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ACE Investor & Tester
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Durenthal last won the day on February 6 2019

Durenthal had the most liked content!

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About Durenthal

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  1. I enjoyed the combat flow before the switch to survival tray. And the angst in this thread echoes the angst when the survival tray was introduced in the first place. I'm looking forward to testing the new state.
  2. So many words, so little said. Very disappointing. I really hope you start churning out news articles about the new content and features.
  3. For the past year I've played almost exclusively solo, so while it may not matter to active guilds, there's a significant portion of the player base that still tries to solo, and so I'm glad some thought was given to solo viability in your charts. My warden is anti-stealth. It's a specialty role and I saw that specialty roles aren't included in your charts, which is fine. I'd argue that it's at about the same level as brigand in group play, which is why I was surprised to see Brigand there but not Warden. Thanks for taking the time to come up with the lists - hopefully the devs will take it into account when rebalancing for 5.110 and beyond.
  4. ACE - I agree with much of what's written there. Swordsman solo play shouldn't be an A though - no class with no viable self-sustain should rate higher than a B. Which brings me to the point that all classes should have a viable form of self-sustain in a PvP game. My dps warrior in WoW feels good in PvP because he has some self-sustain. In Crowfall my swordsman can be nickel-and-dime'd to death with no recourse. Pitfighter has way too much self-sustain, which is why it's an S in solo play (really, it should be an S++). Vanguard - Why is Brigand listed as ranged DPS and warden not? My warden feels pretty balanced between ranged and melee dps.
  5. What would the multiplier on the training rate be?
  6. So I guess this topic is where we discuss the skill wipe idea. Three things that matter: 1. There will be a skills wipe with 5.110 in February 2. With no new content until February, a skills wipe (with an accompanying much faster skill training curve, like 10x or 20x) is pretty much the only thing that'll bring players back to 5.100 3. But there's nothing new until February now, so the players who've been sitting out waiting are likely to still sit and wait. Skill wipe or no skill wipe, Sugoi members aren't going to give Crowfall another look until 5.110. IF you do wipe now, advertise it broadly so you have the best chance of players returning for the level playing field. But realistically, by saying 5.110 in February and no further 5.100 content, you've effectively killed off the game until then. It's going to be a howling wasteland.
  7. 25 exports is too few to justify taking harvesters and crafters into the CW.
  8. It's been a while since we did one of these, mostly because nothing has really changed - all the problems we've mentioned over the past few years are still present. Knight remains the worst solo class in the game, primarily due to a lack of self-sustain. Knight remains a decent contributor to group play, primarily due to the chain pull and dodge pip steal abilities that let a group isolate an enemy target and burn him down. With the change to 3m melee range (from 5m), melee characters are suffering more whiffs and misses than ever before, which tilts the playing field towards ranged at the moment, too. Edit to add: The loss of surging spirit, demon's pact, and expansive mind really hurt knight as well. Knight's toolkit and playstyle are fun, more fun than many of the more effective classes out there, and so people still play knight quite a bit, despite the fact that it mostly sucks. Knight has been my main since the early greybox days of hunger dome. There are three knight specs: Swordsman (nominally the dps spec), Secutor (nominally the tankiest spec) and Sentinel (the CC-heavy spec). Swordsman - the swordsman gets more AP than the other promotion classes, but only a little. It generally has less AP than a similarly geared DPS Myrmidon or Champion, for instance, because it gets less AP from the talent tree. The swordsman's primary dmg boost comes from the mighty surge power, which can be triggered by using a non-shield non-ranged attack power. There are a few issues with this - it's not predictable when you're going to get it, as it doesn't trigger off every instance that it could; it has a pretty long internal cooldown; and it is only triggerable by one native knight power (the onslaught combo). So you get a dps