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Vlaana

Testers
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About Vlaana

  • Rank
    Hatchling

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    Male
  • Location
    France

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  1. Vlaana

    Ranger feedback

    Hi Darkstar412, I added you problem in my post.
  2. I found something strange about the Half-elf race. The race can be assassin, ranger and druid and the racial bonus are: +60 dex +30 int +30 spi However, the stat cap are as follow: DEX 250 STR 250 INT 300 SPR 250 CON 250 Something is fishy as the main feature available during the vessel craft is dexterity. Those cap were modified after the 5.8 patch. @StumpstuffIs it intended?
  3. Vlaana

    Ranger feedback

    Ok I did add your return in my post. @Lowlander Honestly as the passive "Glee ful strike" give more than expected on all your capacities both are balancing each other. @Samulus I think the two charges on the ultimate is deliberate. I did not play the warden enough to have feedback on it, so yours are welcome. I agree with you that endurance management is really different depending on the specialization chosen. However, I don't understand how the support power can be valuable on ranger.
  4. Vlaana

    Ranger feedback

    I copy my post here, to keep track of bugs on ranger. Feel free to add yours in comment. I will add them in the post and copy/past this post each time the dev ask for a feedback on live server minus the correction they perform if any. Here is a list of the problems for the archer class. It is probably easier to write a list about what is working but anyway. Character sheet - green vessel (haft-elf): https://imgur.com/kinW1Js Major disciplines: Mole Hunter and Sharpshooter Minor disciplines: Uniform leather, Glass Cannon, Demon's Pact Passive used in this build (4): Way of the leader Uniform leather (+100 AP) Glass Canon Gleeful Strike My data is given with the discipline above. Equipment: Blue bow (damages 41-57) Crushing blue quiver (damages 47-69) Stat problem: Endurance regeneration: does not work well, either does not work or you loss the regeneration as soon as 3 food pips are lost. Attack power: 250 attack power for a damage dealer when tanks got twice that (pitfighter tanks got 700 AP). Range: 34 meters, pathetic range to manage kitting when a fae or wood elf just glish/tp on you. This range is not enough to defend a fort or Keep. From my point of view, a max range between 50 and 60 meters could be good. Capacities problem: Charged attack (basic attack): hitting 600/700 damages on leather for 2s of charge when the arrow is not lost in the void. Just to compare auto attack from druid(stormcaller)/assa deal 400/500 on leather so basically with 3+ auto in 2s around 1200/1500 damages. Void definition: sometimes (usually when lagging badly) your arrow-charging animation will stop, but the bar will remain. When you release after this happens, you don't shoot. I've also seen the same thing happen with the animation staying but the bar disappearing. Both instances result in no arrow being fired. I don't have evidence of this since I only recently started recording this game but in a few days I may. @Samulus Double shots (talent): does not work, as soon as it trigger the next charged attack do not deal 50% more damage. https://imgur.com/DcSlyhH Rapide fire: most of the time no arrows are hitting the target but the skill is on CD. Barrage: no damage (between 50 to 140), no range (35m), limited to 5 pleople and you cannot really move as you would like. This spell is upgraded via the talent "withering barrage" to remove 20% of damage BONUS (so basically nothing). The area of effect does not work when you try to hit targets on wall. Moreover, the positionning circle is not visible on slope or in building. Sweep + disengage: too long, the disengage should be instant. Traps: should not explode when it times out. The triggering zone seems too short and the trap can be seen by ennemies. Suppression shot: People should not be able to retaliate on this spell. I mean it is a suppress, isn't it? Forest Step (Warden) - Often does not connect the first hit or second hit on moving targets due to disjointed distance to target (sometimes you teleport onto their head lol). Awesome to use when they are retreating, but it's not reliable for anything other than a teleport right now... It would be really nice if we could reliably connect that second hit since there's a snare on it. @Samulus Ultimate: charging too fast. This point is also true for a lot of classes (confessor, ...). Discipline bugs: Get 'em (Mole hunter discipline): the root spell does not root. Passive "all clear" (sharpshooter discipline): no ennemies within 30 meters... (should I say we only have 34 meters...) Passive "Call of fire" (archer) do not move, charged bow twice then you got a buff. Ho sry, the fight