Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Durenthal

ACE Investor & Tester
  • Content Count

    1,171
  • Joined

  • Last visited

  • Days Won

    8

Durenthal last won the day on February 13

Durenthal had the most liked content!

1 Follower

About Durenthal

  • Rank
    Raven

Profile Information

  • Language
    English
  • Interests
    Travel, Scuba, PvP
  • Guild
    Sugoi
  • Gender
    Male
  • Location
    Canada

Recent Profile Visitors

3,896 profile views
  1. Fix the bottleneck on green+ minor disciplines. They're stupidly rare, and they're holding back progressing to crafted vessels. Fix the ranged vs melee disparity. It'd be an interesting experiment to remove all snares/roots from ranged powers. Change wartribe loot drops to be common quality only. Stop trying to make wartribe gear potentially viable vs endgame crafted gear. Make it good starter gear and leave it at that. The idea should be to let players get started without needing to have everything crafted. The time and effort required to craft gear even at white levels should be rewarded with gear that matches wartribe gear. Give us longer dregs campaigns. The strain of city building in a 7 day campaign is ridiculous. At the beginning of the game, when training is limited, the dregs should have R6-8 resources, not 8-10. Dregs CWs starting 3+ months after training starts can have 8-10. This should be really easy knob to twist, and I don't understand why you haven't done it. You're short-circuiting the harvesting-crafting loop. We're past due for a balance pass on classes, powers, and disciplines.
  2. New Player Experience ends when the sentinel tells you to take the gate to the ruins of bloodmire or some such. You don't get a quest for that, and there's no such place on the map. I assume that's the end of part1 of the NPE and all that's in the current test. The NPE is less awful than I expected it to be, honestly. When there are hundreds of players doing it at launch, there will be absolutely no wolves, elk, or wartribe dudes to kill though - that will get frustrating fast.
  3. Thoughts and questions on where CF is and where it's heading. - If you have more factions/alliances/guilds than there are available strongholds, you need to make not having a stronghold viable. Similarly you'll still need to make holding a stronghold worthwhile. It's a fine line to walk. - If you announce caravan spawns and who's picking up what and where, yes, you'll drive PvP. But it'll be large group PvP over what we'd normally consider small group PvP objectives. Announcing the spawn without a location may work better. - If you put 2000 players on the current CW maps there'll be so much random PvP that it will quickly start to feel meaningless. - If you put 2000 (or even 300) people in God's Reach, there will be no mobs alive for longer than a few seconds. Monster density in GR needs to be orders of magnitude greater than it is to support a leveling population. - Why is there no way to counter or protect against being slowed in Crowfall? I spend 75% of my time in combat slowed. I would love to see all slows removed from ranged attacks. - Adding a lunge proc to some weapons doesn't feel like a good fix. Sure, it'll let my knight reach the enemy range-ball. But I'll be alone outside of the range of my healers and I'll get focused down quickly and easily. The ranged-meta is so strong because range has all the advantages of melee and none of the weaknesses, nor any specific to itself. I think that right now if you reduced the dmg done by ranged attacks by 50% when the range was under 10m, it still wouldn't be enough to change the meta. - Holding LMB to trigger the lunge feels like a bad choice. Most of us hold LMB to cycle through the LMB combo, the same way we hold LMB to harvest. Just cuz Blair and Halash are creepy constant-clickers, it doesn't make it right to try to force that behavior on everyone. - Why will you not consider removing the target cap on AE powers? We have collision in crowfall - limit the size of the AE to limit the number of targets it can effect, not an arbitrary number. - The ability of out-of-group healers to stack ground target area effect heals is just wrong. Ground effect AE heals should be group only. Or they shouldn't stack (ok, cooling ice should stack to 5). If you're in 1 or 20, you should get healed by only 1. - what are you plans for guild alliances / fealty? - what are the benefits of VIP going to be? - the stronghold guild storage sounds like a good bandaid fix. But without a log of who added or removed what, it won't serve well as guild storage in the long term.
  4. Harvesting Discipline souls are too hard to come by. Why are there no white ones (foreman, villein, lookout, hoarder, connoisseur) on the vendor? If you had white ones on the vendor, the current rarity for blue ones would be acceptable. If you don't want white ones on the vendor you need to increase the drop rate by a factor of at least 5. When can we expect to see a balance pass? Before you let in the unwashed masses, one hopes.
  5. Whatever's in the 9th power slot for humans still disappears every time you enter a zone. The new image for rapiers (in inventory) is godawful. Those are sabers. Rapiers have straight blades by definition. My power bar UI has frozen again. Can't tell when cooldowns are done. Have video of it starting this time. The power bar UI going bad: https://youtu.be/41mV4go8t6Y If you kill an urgu ranger while its channeling barrage the graphics for barrage never go away. I just chain pulled an embarri from 20' ahead of me to 50' behind me. Seems pretty consistent but only on them: https://www.youtube.com/watch?v=fF-1NONJ89M Hunger-form animals aren't aggressive if their normal forms aren't. Hunger form animals aren't despawning in the day Hunger form animals respawn as hunger form when you kill them (at least these 3 aurochs in Danilo (sp?) zone) The Reaping Basics node in the reaping tree grants a stat called "stat name"
