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

Durenthal had the most liked content!

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About Durenthal

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    Travel, Crossfit, PvP

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  1. This is a learning experience for ACE, as it should be... it's the whole point of pre-alpha testing. First, faction systems are bunk. But they can't stuff that genie back in the lamp, so they'll have to come up with something to encourage people (and guilds) to choose the sides with smaller population. On another front, getting to the guild vs guild ruleset as quickly as possible is going to be key - we identify far more closely with our guild than we do with a faction, and there's a lot more pride at stake in a guild vs guild campaign. There will still be alliances made, but since those will have to involve guilds bending the knee to another guild, there's no illusion of parity. One guild is top dog. Note: You need to find a way to prevent figurehead guilds being created for alliances to all bend the knee to - maybe say you can't bend the knee to a guild smaller than half your size. Part of the problem is the tiny testing population. As long as two guilds with 50ish people each can ally and dominate the server in terms of population, you'll have a problem. Where are the big EVE guilds (and big guilds in general)? A bunch of the guilds who were active early in CF testing have left, dissolved, or gone into hibernation until you can provide a compelling game experience. My own guild has gone from being dominant in Hunger Dome, Siege Perilous, and early Big World, to being almost non-existent. I honestly don't know if it's too late to bring back the people who left because the game took too long to cook. Performance in 5.8.3 is a step up from 5.8.2, which is a great start. Balance is still utter crap, and the devs have given us absolutely no evidence that they will be capable of providing a relatively balanced experience. That's really worrisome. Having one class be OP doesn't affect army vs army balance since every side can stack the OP class. But it really bothers players on a personal level to play a class that is really weak relative to the OP classes. It will make players leave if you don't make every class viable and valuable. Give us better performance, a more even playing field for all classes, and a reason to be the underdog. Stop adding crappy grinds, and add thralls, resource POIs to fight over, and warbands. Fix boring outpost capture. Give us rulesets down the road (but tell us about them now) that don't rely on point accumulation through holding capture points. Make holding territory more meaningful. Right now, an enemy keep is just a guaranteed place to find enemy harvesters.
  2. Ok ACE, how is it that you want us to level? You provide no useful sacrifice items past lvl 3, and blue and purple vessels were a pain in the ass to level even when we could use soil, architecture frames, etc. In kickstarter, you promised us we'd start at endgame. Your bolted on leveling system sucks - having class powers gated behind levels is not what we signed up for. If I wanted a leveling theme park game, I'd play WoW again... they at least do it well.
  3. No one cares about the outcomes of the campaigns in these non-sanctioned CWs. We're going through the motions to give you data points, but mostly these CWs are for recovering from the character and item wipe in preparation for the sanctioned CWs. So by all means, make all the changes you need to mid-CW. Many of us are waiting for the dregs ruleset before we start worrying about meeting the win conditions. Faction play is less compelling.
  4. Please give us a warning before entering a CW on a character that has stuff on it in an EK, or dump everything into the SB when moving from an EK to a CW. I accidentally logged an EK mule into the CW today and lost a lot of materials.
  5. For the love of Murphy, please let us disable those tooltips globally. They're like microsoft's clippy. On the whole, I'm pretty pleased with the progress in this build. I really like the new health values on bane trees and ToLs. I really like that the guards are far more effective at guarding than they used to be. It does seem that low rank guards (R5's in the forts, for example) hit just as hard as R8 guards... is that intended? Not having an easy and cheap method of leveling vessels has meant a lot more people out in the world farming mobs, which would be cool in the dregs. But in faction play, it's really frustrating to have so few high level mob areas to level in. The adventure zones feel pretty crappy on this map.
  6. As a followup to my previous post, I worry that the elimination of the weapon mastery slot will have an adverse effect on knights, too. Restoration strike is my hardest hitting power, and it restores energy. Without it, I'm going to do even less damage and have to worry more about energy starvation. Blair has said some of the weapon mastery powers will be moved into the talent tree, which may alleviate my concern, but if they add more stuff there without increasing the talent points we get, we'll be weakened by whatever we're unable to take. Additionally, the talent trees all end with a passive power. Knights already have too many passives for their available slots, and adding a required passive at the end of each talent line exacerbates the problem. Demon's Pact was already a required discipline before this change. Our passive choices are too restricted. Edited to add: Swordsman dmg revolves around the mighty surge buff. It'd be really nice if there were a visual indication of when I have the buff so I'm not constantly having to look at the top right of my screen to see if it has appeared in my list of buffs.