is already moving otherwhere and you only got a poorly made socksty range. Does not work with high tension compound bow. It only procs and makes the sound but doesnt do anything. However, it works fine for recurve bow. @Darkstar412 Passive "Glee ful strike": this passive should increase your damage by 10%. https://imgur.com/b6K7S19 The second hit is without passive so the first hit should be around 810. Equipment problem: The exotic arrow abilities never trigger (Is it part of the problem described below?). The leather stuff bonus damage is utterly pathetic compare to the survivibility given by mail or plaque equipment. I probably found why the ranger damage suck so hard. The ranged damage given in my character sheet does not care about my quiver or my basic arrow. https://imgur.com/fbJNEh2 I did a test using basic arrow (damage 14-21) on dummy and got the following damages: https://imgur.com/UFafpLP Now, the same test by using my crushing blue quiver (damage 46-69) https://imgur.com/zwWFS5m By the way, the quiver does not have a durability bar, is it a bug? Is it part of the problem? This bug make us loss more than 50% damages as my quiver got a damage range higher than my bow. Passive talent problem: Too many useless passive talent for the archer specialization (power efficiency, support power) and disparity between physical or elemental penetration. The passive talent tree for weapon sucks as hell. However the power efficiency is mandatory for the warden specialization as there is no viable option to regenerate endurance other than critical hits. @Samulus Conclusion on the ranger: Wood-elf is mandatory because of the dodge range and is the only race that could manage the Fae mobility. Warden is almost mandatory because it is using chain mail so 15k HP and high resistance and has the same range as an archer. On archer, Sharpshooter or Arcane archer discipline are mandatory to have damages other than piercing and the only root working in this game. Quiver or basic arrow are custarded (50% of the class damage does not exist). Currently archer is probably the worst class of the game.
  5. How can I say this,.. I really don't care about you spending time on a new feature when a lot of older ones don't even work properly. As I previously said in another post do thing step by step instead of making a castle of cards.
  6. @vkromas Here is a list of the problems for the archer class. It is probably easier to write a list about what is working but anyway. Character sheet - green vessel (haft-elf): https://imgur.com/kinW1Js Equipment: Blue bow (damages 41-57) Crushing quiver (damages 47-69) Stat problem: Endurance regeneration: does not work well, either does not work or you loss the regeneration as soon as 3 food pips are lost. Attack power: 250 attack power for a damage dealer when tanks got twice that (pitfighter tanks got 700 AP). Range: 34 meters, pathetic range to manage kitting when a fae or wood elf just glish/tp on you. This range is not enough to defend a fort or Keep. From my point of view, a max range between 50 and 60 meters could be good. Capacities problem: Charged attack (basic attack): hitting 600/700 damages on leather for 2s of charge when the arrow is not lost in the void. Just to compare auto attack from druid(stormcaller)/assa deal 400/500 on leather so basically with 3+ auto in 2s around 1200/1500 damages. Double shots (talent): does not work, as soon as it trigger the next charged attack do not deal 50% more damage. https://imgur.com/DcSlyhH Rapide fire: most of the time no arrows are hitting the target but the skill is on CD. Barrage: no damage (between 50 to 140), no range (35m), limited to 5 pleople and you cannot really move as you would like. This spell is updated via the talent to remove 20% of damage BONUS (so basically nothing). The area of effect does not work when you try to hit targets on wall. Moreover, the positionning circle is not visible on slope or in building. Sweep + disengage: too long, the disengage should be instant. Traps: should not explode when it times out. Suppression shot: People should not be able to retaliate on this spell. I mean it is a suppress, isn't it? Ultimate: charging too fast. This point is also true for a lot of classes (confessor, ...). Discipline bugs: Get 'em (Mole hunter discipline): the root spell does not root. Passive "all clear" (sharpshooter discipline): no ennemies within 30 meters... (should I say we only have 34 meters...) Passive "Call of fire" (archer): do not move, charged bow twice then you got a buff. Ho sry, the fight is already moving otherwhere and you only got a poorly made socksty range. Passive "Glee ful strike": this passive should increase your damage by 10%. https://imgur.com/b6K7S19 The second hit is without passive so the first hit should be around 810. Equipment problem: The exotic arrow abilities never trigger (Is it part of the problem described below?). The leather stuff bonus