  6. So we have campaign cards for each season generating divine favor points. And we have conquest (holding outposts and strongholds and killing people and crafting I guess) generating another set of points, but nowhere do I see a combined score to see who's actually beating whom. I can't even tell how heavily conquest is weighed against divine favor. Which matters more? I also don't know how my guild (or any other guild) got the favor points they got. The system is a black box, and that's poor game design. I have had to retire my melee accounts for 5.110, and that's really annoying. But the meta is incredibly range-heavy in 5.110 due to your inability to implement balance fixes. I'm a good knight. I'm a crappy confessor. But I get far more kills and assists on my confessor than I do on my knight, and the confessor is able to influence fights a lot more. Balance was poor in 5.100. In 5.110 the frostweaver has upset the balance applecart entirely. It's dregs. Beta is right around the corner. And yet I cannot tell my guild to give Crowfall another try because if they do, they will walk away forever. PvP is an unbalanced mess riddled with problems, and it's frustrating as hell because with a good balance pass it could be awesome. I can see the potential. What I haven't seen is any indication that you can get us from here to there.
  7. Holy cr4p the 0 imports thing is awesome fun. small group combat in starter gear at the wartribe encampments was really enjoyable. At one point our group of 5 ran into BSF fighting Horizons and joined in. Then Caldera joined in and 30s later Vanguard rolled in. I really dislike the 5.110 meta and balance issues, but the game can be so much fun at times. This patch has introduced a pile of disconnect bugs. And I agree that mobile banking should just be removed.
  8. World layout - feels bad. There are no real clusters of resources to harvest, and resources seem pretty thin on the ground. The caravan start placements need better UI. Some are literally a stone's throw from a caravanserai. And there doesn't seem to be a rhyme or reason to their placement. Stone pigs hanging around on open plains or in the woods, for example. There's too much wasted space. As I've said before, that would be ok if we were expected to fill that space with player built strongholds. But you're pre-placing strongholds so that empty space is just a waste. You've made some of the outposts freaking huge to fill up space, but it just looks like you're making them freaking huge to take up space. There's probably a fine line between "too much space" and "I can't squeeze past these damned wartribe camps to get where I want to go without fighting 20 things" but you're not near that line yet. Stronghold building seems pretty cool. Your sentinels don't appeal though. And fort walls need to be sturdy enough to require siege engines to drop. Beating on a wall with melee weapons for 2 mins should not be a viable way to siege a fort. Guards are much improved, but the UI is a little wonky. Confessor guards are worth 5 of any other kind with their constant knock-ups. Siege timers are a terrible idea. They're ok on test for testing purposes in short CWs but sieging should be a big deal, and needs to happen the way they did in Shadowbane, or something similar. The mobile bank thing is pretty terrible. It's almost like having the spirit bank back. It's pretty much a required building because it's so strong. 2H of being able to drop a bank after every resource node harvested is crazy strong. And it will deeply underscore and perpetuate the power imbalance between guilds with a stronghold and those without - the only people you'll be able to gank for loot are those who are already without a stronghold. The campaign cards are a good idea, but they're poorly executed this pass. The conquer scoreboard at the top of the UI is misleading in terms of who's doing well. Showing the guild that's dominating an island on the map is pretty cool, and the heraldry on the map in general is pretty cool. The map is still a resource hog though. Loading into the game takes far too long for a game in 2020. Balance is a nightmare. The meta is frostweavers (all 3 promotions), confessors (fanatics) and druids (stormcallers) - that combo absolutely dominant at the moment in larger battles. Frostweaver is too strong in every aspect of the game, and in addition to those classes being OP in terms of damage dealt, they all have bugs associated with them that make them even stronger than they should be. In any battle over 5v5, melee are just cannon fodder. They can't impact the outcome. A proper balance pass cannot come soon enough. You have really increased the spell effect clutter with frostweavers, and it was too much to begin with. Tone it WAY back please. Tester numbers have dropped back down to the usual suspects again after an initial good turn out for 5.110. Maybe it's only hardcore testers who'll play on the test server as opposed to the live server. But the fast drop-off in tester numbers has to be concerning for you. It's concerning for me. It's an indication that players don't feel the game is compelling yet, and the dregs are you with most of your cards on the table.
