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


  • Content Count

  • Joined

  • Last visited

About Vlaana

  • Rank

Profile Information

  • Gender
  • Location

Recent Profile Visitors

319 profile views
  1. Hello everyone, @jtoddcoleman@ACE-Tiggs@thomasblair I will try to explain my guild feedback in this post. We are a small French Guild “BSF” with 10 players. The guild plays a lot of RvR game such as TESO, GW2… Optimization It is better but there is still a long way to go before 15v10v3v25v…. is possible on dredge. Passive trees The passive trees were a good feature regarding balance because it allowed players with family/job to have time to gather resources before having enough points to craft. If you remove this feature which was a base for the balance of the ga
  2. Time Changes: (please list time zones if you're adding in any). EU Times are not that great, here are some suggestions, siege hours should be delayed by 1h or 1h30. How do you like the variance with the Campaign cards is there anything you'd like to see different with them? Interesting. It a good option regarding the zerg guilds. Do you like the Campaigns combined or NA / EU separate and why? Combined to have more people and test night capping What was your favorite Campaign and why? This one after 4 years. At least, there are some dec
  3. There are definitively design or balance problems for sure. From my point of view, In crowfall a huge PvP path is locked: CD tracking with long CD aoe where your group has to dodge (not spamming aoe, well balanced one). Moreover, Crowfall is probably the first PvP, RvR MMO where noone is able to custard remove buff and debuff... Which lead the designer to avoid stacking DOT and so on... (but I dunno why they created pixie debuff stacking 3 times without counter or stormcaller AOE which is not even a DOT but a pulsation so no counter...). I am starting to wonder if they ever have play
  4. Hello world, @jtoddcoleman @gothamgurl Here some of my personal thought about the test phase, you asked us create big fight to test the current optimization of the server. However, look at this 2000 players map with 6 forts just for 150 players. Moreover, most of guild have less than 15 players so how are they suppose to fight to take back fort with this low number of player (Alliance are still not available on dredge). From my point of view, a real test should be made on one siege map in a tri-faction campaign to simulate three big guilds fighting together and the siege windows
  5. @TyrantI would like to give my two cents on the death penalty. The death timer in this game is strange, starting from around 2 minutes for your first death and increasing after each death. This is really to long and boring for a normal players. Imagine, when the game will have 1000+ players in a campaign or dregs. You finish your work and you wanna play 2 hours to have fun with friends, you go PvP then you die, die , die because you don't care about your KDA and you wanna fight others people to improve together. After 10 death you reach more than 6 minutes doing nothing more than to stay
  6. Texts on talents are so custard confusing. The text says the barrier will be more resistant. So, How much shield will I have? What is the formula to increase the barrier? Is it based on my attack power or support power? Is it a random value. Please, we need more explanation or details on talents.
  7. My modest opinion about the Stormcaller path. Druid stormcaller (Wood-elf) Where to start, the basic attack and its ridiculous/strange animations, where my druid is trying to perform some SLOW sword moves with a bush hook. I personnally prefered the old animation (5.100) where the druid was pointing someone with his finger and the storm was hitting him! A good point is there is no need to channel the attack anymore. However, his attacks are too slow to stack the plasma spark or capacitor passives effectively. Gaea's Wail (one target spell): 3 seconds locked in position to charge
  8. Call me back when you have decided to skill wype and developpes spells to counter zerg strategy.
  9. Les images montrées sont plutôt agréables a regarder. Moi cela me fait plaisir de voir cette amélioration. Cependant, je suis aussi de l'avis de Royo à savoir que j’attends aussi avec impatience l'amélioration de l'interface en jeu.
  10. I agree on samulus on this: I would like to point out that I signed to test a PvP game but the fact is you generated campaigns having 6 to 9 maps for only 15 - 60 active players at the same time (on EU), this is ridiculous. I understand you wanna test your map generator but do you really need to add so many maps. Nowaday, I never find someone when I go hunting and the only PvP I found thus far is this ridiculous zerg strategy during siege windows. I have really no vision about what you are expecting from a fight. At the moment, there are no tools to manage some good fight with a l
  11. Oui en attente du déploiement de la 5.9 sur les serveurs pour revenir et former les oisillons qui seraient intéressés par découvrir le jeu.
  12. Je rajouterais sans broncher 2 ou 3 farm en plus vu les dernières mises à jour.
  13. Salut, Je suis un gros joueurs de MMORPG (DAoC, lineage 2, Wow vanilla, Tera) et RPG (Baldur's gate 1 et 2, Divinity: Original Sin, Pathfinder: kingmaker). J'ai toujours aimé les jeu PvP mais j'ai trouvé très peu de jeu intéressant, le meilleur restant DAoC. La perte de l'aspect social ainsi que la mise en œuvre des "Free to play" (ou comment mieux voler les gens) dans les MMORPG ont contribué à mon abandon de ce type de jeu. Lorsque j'ai découvert Crowfall, j'ai tous de suite été intéressé par la mise au centre du jeu des aspects PvP et métiers. De plus, l'équipe était p
  14. And what remove the ability to destroy white ore... I would like to see that.
  15. Anyway, even if they remove the spirit bank later. Do you expect us to let you loot us? The problem will be better from a PvP point of view but I would prefer to destroy the ressources harvested instead of letting you taking them. So basically a loss/loss situation instead of a win/loss but you will never have a loss/win situation versus seasoned harvesters playing together. But currently new players can still craft a test the game so it is fine. Otherwise with the passive tree gap + no items most of them would leave.
  • Create New...