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Durenthal

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

Durenthal had the most liked content!

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About Durenthal

  • Rank
    Raven

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

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  1. Following up, I'm not asking for wholesale changes to the class or even the promotion class. I don't want to see swordsman as the LMB "dps for dummies" build. I actually like the playstyle as is for the most part. I think the swordsman passive needs to be changed significantly to ramp up damage, and an additional mechanism for increasing dps would be nice. I would even give up block entirely on swordsman in order to secure more dps (although I note that the Titan literally cannot die with Frenzy active, so I don't think swordsman mitigation is problematic in a DPS class, especially now that it's been nerfed to mail from plate). Additionally, the capstone should include crushing and slashing dmg bonuses (and cap increases to match), same as the Titan capstone (and others) offer. I'm going to edit the original post to include the above paragraph.
  2. The Swordsman promotion class for Knight is listed as melee DPS, but there are some significant problems with it. As a result, it does less dps than any other dps promotion class. I've done a comparison with the Myrmidon Titan promotion, which is strong, but not as strong as the Champ Alpha Warrior promotion, for example. Stat-wise, there's not a huge difference. Titan gets 105 more Attack Power, and 1.5% more crit chance. But the Titan has a number of ways to increase its damage output: Frenzy adds 1.25% dmg for each 100 dmg done or received during its duration. It has an uptime of about 65% Whirlwind generates up to 20 stacks of increased damage (and causes a bleed) Blood Thirst buffs the damage on most Titan powers when hitting a bleeding target (LMB 3 causes a bleed, so does whirlwind) The Titan passive grants up to 25 stacks of a damage buff (for an increase of up to 50% dmg) for 30 seconds after hitting a bleeding target. The swordsman is so very weak in comparison. The swordsman buff grants a 50% dmg increase to LMB (and only LMB) attacks for 10s after it's triggered (it has a 30s ICD, giving it at best a 33% uptime). Only one native Knight power can trigger the buff (the first part of the Onslaught combo, and the bleed 3rd part of the onslaught combo). Also note that that hits the cap for Basic Attack Damage bonus, so anything from jewelry or the passive skill tree goes to waste when the buff is active. If a knight blocks, he gains a stacking dmg buff based on the amount of damage he takes while blocking. So if a swordsman stops attacking to block for 10s, he can, perhaps, get a 45% dmg buff that lasts 5 seconds. This is actually a DPS decrease compared to just attacking. 10s of 0dps followed by 5s of 1.5x dps. That's the same as doing half damage for the 15s. The swordsmanship capstone talent gives a 10% slashing bonus dmg (and cap) benefit. But every knight power save part of the onslaught combo does crushing damage, because they're all shield attacks. Even the Ult is crushing. Note that the Titan capstone power gives 10% slashing and 10% crushing to the Titan. Titan does not need a nerf. It fits in well with the rest of the dps promotion classes. Swordsman needs a buff to catch up to the other dps promotion classes. Edited to add: Following up, I'm not asking for wholesale changes to the class or even the promotion class. I don't want to see swordsman as the LMB "dps for dummies" build. I actually like the playstyle as is for the most part. I think the swordsman passive needs to be changed significantly to ramp up damage, and an additional mechanism for increasing dps would be nice. I would even give up block entirely on swordsman in order to secure more dps (although I note that the Titan literally cannot die with Frenzy active, so I don't think swordsman mitigation is problematic in a DPS class, especially now that it's been nerfed to mail from plate). Additionally, the capstone should include crushing and slashing dmg bonuses (and cap increases to match), same as the Titan capstone (and others) offer.
  3. Some Enbarri not falling over when they die. Mob AI totally screwed as others have reported. Melee mobs don't appear to change facing but can hit you when facing away from you. They leap only in the direction they were initially facing, etc. Satyr and Aracroix mobs do their dodges incorrectly too. The buffs from the god outposts reset to 2H when you change zones or log. After you get a golden apple drop, your regular apple drops often have the golden apple glow (though not the sound effect).
  4. EK's: My EK's crash after a short while, no matter how active they are, how many people are in them, etc. I haven't had one last more than 10mins yet, and some have lasted as little as 60s. I can't spin up another one on any of my accounts for a short while after the crash, which indicates that there's a bigger problem than a single EK. But I see other players talking in general chat in other EKs suggesting those ones didn't crash at the same time mine did. Different host servers maybe?
  5. I posted in the feedback thread about how combat still feels too floaty. I have a hard time explaining what I mean, but it doesn't feel grounded at all. Characters and mobs slide off each other, and it feels like we're skating. Attacks have no real impact compared to other games in the genre.