increase for LMB (only) attacks that can't be triggered on command and that leans on only a few powers granted by disciplines to trigger, which limits your discipline choices. Other features of swordsman include a reduced cooldown time on the pursuit (charge) power, guaranteed critical hits on bleed ticks, and an increased critical hit chance. Secutor - the secutor is the shield spec for the knight. It has better anti-CC than the other specs (meaningless, really, with the ease of retaliate in the past few builds), more health than the other knight specs (1500 more), and more damage on shield attacks. Given that most native knight powers are shield attacks, this holds promise. It also introduces a different playstyle for knight, as the best damage on secutor comes from shield bash crits. Shield bash is activated after using another shield power or 3 LMBs in a row, and is guaranteed to crit if it's been used in the past 5 seconds already. So the playstyle for secutor is shield power - shield bash - shield power - shield bash - 3 LMBs - shield bash - shield power - shield bash etc. If your target is willing to stand in front of you and let you constantly shield bash them (like, say, a target dummy), the damage is quite strong for a knight. Secutor also takes reduced stamina drain from blocking, so they can last longer than the other specs when focused, although they still can't do anything but block while they block. Sentinel - the CC spec. With the current state of retaliate (everyone has all the retaliates they could ever want, really), CC builds are weak in general. That said, the Sentinel does have some nice features. They get an increased power efficient cap which lets them use maces (maces are too heavy and inefficient for the other specs). Their chain pull has a slow, their charge gives them a stun, their shield slam adds a suppress, etc. And they get a 15% dmg increase for a few seconds after stunning or knocking down an opponent. Unlike the swordsman's mighty surge, this gives the knight a consistent way to trigger a dmg increase on demand. It's not a big dmg increase, but it's consistent. Now let's look at damage mitigation. The knight wears plate, and with training and good gear can easily reach the mitigation cap of 65% to physical attacks. They can generally also get about 50% resistance to the non-physical dmg types. When a knight uses block, he can further reduce the dmg he takes by 50%. So a knight blocking will take about 25% dmg from non-physical attacks and about 17% dmg from physical attacks. But he can't do jack whilst blocking (compare this to the myrmidon and champion mitigations where they can continue to attack whilst enjoying their extra mitigation powers). The knight has no self-sustain beyond a passive that grants a 16% heal once (4 4% ticks) when the knight falls below 20% health. The lack of self-sustain is what is most crippling about knight. With a pocket healer, a well-geared knight can do very well. Without a healer, nope. Compared to the other tanky classes, knight is pretty poor at overall damage mitigation. The knight takes dmg slightly more slowly than the other tank classes (assuming he blocks and deals out no dmg of his own as a consequence), but can't recover any health. Myrm has much better dmg mitigation from vengeance and berserk, and can still attack whilst using those. Champion gets ridiculously good self-heals (especially pitfighter). Templar healing (paladin in particular) is very strong. All those classes will last longer in a real fight than a knight due to the self-sustain. Healing beats armor in every case. Ok, so what about damage? More bad news here. Knight dmg output is lower than the other "tanky" classes - myrmidon, champion, and templar, and by a significant margin. The swordsman spec, which is nominally the dps spec for knight, does significantly less damage than the dps specs of those classes, with same quality gear. And the same down the line for tank and cc specs. Knight is very gear-dependent. With top end gear (epic or legendary everything) and end-game training, a knight can do quite well. The gap between it and the other classes I'm comparing it to here is closer at end-game than it is earlier on in the game. But it's definitely still a gap. After all this negativity, why does anyone play knight? Why do I play knight as my main? Because knight is fun. It feels good to play, if you ignore the constantly dying while solo part. In a group, knight has a clear role (pull an opponent, steal its dodge pips, and help your group burn it down). I honestly don't like that isolating and burning down a target is the be-all and end-all of Crowfall group combat, but as long as it is, the knight has a place in groups.