  7. I'd been meaning to post a state of the knight 5.8 post, but it was too depressing. Still, since you've started it, I may as well chip in. I have played all three knight promotion classes pretty extensively in 5.8. Swordsman - had good damage at the start of 5.8, but it got triple nerfed (Mercy reduced from 9% to 3%, mighty surge bonus reduced from 125% to 50%, and uptime on swordsmanship buff crippled so that only one native knight power can trigger it, and then only some of the time) early and is back to doing less damage than other melee dps classes. The reduced cooldown on charge is nice for battlefield mobility. Lack of self-sustain makes it weaker than the melee classes with self-sustain. As Arkade pointed out, self-healing is much stronger than armor as actual damage mitigation. And the barriers a knight gets are utterly pathetic. They should be a percentage of maximum health, not a little 500-pt invitation for shieldbreaker. Sentinel - CC-focused promotions feel weak in an environment where everyone's running around with two retaliates available. Sentinel has all the problems the other knight promotion classes have - they can't take damage or dish it out well. The additional PCM in the tree helps with using heavy weapons, but as long as the PCM cap is at 25%, heavy weapons don't feel good. Final PCM has a cap of 100% but the only thing that contributes to it is capped at 25%. Secutor - different playstyle than the other two promotion classes. Everything revolves around shield bash. Feels like the math on shield bash is wrong - if we were doing tooltip dmg (including all the multipliers from the talent tree) with it, it'd be utterly useless. But there's an extra multiplier in there somewhere that makes shield bash crits very strong, and that makes the class viable (as far as knights go, that is). Strangely, you can squeeze out more dps on Secutor than on Swordsman if you get your bashes in all the time. We all know that champion (especially pitfighter) is overpowered. Pitfighter is so strong because it has good mobility, a ranged attack that slows on a low cooldown, the most health of any class in the game, the best self-sustain of any class in the game by a large margin, good damage, and decent cc. It's hard to get away from them, it's hard to stop them getting away from you, it's hard to do enough damage to make them sweat given their self-healing. I don't understand how the same devs who made secutor knight could make pitfighter champion and think "these are both tanky melee promotions that are roughly equivalent." Knight is essentially a one-trick pony. Chain pull is a very cool trick, but it's all the knight has, and it's not enough. Knights are weak 1v1. Knights are weak in small group play. Knights are weak guarding the ToL or attacking the ToL. There's nowhere the knight shines. Chainpulling targets into your zerg in large fights isn't a role to be proud of. We're still playing knights. They're not so crappy that they're unplayable. A good knight is an asset to a group. But an equally skilled pitfighter or tank confessor or myrmidon brings more.
  8. When placing the new super sized castle, it won't let you place it actually on the ground. If you lower it so that it's touching the ground you get an error telling you it's too low. If you place it where it wants to be placed, it's too high to use and if you fiddle to get it to where you can jump onto the steps and get inside, you end up eyeballs deep in the floor, as demonstrated in this video: It looks good from a distance though
  9. Still unable to harvest weapon additive hunger shards in fall/winter despite having it trained. Please fix the plentiful issue with hunger shards. When you first approach a hunger with a hammer equipped the tooltip for wrong tool pops up. Hammers work fine on hunger shards, as they always have. Please give us a way in the settings to turn off those tooltips permanently. Please give us a way to leave general chat intentionally. Please let us re-arrange the order in which our characters appear in the lobby.
  10. The hunger crystals in the beachhead starter zones are stacking up to 6 deep. You approach one to harvest it and you can watch your chicken tickers drop to 0. If you do harvest one, another appears underneath it instantly. Why are there even hunger shards in the starter zone? If the beachhead is supposed to be a safe region, you'd think it would be safe from the hunger too.
  11. Ironwood body is not slottable on the druid's life tray. Knight ultimate invuln does not protect the knight from DoT damage. It ticks on regardless of supposedly being invulnerable. Giving everyone a talent passive has harmed our discipline passive options pretty significantly. You may argue it gives us more choice, but the choice is "which necessary discipline do I choose to drop" and that doesn't feel good.
  12. Having your marketing person dictate which questions get answered is bad optics. Having her do so so that we can't even hear the questions you're answering is even worse. Zybak will at least ask some of the important questions, I guess. And thanks Todd for giving us some good information up front.
  13. Knock-ups are sending players too high, and they're taking fall damage when being knocked up on a level surface. The penalty for being knocked up should be the loss of control and the dmg the power does, not a third of your health bar in fall damage. Please tone down the knock-up physics.
  14. @thomasblair A number of our guys have noticed that their performance goes to hell whenever their client has to load a sacrifice brazier. Even wall torches cause a problem for some clients. Can you test turning off those flame effects? I should note that my client doesn't have this issue, so I'm reporting hearsay here. My client does still struggle in large fights, though not as much as people with older gaming machines. It feels like Crowfall leans more on the CPU than the GPU - my GPU doesn't show much strain even in large fights, but my CPU notices them. I run an i7-8800k, 32GB of RAM, a 1TB SSD, and a GTX 1070. It really shouldn't struggle with a game with cartoon-style graphics.
  15. What is with the fog? It's like pea soup this build, and it's far too frequent. Yay, you have weather effects. They suck. Knock it off.
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