  6. Knight... So the only thing you did to the swordsman spec was take away plate armor. It still does terrible damage. Because of the pain you've inflicted earlier in the talent tree, it actually does LESS damage now than when it was a plate class that did crap damage. My lvl 30 knight with the capstone talent does significantly less damage than my lvl 22 myrmidon that doesn't have the capstone talent yet. Please - fix the swordsman spec in knight to be an actual DPS promotion.
  7. The starter zones are too small, and too empty. Their whole point is to level us. So why are they empty wastelands? More camps. A starter zone supports maybe 40 people comfortably. You're capping them at 100, which is a)pathetic and b)still too many people for the mobs in there. The training speed is godawful. Newbies are going to start training, see that it's going to take them days to finish even the starting node, and be turned off. At the very least the first nodes in the basic trees should be fast to get. Combat feels a bit floaty. Mobs dance around and slide off players. Make collision a bit stickier. Also make combat feel more grounded please. The talent trees feel bad now. 5 points per major discipline doesn't mean that we have hard choices to make in the tree, it means we skip a huge swathe of the class talents to get to the promotion and discipline talents. The way you have 3 point minimums in the first talent beyond the 3-way split, and you put active powers behind each means that our choices are further restricted. There are too many "you must put points into this" places and not enough real choices.
  8. Spider queen has no fancy loot I killed a bog bear and his charged power continued to charge and hit me long after he was dead My stun combo's second power has a longer cooldown than the first, but the power bar shows only the first, leading to times when I use it and can't use the second power If I chain pull a mob as my opener, it heals the dmg I do with chain pull when it gets to me If you stun a mob casting rain of arrows, the AE continues for its full duration Running as a knight, hit RMB, activate block. Release it. It drains 100% of my stam, then returns to normal combat, then to out of combat. I have video
  9. ACE, your marketing strategy appears self-contradictory to us. On one hand, you say you're marketing this to the non-tester masses. You release garbage news tidbits and withhold anything useful about the coming 5.110 build on the theory that you'll get more attention with an information overload when the patch hits. On the other hand, you persist with cultivating your pet streamers and you continue to push "war stories" when there's no war going on because 99.95% of your paid tester base isn't playing. You could release racial skills one race every few days if you wanted a little tease to build hype. "Aracroix knight" is a waste of your time and ours. Your absolute best marketing was when you were releasing "patch notes from the future" - your player base was engaged, and the mmo game sites whose attention you covet were writing articles about the coming changes. You have so much you could write dev diaries about: Caravan mechanics Refineries New racial attributes Discipline Changes Thralls Crafting Changes Harvesting Changes Guild interaction (subguilds, alliances) Stronghold buildings How strongholds will work in dregs (who can build where, will some sites be restricted to fort level or will all ruins be buildable to full castle / cities) How sieges will work in dregs (cost of sieging, schedules of sieging, how to initiate a siege) God-specific outposts Power changes to each class and promotion (that could get you 20 dev diaries alone) New passive skill trees and progression rates Frostweaver (again you could get 4 articles out of that, one for the base class, one for each promotion) The list goes on and on. You will get a better response from the gaming sites by releasing a long string of meaningful information drops leading up to 5.110. The gaming sites want views - they'll publish every release. They'd prefer 1000 eyes on each of 50 releases than 2500 eyes on a single news dump article. And the unwashed masses who aren't backing Crowfall are perhaps not as stupid as you think they are - they'll appreciate more actual content in their news, too.
  10. Knights are very gear-dependent. Without top end gear, they feel weak. With top end gear, they do crap damage still, but can take more of a beating. With a good healer you're very sturdy, but knights have no self-sustain so we don't last long without a healer. In PvP, secutors tend to get ignored because they aren't really a threat and take a long time to kill. If you want to feel tanky, play a templar paladin or a pitfighter champion, or even a Battle Rager Myrmidon. The way crowfall handles threat is simplistic. The most damage gets the mob's attention. So a knight can't hold aggro because knight damage is crap compared to pretty much any other class. There's no threat multiplier or anything for "tank" classes or powers.
  11. 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.
  12. So many words, so little said. Very disappointing. I really hope you start churning out news articles about the new content and features.
  13. 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.
  14. 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.
  15. What would the multiplier on the training rate be?
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