damage is utterly pathetic compare to the survivibility given by mail or plaque equipment. I probably found why the ranger damage suck so hard. The ranged damage given in my character sheet does not care about my quiver or my basic arrow. https://imgur.com/fbJNEh2 I did a test using basic arrow (damage 14-21) on dummy and got the following damages: https://imgur.com/UFafpLP Now, the same test by using my crushing blue quiver (damage 46-69) https://imgur.com/zwWFS5m By the way, the quiver does not have a durability bar, is it a bug? Is it part of the problem? This bug make us loss more than 50% damages as my quiver got a damage range higher than my bow. Passive talent problem: Too many useless passive talent for the archer class (power efficiency, support power) and disparity between physical or elemental penetration. The passive talent tree suck as hell. This seems to be true for others classes too. Conclusion on the ranger: Wood-elf is mandatory because of the dodge range and is the only race that could manage the Fae mobility. Warden is almost mandatory because it is using chain mail so 15k HP and high resistance and has the same range as an archer. On archer, Sharpshooter or Arcane archer discipline are mandatory to have damages other than piercing and the only root working in this game. Quiver or basic arrow are custarded (50% of the class damage does not exist). Currently archer is probably the worst class of the game. General feedback about 5.8.3: Currently, the guards are so buffed than it is impossible to take a keep when both factions have the same number of players. Moreover, the defending camp got a huge advantage because they can ressurect and disconnect inside the keep to remove the death shroud (stupid debuff). The Assassin (blackguard) + Fae combo give too high mobility, resistance, HP, damage and even sustain in stealth on the same class and I dunno why everything seems to work quite well on this class. The Fae should not be able to use his escape/dodge ability in air (during a jump), it will probably balance the race. Another solution, would be to allow all the classes on this race (to avoid confessor fall damage) as the race is not suppose to be broken most players will probably avoid using it... The fight are too long because damages are low: I mean we currently cannot punish a bad positionning. An assassin jumping in 20 people and can go away freely with only "50% HP" left after 30s of fight. Knight and damage druid ultimate are broken, some time the ennemies got ejected near 80 meters from you. Confessor tornado are abused. Fall damage and the short CD on it make it too strong in huge fight. Moreover, tactical decision doesn't mean anything anymore: I mean from a tactical point of view having the high ground is good but as there is the risk to go down with a tornado and loss 90%HP ... Conclusion on 5.8.3: I understand you really don't care about the balancing but my point is only 5 classes are mainly played on EU (assassin fae > confessor > druide > champion and some cleric). I don't care about a small gap between classes but you should show some love to classes that are really below others in term of damage or utility (ranger/knight/duelist). I apologies from my grammatical mistakes, English is not my native language.
  7. The guards inside the forts are bugged. They do not attack. Wood elf go tag then afk 5 minutes...
  8. Ranger, charged fire 900+ damage before patch now 500, thx for the nerf again. Ice arrow never proc. charged attack doesn't work well. rapide fire is still bugged Always the same class played (assa/conf/druide). What the aim to even do a "reward" campaign. The last few pathes make the game worst and worst.
  9. Trash update: Focus cannot be used anymore. Crushing quiver cannot be used anymore. People having the discipline "reality warper" in spirit bank now have access to "Force mage" which is not available for craft. Fort went neutral on the map. The rune "arcane archer" is now mandatory for ranger as all other root spell are bug for more than 1 year .... The fire wall was part of the confessor identity: now everyone can access it and the server will probably crash in team fight as paladin area spell and fire wall will be spammed. The Wood elf race can still go through wall. The ranger endurance does not regenerate in team fight (full belly). Questions: Still wondering where are the custard attack power talent for the ranger. Still wondering why I have a range talent on my ranger as my max range is 34 meters (my bow already gives 20 meters). Sill wondering why 50% of the ranger capacities are bug when it was working fine 2 years ago. Still wondering who is creating those talents and doing the maths in this game. I mean you could go step by step instead of trashing everything. Still wondering when will you correct all the bugs reported to you instead of let them pile up.
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