  9. Honestly it feels like the community team took the summer off, and the marketing team is clueless. The schlock that appears on crowfall's social media is terrible, and given how few likes it gets on twitter and fb, everyone else agrees with that statement. Sorry, ACE, you're really dropping the ball. The game has become more fun recently, but you still have no player engagement for a few reasons: There's still a huge amount of busywork to do before players can meaningfully engage in PvP. Players who are thinking about returning see the training gap between them and the established players and decide to wait for a skill wipe. There's not enough people playing for the game to reach a critical mass. It's not fun if you can't find anyone to fight (or if the only people you can find to fight are running around in groups of 10-15 when you're running around solo or in a group of 2-3). Having people spread out between GR, The Infected, and two CWs isn't helping. There's nothing enjoyable for solo players or small groups to do Word of mouth to new and returning players is "game's still not ready, don't bother" because those of us still testing see the above problems and are hesitant to call people in to suffer along with us. Your near-total lack of communication and engagement over the summer hasn't helped at all.
  10. Having only 20 exports in trial of Yaga was a poor decision. I didn't bother bringing any of my harvesters or crafters into the CW because it's just not worth it. Anything I harvest or make is going to have to be left behind once I export the gear I imported at the start of the campaign. Splitting the population between GR, the Infected, and the CW means there's pretty much no one around except at sieges when the big guilds strut their stuff. At some point (either 5.11 for dregs or 6.0 for alpha, or maybe both, depending how long it takes you to get to alpha from dregs) you're going to want to do a skill wipe so all the people who walked away months ago can come back to a level playing field. If I were you, I'd do a skill wipe at 5.11 but turn progression up to 20x. Do another wipe at alpha and use the current 3x for that (with the caveat that you've figured out thrall buffs by then so the first couple of CWs can have ridiculously strong thrall buffs in keeps / forts to allow for good gear to be made). The PvE aspect of the game has really improved lately. That said, PvE isn't why we're here. It's a nice backdrop and gives us something to do in our downtime, but that's it. There's currently still a dearth of PvP things to do for a small group. 3-5 players can take an undefended fort, sure. But there are guilds out there who run 10-15 people per group for fort battles. And honestly, that's probably an appropriate size for a fort battle - 10-15 per side. So what is a small group of 3-5 supposed to do? Outposts are a waste of time and don't generate PvP (unless you catch the attention of a bored group of 10-15 in which case you're splatted). Guarding harvesters isn't a thing. Trying to gank harvesters is sort of a thing, but it's mostly a lot of running around looking at empty spaces, and you don't get a fun fight even if you catch one.
  11. Um, what gap is this supposed to fill? What places it between GR and the 3-faction CW?
  12. I love that I can choose to have my inventory windows close on movement. I hated having them stay open. So many kudos for that. I'm glad there's a 30-day trial because it takes a full day to sort stuff out for exports at the end of a trial. Guild banks will help with that, no doubt. Restricting imports to 12 is fine with me for a one-month CW - it encourages us to farm and craft in the CW. But it does reveal the problem with your overall economic system. If CWs are going be low- or no-import, time spent in GR is wasted, and anything purchased outside the CW is worthless in the case of no-import CWs, and has to be valued carefully in the event of low-import CWs. The economy inside a CW feels like it's coming along. The greater economy with EKs and GR does not. I'm actually ok with that, but I'm hearing a lot of grumbling from people who wanted to be active vendors and traders. Low- and no-import CWs need to be significantly longer than high-import CWs to make it worthwhile to go in and do all the farming and crafting from scratch.
  13. It's like you're actively TRYING to misinterpret us. We want a variety in the rulesets, yes. But not in the badge reward criteria - that poorly made socks is meaningless. We want variety in the winning side criteria. Point accumulation for holding outposts, forts, and keeps determines the winner. THAT is what we want varied. Give us a bloodstone ruleset, or whatever. Just not the same old same old every campaign.
  14. I custard HATE windows staying open when I move. If I open something during autorun, fine. But normal movement keys should close all UI elements the way they did in all previous builds.
  15. The loot dropping off mobs makes the new player experience much better. That said, the lack of refineries and caravans means that after an hour of playing, there's nothing left to do but wait for 5.110 and dregs. 5.100 is a big letdown. The wipe means that I'd have to spend 6-8 weeks leveling and gearing purple vessels on all my accounts, just in time for them to be wiped again when 6.0 hits. Screw that.
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