start putting minor disciplines on mobs instead of making them craftable with the test recipes. Maybe start making weapon disciplines be crafted. Maybe add thrall capture soon. Please don't gate some crafting recipes behind weeks of other training. If you want to force us to choose which to train first, fine, put them all in a line so we can select them instead of forcing us to take one set of recipes before another.
  9. What went wrong?

    Blazzen has hit the nail on the head again here. I think friendly fire should be avoided, but on all other points, I agree entirely. I would like to see CC require more thought and planning to work out well. As it stands, CC is incredibly spammable - there's no reason not to spam it. Going with a system whereby you got an immunity to the CC you just got hit with for at least as long after it expires as it lasted would be a start. If you remove the number cap on AE powers, it'd be nice to see something in the skill tree where you've got an OR gate - you can choose to increase the size of your AEs, or you can choose to increase the intensity (dmg) of your AEs, but not both. Put a few OR gates in there and you can specialize in wide area coverage or intense small area damage, or something in the middle.
  10. Blademaster orbs sometimes (75% of the time) have physics and can't be picked up.
  11. So Jack posted on discord that we should test drive the new patch on the TEST server. There is no CW up to test. Also, you wiped training on the TEST environment again - no notes about that anywhere. At least the patcher lists the patch notes, such as they are.
  12. The Fortuitous Blessing buff from Friar always gives knights Seeker's Blessing. It should provide Impoverished blessing while the knight is in combat and low on resources (or even charitable blessing, though that wouldn't help much). I was unable to make the power give anything other than Seeker's Blessing. Also, Chain heal's description says: Heals a targeted ally for 63-77 +280% Weapon Damage, then jumps to heal a nearby ally. And yet, when used, it heals for only 95ish health. Yes, I know it's affected by support power. But it shouldn't heal for less than the minimum value (my weapon dmg should give me a base heal of 240ish)
  13. The lack of harvesters is brought about by a total lack of use for green and up resources due to the lack of skill of crafters at the moment. I've harvested hundreds of greens, and they're just sitting waiting for a crafter to be good enough to put them to good use. The moment crafters say "I can make good green weapons" the harvesters will be back out grinding. Having the common resources on vendors is absolutely wonderful. Farming for gold is a so much more fun than grinding for common resources. Having the common resource vendors has made the game playable for PvPers. My guild is much more active this patch than it's been in well over a year, simply because players don't have to grind mats for PvP gear. The cry of "I can't find any defenseless harvesters to gank" is frankly pathetic. Go fight over forts. Look for fights at gold harvesting spots.
  14. State of the Knight 5.7.1

    Note: Editing this post to reflect some PCM stuff and more testing in 5.7.1 Hi, @mhalashace and @thomasblair, me again, back with another episode of "State of the Knight." Overall, the knight is a fun class to play. It has a nice base toolkit. But it's not an especially effective class to play, particularly early on. The knight scales pretty well with training and gear - at the start of training, it's the weakest melee class, but it feels better at end-game (even though I can't really say it's stronger than any other melee class at end game). The defining power of the knight should be its block. But for the most part, block is pretty meh. It cuts damage taken, but not by a lot (especially with end-game armor mitigations), and at the cost of preventing the knight from doing anything else. The resultant damage bonus lasts one attack, and in no way makes up for the loss of dps time while you were blocking. The reflect on elemental damage may mean more when confessors and druids become more popular, and when frostweavers arrive, but for now, it's not as good as advertised. The defining power of the knight is actually chain pull. It's on a 25s cooldown, but it does decent damage, and acts as a nice range closer if you can get close enough to use it. I get about 50% of my kills with chain pull (as opponents tend to try to escape at low health and it's my only ranged attack). Let's take a look at the full power toolkit of the knight: 1 - charge - 25m range charge that stuns a target if you cover the full 25m and end within 5m of the target, facing the target. Back in hunger dome, you would charge as long as you held the key (to a max of 25m) and the stun went off when you released the key. That version was much better than the current version. Recommendation: Charge should last while the key is pressed, with a minimum of 5m and a maximum of 25m, and the charge should end and the stun activate on key-release. 