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Durenthal

ACE Investor & Tester
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  1. Like
    Durenthal got a reaction from APE in ACE Q&A for April - Official discussion thread   
    Another hour with not a single new piece of information offered.  You guys are killing me.  Edit: I guess the campaign cards and victory condition stuff was a new announcement, though as you said, we already saw them on test.
    Why is God's Reach so empty?  It's supposed to be a teaching area, ok.  It's supposed to be a leveling area.   Yet it's mostly comprised of wasted space, like the rest of the zones.  If the only thing I can do in a space is run through it, it's wasted.  In a CW with free city placement, wasted space is necessary - that's where cities can go.  But in GR, you need to populate those spaces.  There are already too few mobs for the people trying to level.  The players are like a plague of locusts scouring the landscape clean.  I spend more time standing around waiting for a respawn or running around looking for mobs that haven't been killed than I do anything else in GR, and it's frustrating.
     
  2. Like
    Durenthal got a reaction from McTan in Knight Swordsman dps promotion class   
    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. Like
    Durenthal got a reaction from mythx in Knight Swordsman dps promotion class   
    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.
     
  4. Like
    Durenthal got a reaction from Staff in Knight Swordsman dps promotion class   
    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.
     
  5. Thanks
    Durenthal got a reaction from veeshan in Knight Swordsman dps promotion class   
    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.
     
  6. Like
    Durenthal got a reaction from soulein in Knight Swordsman dps promotion class   
    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.
     
  7. Thanks
    Durenthal got a reaction from Glitchhiker in Knight Swordsman dps promotion class   
    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.
     
  8. Like
    Durenthal got a reaction from Tyrant in 5.110 TEST Bug Reports for 3/30-4/1/20   
    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).
     
  9. Like
    Durenthal got a reaction from Aedius in TEST Feedback (5.110 Phase 1) for 3/26/2020   
    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.
     
  10. Like
    Durenthal got a reaction from Toadwart in TEST Feedback (5.110 Phase 1) for 3/26/2020   
    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.
     
  11. Like
    Durenthal got a reaction from APE in TEST Feedback (5.110 Phase 1) for 3/26/2020   
    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.
     
  12. Thanks
    Durenthal got a reaction from Dao in The feel of combat   
    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.
  13. Like
    Durenthal got a reaction from McTan in TEST Feedback (5.110 Phase 1) for 3/26/2020   
    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.
     
  14. Like
    Durenthal got a reaction from McTan in The feel of combat   
    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.
  15. Sad
    Durenthal reacted to Pann in No "Dev Diary" this week   
    We will not be publishing a Dev Diary this Wednesday (tomorrow) since we've got the live stream happening on Thursday (11 am CST). 
    (Preemptively locking this thread so I don't get a bunch of "dergs" and "Thursday at noon" responses. Some of ya'll have beat that poor dead horse so far into the ground that it's nothing but dust and microscopic bone fragments now.) 
  16. Like
    Durenthal reacted to thomasblair in Dev Diary: Thralls in the night   
    The Ancients were placeholders til we built the Thrall NPC's. Thralls are specifically for Majors, minors/exploration still come from where they currently do in 5.100.
    Thralls do "inhabit" the upper end stations in .110.
     
    White Disciplines will continue to be available from vendors in .110 as they are intended for people to try out builds and experiment.
     
    Yes you can no longer upgrade White quality vendor disciplines via the combine mechanic.
    Thralls all drop Blue quality and you combine multiples of 3 disciplines / 3 essences for upgrade stages.
     
    Pretty sure I saw The Blacksmith thrall running around!  Harvesting soul gems will continue to come from harvesting.
     
    The +15% is a bug that exists in .100 that has already been fixed for .110.

    You threw this out there as kind of a snide remark and I want to drill down into it for a second; "Or no benefit just forced PVE to collect appropriate souls?"

    Understand that almost all of the content activities we put in game are there to pull and push players into areas where they can encounter other players. For example the purpose in having items on vendors that cost lots of gold is to make players gather gold. The most lucrative places to gather gold are from level 30 NPC's or selling crafted goods to players. In order to get to level 30 NPC's or decent resources, players need to head out into a world that has limited amount of NPC's and resources. Players sitting in a level 30 adventure area either drove off other players or are going to get jumped by other players at some point.
     
    Having players always wanting and on the lookout for Thralls (because it takes multiple soul gems to upgrade past rare quality, all Thralls should always have value to everyone) is going to create a window of time (night) where people are out in the world looking for Thralls. This gets people out of the bases, and creates opportunity for PvP.

    You are going to see that with most of the .110 content now that we have the tools and the zones to support it!
  17. Like
    Durenthal got a reaction from Tofyzer in Dev Diary: The Winged Knight   
    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.
     
  18. Like
    Durenthal got a reaction from Toadwart in State of the Knight 5.8   
    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.
  19. Thanks
    Durenthal got a reaction from VaMei in Dev Diary: The Winged Knight   
    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.
     
  20. Like
    Durenthal got a reaction from Groovin in Dev Diary: The Winged Knight   
    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.
     
  21. Like
    Durenthal got a reaction from Staff in Dev Diary: The Winged Knight   
    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.
     
  22. Like
    Durenthal got a reaction from Doomshadow in Dev Diary: The Winged Knight   
    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.
     
  23. Like
    Durenthal got a reaction from oneply in Dev Diary: The Winged Knight   
    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.
     
  24. Thanks
    Durenthal got a reaction from EnsaimadaBlanca in Dev Diary: The Winged Knight   
    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.
     
  25. Thanks
    Durenthal got a reaction from Frykka in Dev Diary: The Winged Knight   
    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.
     
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