  9. I'm disappointed in the siege mechanic - buying a plague seed and dropping it to start a siege window makes a lot more sense than every stronghold in the game becoming vulnerable at the same time every night. There's nothing to do during the day except flip outposts (already revealed as counterproductive in the current environment) and escorting/intercepting caravans. I'm disappointed in the caravan escort mechanics I'm disappointed in the lack of free building. If there's no free building, why is the landscape so empty? Having it empty to provide space for city building makes sense. With pre-placed strongholds, all that open space is just travel time.
  10. Things that should be taken into account for balancing PvP: raw damage. The starting point. range. Being able to deliver damage from a greater range than your opponent is a significant advantage mobility. Being able to deliver damage whilst moving at speed is an advantage burst. Being able to deliver a large amount of damage in a short time is an advantage mitigation. Being able to reduce incoming damage is a small advantage (unless like knight block it prevents you doing your own damage, and reduces your mobility drastically). healing. Being able to heal damage taken is a large advantage. cc. The ability to slow your opponent from either reaching you or getting away is an advantage multiplied by range (retaliate only hurts people in melee range). A small advantage given how retaliate works and how often retaliate can be used. gap closers for melee is an advantage, or at least a counter to the advantage of range. Countered itself by dodges on a short cooldown (possessed by every class). And no gap closer power can operate at the range an archer starts at. There's an interplay between these factors (as demonstrated by knight block, above). A character that can deal ranged damage, is highly mobile, and has a self heal is massively more powerful than a melee character with poor mobility and no self-heal even if that melee character has more dps than the ranged one against a target dummy. ACE has never taken range into account in determining balance for damage. To be fair, it feels like they don't take much else into account either. Each class is designed around a concept that a designer feels would be cool, and to hell with balance. Which is why as each class gets introduced with new toys to play with in the design kit, it's stronger and more versatile than those that came before. The archer promotion intially had to root itself to do its burst damage. That got removed and it hits like a truck from a range nothing else can match, and it can maintain distance from most classes. It's a better ambusher than an assassin. Frostweaver is just stupid compared to the earlier classes. Ridiculous burst damage at range, movement CC, immensely strong physical resist buff, healing. It's versatile, and all its options are strong. In all the years I've been testing Crowfall, I've yet to see the designers display any ability to balance combat. And that has me worried. The BS they spout about not trying to balance for 1v1 doesn't hold up. They don't try to balance classes for group combat either. When I look at the balance of WoW (yes, it's a AAA game with a large staff) or Path of Exile (they actually give you all the numbers. All of them), or BDO or ArcheAge, or Guild Wars 2, or Blade&Soul, etc., Crowfall looks awful by comparison. And PvP is the very essense of Crowfall. If individual promotions or whole classes are weak compared to others, they will be played only by people who don't know better, or who are too stubborn to adapt to win. And all the time spent developing those classes will be wasted. And people will see how terrible the balance is and they will walk away. PvP is the be all and end all of Crowfall. Balance matters.
  11. Why is chicken ticker decay still a thing? Food gives buffs, so we want it for that. You provide free food top-offs in the temple, and you've moved away from the nasty survival game aspects to a more strategic concept. But still you persist in tracking chicken tickers on all characters all the time. Why waste server cycles and database space on a mechanic that no one likes and that contributes nothing to the gameplay experience? Also, please do a balancing pass before this mess goes to LIVE and you invite 300K fresh eyes in to see it. If their first reaction is "unbalanced mess" word of mouth will kill Crowfall. Edit to add: Oh, 1x training still feels terrible. I can wait a week to train, then spend 10s filling up a couple of dots and make next to no progress. Also, the interaction between harvesting and combat feels kludge-y. And pulling out a glow in the dark harvesting tool every time my character faces a harvestable resource is annoying. Wait until I click on the resource to pull out the ridiculous tool.
  12. ACE, you really need to stop trying to promote Crowfall like it's a released game. It's embarrassing even to watch. The game is an unbalanced mess with a skeleton crew of testers. War Stories sounds like it might be interesting once we get 1000+ active testers on a server and actual wars taking place. You have established the concept - now please stop trying to ram it down our throats in this unpopulated early testing stage of the game. Bring it back once you have destructible cities, balanced combat, and full servers.
  13. The chat window still leaves a lot to be desired. I'd like to be able to leave various channels and stay out of them until I opt to join them again (I have no interest whatsoever in general or zone chat, for example). I'd also like the game to remember the state (minimized) I leave the chat window in when I logout for the next time I login.
  14. Yup, druid leveling has been awful since the promotion classes were added. I always use another character to level a druid - the druid just leeches. Add me to the choir wanting an improved experience for druids.
×
×
  • Create New...