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ACE Investor & Tester
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Durenthal last won the day on February 13 2020

Durenthal had the most liked content!

About Durenthal

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  1. The wipe came as a bit of a surprise. I thought my test characters were safe until launch. The intro cinematic didn't work for me; had to restart the client. Changing the L key to bring up the quest log rather than the talent tree felt a bit silly - the only time we use the quest log is in the first two hours we play the game. It's never seen again after that.
  2. The ailments UI in Crowfall has to be worst I've ever encountered in any game. How do I know if I'm bleeding, diseased, poisoned, etc? I have to take my eyes off the combat and look at the ridiculous list of buffs and debuffs in the top right of my screen. Why are there so few on-character indicators of ailments? The slowed ailment looks like a cloud of blood coming out of me, but at least it's there, I guess. Monster density in the infected zones is pathetic. You already have tiny zones to accomodate your weak engine. Surely it's not so weak as to require so few mobs, too. Wartr
  3. 2 of the 5 members of my team didn't pick a character and so didn't enter the HD. 1 of the 3 who did quit after 2 mins. The 2 of us who remained got steamrolled by a pre-made guild team. Still more fun than the campaign.
  4. Hunger Dome was the reason I invested so heavily in Crowfall. At release, I will only be playing campaigns to get a vessel and disciplines for Hunger Dome - the focus of my Crowfall time will absolutely be Hunger Dome. Why? Because Hunger Dome is pure fun. The campaign is mostly boredom and grind. If I could drop real money on someone for a legendary vessel and discs, I'd never set foot in a campaign at all. I've been saying this for years, but I'll repeat it here: ACE, if you want the campaign aspect to succeed, you need to make it fun. It's not fun to spend interminable hour
  5. Bringing Hunger Dome back pretty much saves Crowfall for me. It is where I will spend the vast majority of my playtime, because small group PvP is where Crowfall shines, and hunger dome back in the day (even before class/race split) was the most fun I've ever had in Crowfall. Although I'll be spending most of my time in Hunger Dome, I will also have to level my HD characters in the campaign, and get their disciplines and vessels there. That means I will be playing more campaigns than I would have (because I would have played none - I was walking away from CF after my 4th guild quit the
  6. Top 5 likes and why (be brief please) about 6.400 on TEST (things you feel we're doing great on for TEST only). New infected layout is nice and should help with crowding at release. However, the NPE takes place entirely in GR so lvls 1-18 in infected seem a bit of a waste. Vessel upgrades have potential, though white green and blue are going to be throwaway vessels - no one's going to bother with additives and trying to max vessels until epic or legendary. Not having to go through the NPE for each new vessel is nice. New lobby is probably an improvement, once I get used to
  7. Mitigation tanks are deeply flawed in Crowfall. Among tanks, only sustain-style tanks are viable. I don't even slot block on my knights any more because giving up all my offense and all my stamina in order to reduce incoming damage is a fool's proposition 99% of the time. In the early days of hunger dome, knight block reduced incoming dmg by 90% and you could hold it for 40s on a full stam bar. You had no offense, could take no other actions, and moved very slowly. But at least it preserved you in an emergency situation. Today's block reduces incoming dmg by ~50%. It costs 100% of your offen
  8. It'll be a full wipe. Blair has said he wants to see 6.400 without any artificially created shortcuts ( he said so in some gamer's twitch stream after the Q&A). But they won't announce a full wipe because that will harm population levels even more than staying silent will. Accept the full wipe. Use up the resources you have to just enjoy the new campaign. Don't waste time harvesting stuff or farming gold. PvP without fear of having to replace your gear. That said, ACE - there's not much to do in Crowfall. Sieges are a couple of hours a night, forts are an hour each (but onl
  9. We finally get a slightly longer campaign - at the same time half the testers are walking away because of the announced wipe following a massive progression grind after the most recent wipe. I hope the takeaway ACE gets from this isn't that longer campaigns are unpopular (I'd like to try some 3+ month campaigns so people can become attached to their stuff in-campaign). Wiping would be no big deal if the progression system were fun and engaging. The fact that so many people are walking away over this should make it clear to ACE that the progression system is neither fun nor engaging.
  10. I empathize. I've been playing since the greybox days of hunger dome, and my interest is currently at a low ebb. The lack of tester retention suggests that they won't be able to get the VIP subscriptions they'll need to survive more than a few months past the launch. From a personal perspective, the massive gold grind required to progress is very frustrating. I didn't sign up to farm wartribes for dozens of hours to equip disciplines. The vast majority of the people I started playing Crowfall with have long since left with no plans to try it at release to see if it's improved enough
  11. The biggest lack in Crowfall is content. The idea that we'd all be running around solo or in small groups bumping into each other during the normal course of our daily activities and organically creating PvP was a pipe dream at best. Caravan spawn points could have been PvP hotspots. And maybe for a very short time they were. But they were quickly overcome by forts, which provided way more resources for much less effort. Nerfing forts may help Caravans become more meaningful. I would very much like to see mining spots like we did in the early big world days that drew PvP. At X l
  12. For the past 5 years, knight has been ACE's whipping boy. It lacks the sustain and damage to compete with the other melee classes. Mitigation doesn't win fights. Templar is an unwinnable fight for a knight. Pitfighter is unbeatable. Myrms have to be pretty awful for a knight to stand a chance. The ranged classes mop us up pretty well, too. Maybe I've just become a poor knight. Knights, show me your videos of you beating these classes 1v1 in 6.2 or 6.3. I want to see you beating a templar or a pitfighter, or a marginally competent myrm or brigand - teach me your ways. Pla
  13. Top 5 likes and why (be brief please) about 6.300 on TEST (things you feel we're doing great on for TEST only). You fixed Hellraiser's Needlin' Haystack so it's not an OP mess. Making valorous strike a combo with a lifesteal as an option helps swordsman The rest of my feedback for 6.3 is negative. No class balance, way too much grind. Top 5 Dislikes and why (be brief please) about 6.200 on LIVE (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? Bleeds. The first bleed applied runs it
  14. By removing training from the account and moving it to the vessel, you have entirely undermined your entire "the crow is the character, inhabiting vessels" stance, which was one of the most unique elements to the game. Now, the only purpose the concept of eternal crows has is to justify the death and respawn mechanic. There were a number of traits in the passive tree (specifically in exploration basics) that were pretty universal and wouldn't be well-served by moving them to disciplines. The increased bandaging, pack pig speed, mount speed, reduced food consumption, etc. What will hap
  15. This is a long-winded follow up to my long-winded post back in October. With the active progression coming in 6.3, the RNG grind for advancement will be hell. I know this is supposed to be only temporary until you can get another system in place, but the cost of advancement is going to be pretty staggering. Character stuff aside, there are some gameplay issues that really need to be addressed. Some you've mentioned, others you have not. Resource balance between forts/caravans/MLs/normal harvest nodes. Very little to do outside siege hours Very little to do as a sm
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