2 - Shield Bash - in theory, this is a good power. It sets the target's dodge pip count to 0. BUT (and this is a big but), it is rarely available when you need it (because it only activates after landing 3 consecutive LMBs or after filling your block meter), and it does jack for damage. Also, the target can regenerate a pip as soon as 1s after the power sets them to 0. Further, while it says it hits critically if used a second time in 5s, it's rarely available again 5s after the first use, and the crit is for about 100 dmg so that part of the power is total BS. Recommendation: Take away the activation requirements, take away the auto-crit on a second hit in 5s (given its crap dmg, that's just a slap in the face). 3 - Shield Swipe / Shield Stun combo - This is a decent combo. Both elements hit for reasonable damage. The stun is telegraphed by the shield swipe (something I like, and that I wish you'd continued with for later classes. The early classes telegraph their CC, later classes do not. This puts the earlier classes at a disadvantage against experienced players). The cooldown on part 2 of the combo is 7 seconds longer than the cooldown on part 1, which feels silly. I would much rather you split the difference (23 and 30) and gave each power a 26s cooldown. 4 - Onslaught Combo - this is a nice combo, and again, I wish it were something that later classes also had to manage. The first power in the chain does two very weak attacks. The second stage powers are strange.. brutal strike is a hard hitting attack. But twin assault has to be the weakest attack in the game from any class. I don't understand why you think it has any value or should be included in the combo chain at all. There is never a situation where a player would prefer twin assault over brutal strike. The third pair in the combo chain (shockwave and obliterate) are both good powers, and which one I choose is a tactical decision rather than one always being better than the other. Recommendation: Fix or remove twin assault, improve the damage on Onslaught. 5 - Noble Blood / Oath of Will combo - early game, this combo is absolutely necessary for the resource regen. The barrier is too small to have any real value - it just invites a shieldbreaker dispel power to knock you down. The combo is used just for the regen, really. At end game, this power drops out of the knight's power bar entirely, once they get a good PCM weapon and good power efficiency training. Given that Blixtev has now said power efficiency nodes in the skill tree are going away, this is going to be necessary throughout a knight's life. Recommendation: Make the barrier a better percentage of maximum health. 6 - Chain Attack - no one calls it that - it's chain pull, and always will be. Great class-defining power. Relatively high cost, long cooldown (especially compared to myrm net), mediocre damage, but the pull effect is wonderful. 7 - Shield Slam - again, a good power in theory. In practice, it's so situational that I only slot it if I'm going to be fighting on the edge of a cliff or wall. It's extremely high cost, does poor damage, and knocks a target away from the knight (and as a melee class, you rarely want that). When used to knock someone off a cliff it's very satisfying, but it cannot justify a regular spot on the power bar. The elken and centaur charges are more effective versions of this power - they are gap closers (instead of gap creators) and their knock-up is just as good as Shield Slam's knock back. Q - Whirling Leap - Again, better in theory than in practice. It pulls characters who are already within 5m of you right to you (it says 8m, but it feels much smaller than that). But the pull doesn't take effect until almost 2s into the animation for the power, so I frequently hit it, only to see one or more of my targets move out of the power's range before the pull takes effect. Recommendation: Increase the range to 10m, and apply the pull at keypress, before the character leaps into the air. Races: Knight is available to Human, Elken, High Elf, Stoneborn, Rat, and Centaur. Until mounts come into the game, Elken and Centaur have an advantage in that out of combat movement feels so much better on trailmaster classes. I prefer human for the extra power bar slot and passive power slot, but rat stealth, high elf humiliate, and stoneborn knockdown response are all decent for knight. Disciplines: Disciplines are pretty unbalanced for all classes at the moment. There are some very strong ones, and some very poor ones. I've noticed that class and/or role specific disciplines (Agent Provocateur and the champion-only majors, for example) tend to be stronger than general purpose ones. And unfortunately the knight gets nothing class- or role-specific in disciplines. Disciplines are a big enough topic for a hundred other posts, so I won't address them here. So that's the objective layout of the class. Now for the subjective bits. The knight doesn't feel tanky enough to be a true tank, and is lacking an identity. It's not the best melee class at anything. I tend to play knight as a harasser because it does have a decent variety of crowd control powers. It has the poorest damage output of all melee classes. Comparing it to the other tanky melee classes: Champion is much tankier than a knight due to all the self-sustain. Myrm is tankier than a knight due to the self-sustain. Templar is tankier than a knight due to the self-sustain. Hmm, maybe the knight could use some on-demand self-sustain. Templar is the undoubted king of area control and area denial. The divine light and parry/AE knockdown (on no cooldown timer, doing a pile of damage on top of the KD) is crazy strong, and the templar can heal himself and others. Myrm has wonderful self-sustain (the half-giant racial is so kind to them for mitigating berserker crash) and much better damage output than the knight. Champion has great damage, great mobility, extra invulnerability powers (UW 1&2), and utterly amazing self-sustain. Knight has plate armor natively, so at end game knight mitigations are very good (they're crap at early game, and the lack of self-sustain really shows the disparity between the knight and the other tanky classes at this point). Block further increases damage mitigation, but at the cost of making the knight do nothing but stand there blocking. Sure, he's taking less damage, but he's doing absolutely nothing to influence the fight. He's not protecting his allies, he's not doing damage, he's not able to move with his group. He's standing there (or inching along) like he's a spectator to the fight. So most knights don't block much these days. It's useful for the reflect on elemental attacks (but confessors are weak, and sickle druids don't come out until they get their sickle 2 months into the game. Frostweavers don't exist yet) - maybe block will have more value at release when those issues relating to energy-casting classes are fixed. Finally, knight is really gimped by power efficiency in early gameplay. It gets much better at end-game, but at the start, a charge followed by a knockdown combo uses the knight's entire energy bar (or the knight may not even have enough energy to complete the combo if he uses a heavy weapon). It'd be nice to see power costs tweaked a little to make this less onerous during the first few months of a knight's life. Edit: With weapon finesse and power efficiency training, it's relatively easy to hit the -25% power efficiency cap. However, with that cap hit, wielding a bastard sword results in a +33% PCM, meaning that the bastard sword is completely unplayable for knights even at end-game. Blixtev or Halash, you really need to do a pass on power costs for knight and drop them significantly. All in all, there's nothing really wrong with the knight - he's just not as good as the other melee classes, and is consequently the scrawny kid picked last for the team at recess. I would like to see you add some self-sustain to the knight to make him feel tankier (maybe put the self-sustain on block to give it more value). Give one or two of his powers more damage (and either remove twin assault entirely or make it worthwhile). Knight doesn't need an overhaul, but it does need a little love to make it a good choice for a group to take along.
  15. Knight chain pull works on a blocking knight. Block is supposed to, you know, block that sort of thing. Knight chain pull works on an invulnerable opponent (the pull , not the dmg component). This too is problematic. When you're dead your group UI disappears entirely. Please fix. Blademaster orbs are frequently unusable - they have physics and body block you from running over them. It's about 50% of the time for me. Server performance is pretty horrible the past couple of days too. FPS is fine, latency is fine. But there's a 1-2s server-side lag on some powers, and if I log two characters in on different machines, there's a clear difference in where each thinks the other is compared to itself. Also, when someone dies, their corpse may or may not be somewhere close to where you see it on-screen, so rezzing is iffy at best. Edit: With crap training, fall and winter are going to be absolutely miserable. Maybe you should consider making your first campaign at release Spring-only. Also, why is Spring +2 Summer +1, fall -1 and winter -2? It's like someone forgot about 0. A two point drop between summer and fall feels unreasonable.